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36

Writing Javascript without a build system

from Julia Evans [alt+shift+b] in programming

Hello! I’ve been writing some Javascript this week, and as always when I start a new frontend project, I was faced with the question: should I use a build system? I want to talk about what’s appealing to me about build systems, why I (usually) still don’t use them, and why I find it frustrating that some frontend Javascript libraries require that you use a build system. I’m writing this because most of the writing I see about JS assumes that you’re using a build system, and it can be hard to navigate for folks like me who write very simple small Javascript projects that don’t require a build system. what’s a build system? The idea is that you have a bunch of Javascript or Typescript code, and you want to translate it into different Javascript code before you put it on your website. Build systems can do lots of useful things, like: combining 100s of JS files into one big bundle (for efficiency reasons) translating Typescript into Javascript typechecking Typescript minification adding polyfills to support older browsers compiling JSX treeshaking (remove unused JS code to reduce file sizes) building CSS (like tailwind does) and probably lots of other important things Because of this, if you’re building a complex frontend project today, probably you’re using a build system like webpack, rollup, esbuild, parcel, or vite. Lots of those features are appealing to me, and I’ve used build systems in the past for some of these reasons: Mess With DNS uses esbuild to translate Typescript and combine lots of files into one big file, for example. the goal: easily make changes to old tiny websites I make a lot of small simple websites, I have approximately 0 maintenance energy for any of them, and I change them very infrequently. My goal is that if I have a site that I made 3 or 5 years ago, I’d like to be able to, in 20 minutes: get the source from github on a new computer make some changes put it on the internet But my experience with build systems (not just Javascript build...
16th Feb 2023

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Notes on switching to Helix from vim

Hello! Earlier this summer I was talking to a friend about how much I love using fish, and how I love that I don’t have to configure it. They said that they feel the same way about the helix text editor, and so I decided to give it a try. I’ve been using it for 3 months now and here are a few notes. why helix: language servers I think what motivated me to try Helix is that I’ve been trying to get a working language server setup (so I can do things like “go to definition”) and getting a setup that feels good in Vim or Neovim just felt like too much work. After using Vim/Neovim for 20 years, I’ve tried both “build my own custom configuration from scratch” and “use someone else’s pre-buld configuration system” and even though I love Vim I was excited about having things just work without having to work on my configuration at all. Helix comes with built in language server support, and it feels nice to be able to do things like “rename this symbol” in any language. the search is great One of my favourite things about Helix is the search! If I’m searching all the files in my repository for a string, it lets me scroll through the potential matching files and see the full context of the match, like this: For comparison, here’s what the vim ripgrep plugin I’ve been using looks like: There’s no context for what else is around that line. the quick reference is nice One thing I like about Helix is that when I press g, I get a little help popup telling me places I can go. I really appreciate this because I don’t often use the “go to definition” or “go to reference” feature and I often forget the keyboard shortcut. some vim -> helix translations Helix doesn’t have marks like ma, 'a, instead I’ve been using Ctrl+O and Ctrl+I to go back (or forward) to the last cursor locarion I think Helix does have macros, but I’ve been using multiple cursors in every case that I would have previously used a macro. I like multiple cursors a lot more than writing macros all the time. If I want to batch change something in the document, my workflow is to press % (to highlight everything), then s to select (with a regex) the things I want to change, then I can just edit all of them as needed. Helix doesn’t have tabs, instead it has a nice buffer switcher (<space>b) I can use to switch to the buffer I want some helix annoyances Here’s everything that’s annoyed me about Helix so far. I like the way Helix’s :reflow works much less than how vim reflows text with gq. It doesn’t work as well with lists. (github issue) If I’m making a Markdown list, pressing “enter” at the end of a list item won’t continue the list. There’s a partial workaround for bulleted lists but I don’t know one for numbered lists. No persistent undo yet: in vim I could use an undofile so that I could undo changes even after quitting. Helix doesn’t have that feature yet. (github PR) Helix doesn’t autoreload files after they change on disk, I have to run :reload-all (:ra<tab>) to manually reload them. Not a big deal. Sometimes it crashes: every week or so there’s a segfault and the editor crashes. Someone mentioned that this might have something to do with the fact that I edit a lot of Markdown, not sure. This doesn’t bother me that much though, I can just reopen it. The “markdown list” and reflowing issues come up a lot for me because I spend a lot of time editing Markdown lists, but I keep using Helix anyway so I guess they can’t be making me that mad. switching was easier than I thought I was worried that relearning 20 years of Vim muscle memory would be really hard. It turned out to be easier than I expected, I started using Helix on a vacation for a little low-stakes coding project I was doing on the side and after a week or two it didn’t feel so disorienting anymore. I think it might be hard to switch back and forth between Vim and Helix, but I haven’t needed to use Vim recently so I don’t know if that’ll ever become an issue for me. The first time I tried Helix I tried to force it to use keybindings that were more similar to Vim and that did not work for me. Just learning the “Helix way” was a lot easier. There are still some things that throw me off: for example w in vim and w in Helix don’t have the same idea of what a “word” is (the Helix one includes the space after the word, the Vim one doesn’t). using a terminal-based text editor For many years I’d mostly been using a GUI version of vim/neovim, so switching to actually using an editor in the terminal was a bit of an adjustment. I ended up deciding on: Every project gets its own terminal window, and all of the tabs in that window (mostly) have the same working directory I make my Helix tab the first tab in the terminal window It works pretty well, I might actually like it better than my previous workflow. my configuration I appreciate that my configuration is really simple, compared to my neovim configuration which is hundreds of lines. It’s mostly just 4 keyboard shortcuts. theme = "solarized_light" [editor] # Sync clipboard with system clipboard default-yank-register = "+" [keys.normal] # I didn't like that Ctrl+C was the default "toggle comments" shortcut "#" = "toggle_comments" # I didn't feel like learning a different way # to go to the beginning/end of a line so # I remapped ^ and $ "^" = "goto_first_nonwhitespace" "$" = "goto_line_end" [keys.select] "^" = "goto_first_nonwhitespace" "$" = "goto_line_end" [keys.normal.space] # I write a lot of text so I need to constantly reflow, # and missed vim's `gq` shortcut l = ":reflow" There’s a separate languages.toml configuration where I set some language preferences, like turning off autoformatting. For example, here’s my Python configuration: [[language]] name = "python" formatter = { command = "black", args = ["--stdin-filename", "%{buffer_name}", "-"] } language-servers = ["pyright"] auto-format = false we’ll see how it goes Three months is not that long, and it’s possible that I’ll decide to go back to Vim at some point. For example, I wrote a post about switching to nix a while back but after maybe 8 months I switched back to Homebrew (though I’m still using NixOS to manage one little server, and I’m still satisfied with that).

10th Oct 2025 • 25 votes
Using `make` to compile C programs (for non-C-programmers)

I have never been a C programmer but every so often I need to compile a C/C++ program from source. This has been kind of a struggle for me: for a long time, my approach was basically “install the dependencies, run make, if it doesn’t work, either try to find a binary someone has compiled or give up”. “Hope someone else has compiled it” worked pretty well when I was running Linux but since I’ve been using a Mac for the last couple of years I’ve been running into more situations where I have to actually compile programs myself. So let’s talk about what you might have to do to compile a C program! I’ll use a couple of examples of specific C programs I’ve compiled and talk about a few things that can go wrong. Here are three programs we’ll be talking about compiling: paperjam sqlite qf (a pager you can run to quickly open files from a search with rg -n THING | qf) step 1: install a C compiler This is pretty simple: on an Ubuntu system if I don’t already have a C compiler I’ll install one with: sudo apt-get install build-essential This installs gcc, g++, and make. The situation on a Mac is more confusing but it’s something like “install xcode command line tools”. step 2: install the program’s dependencies Unlike some newer programming languages, C doesn’t have a dependency manager. So if a program has any dependencies, you need to hunt them down yourself. Thankfully because of this, C programmers usually keep their dependencies very minimal and often the dependencies will be available in whatever package manager you’re using. There’s almost always a section explaining how to get the dependencies in the README, for example in paperjam’s README, it says: To compile PaperJam, you need the headers for the libqpdf and libpaper libraries (usually available as libqpdf-dev and libpaper-dev packages). You may need a2x (found in AsciiDoc) for building manual pages. So on a Debian-based system you can install the dependencies like this. sudo apt install -y libqpdf-dev libpaper-dev If a README gives a name for a package (like libqpdf-dev), I’d basically always assume that they mean “in a Debian-based Linux distro”: if you’re on a Mac brew install libqpdf-dev will not work. I still have not 100% gotten the hang of developing on a Mac yet so I don’t have many tips there yet. I guess in this case it would be brew install qpdf if you’re using Homebrew. step 3: run ./configure (if needed) Some C programs come with a Makefile and some instead come with a script called ./configure. For example, if you download sqlite’s source code, it has a ./configure script in it instead of a Makefile. My understanding of this ./configure script is: You run it, it prints out a lot of somewhat inscrutable output, and then it either generates a Makefile or fails because you’re missing some dependency The ./configure script is part of a system called autotools that I have never needed to learn anything about beyond “run it to generate a Makefile”. I think there might be some options you can pass to get the ./configure script to produce a different Makefile but I have never done that. step 4: run make The next step is to run make to try to build a program. Some notes about make: Sometimes you can run make -j8 to parallelize the build and make it go faster It usually prints out a million compiler warnings when compiling the program. I always just ignore them. I didn’t write the software! The compiler warnings are not my problem. compiler errors are often dependency problems Here’s an error I got while compiling paperjam on my Mac: /opt/homebrew/Cellar/qpdf/12.0.0/include/qpdf/InputSource.hh:85:19: error: function definition does not declare parameters 85 | qpdf_offset_t last_offset{0}; | ^ Over the years I’ve learned it’s usually best not to overthink problems like this: if it’s talking about qpdf, there’s a good change it just means that I’ve done something wrong with how I’m including the qpdf dependency. Now let’s talk about some ways to get the qpdf dependency included in the right way. the world’s shortest introduction to the compiler and linker Before we talk about how to fix dependency problems: building C programs is split into 2 steps: Compiling the code into object files (with gcc or clang) Linking those object files into a final binary (with ld) It’s important to know this when building a C program because sometimes you need to pass the right flags to the compiler and linker to tell them where to find the dependencies for the program you’re compiling. make uses environment variables to configure the compiler and linker If I run make on my Mac to install paperjam, I get this error: c++ -o paperjam paperjam.o pdf-tools.o parse.o cmds.o pdf.o -lqpdf -lpaper ld: library 'qpdf' not found This is not because qpdf is not installed on my system (it actually is!). But the compiler and linker don’t know how to find the qpdf library. To fix this, we need to: pass "-I/opt/homebrew/include" to the compiler (to tell it where to find the header files) pass "-L/opt/homebrew/lib -liconv" to the linker (to tell it where to find library files and to link in iconv) And we can get make to pass those extra parameters to the compiler and linker using environment variables! To see how this works: inside paperjam’s Makefile you can see a bunch of environment variables, like LDLIBS here: paperjam: $(OBJS) $(LD) -o $@ $^ $(LDLIBS) Everything you put into the LDLIBS environment variable gets passed to the linker (ld) as a command line argument. secret environment variable: CPPFLAGS Makefiles sometimes define their own environment variables that they pass to the compiler/linker, but make also has a bunch of “implicit” environment variables which it will automatically pass to the C compiler and linker. There’s a full list of implicit environment variables here, but one of them is CPPFLAGS, which gets automatically passed to the C compiler. (technically it would be more normal to use CXXFLAGS for this, but this particular Makefile hardcodes CXXFLAGS so setting CPPFLAGS was the only way I could find to set the compiler flags without editing the Makefile) how to use CPPFLAGS and LDLIBS to fix this compiler error Now that we’ve talked about how CPPFLAGS and LDLIBS get passed to the compiler and linker, here’s the final incantation that I used to get the program to build successfully! CPPFLAGS="-I/opt/homebrew/include" LDLIBS="-L/opt/homebrew/lib -liconv" make paperjam This passes -I/opt/homebrew/include to the compiler and -L/opt/homebrew/lib -liconv to the linker. Also I don’t want to pretend that I “magically” knew that those were the right arguments to pass, figuring them out involved a bunch of confused Googling that I skipped over in this post. I will say that: the -I compiler flag tells the compiler which directory to find header files in, like /opt/homebrew/include/qpdf/QPDF.hh the -L linker flag tells the linker which directory to find libraries in, like /opt/homebrew/lib/libqpdf.a the -l linker flag tells the linker which libraries to link in, like -liconv means “link in the iconv library”, or -lm means “link math” tip: how to just build 1 specific file: make $FILENAME Yesterday I discovered this cool tool called qf which you can use to quickly open files from the output of ripgrep. qf is in a big directory of various tools, but I only wanted to compile qf. So I just compiled qf, like this: make qf Basically if you know (or can guess) the output filename of the file you’re trying to build, you can tell make to just build that file by running make $FILENAME tip: look at how other packaging systems built the same C program If you’re having trouble building a C program, maybe other people had problems building it too! Every Linux distribution has build files for every package that they build, so even if you can’t install packages from that distribution directly, maybe you can get tips from that Linux distro for how to build the package. Realizing this (thanks to my friend Dave) was a huge ah-ha moment for me. For example, this line from the nix package for paperjam says: env.NIX_LDFLAGS = lib.optionalString stdenv.hostPlatform.isDarwin "-liconv"; This is basically saying “pass the linker flag -liconv to build this on a Mac”, so that’s a clue we could use to build it. That same file also says env.NIX_CFLAGS_COMPILE = "-DPOINTERHOLDER_TRANSITION=1";. I’m not sure what this means, but when I try to build the paperjam package I do get an error about something called a PointerHolder, so I guess that’s somehow related to the “PointerHolder transition”. step 5: installing the binary Once you’ve managed to compile the program, probably you want to install it somewhere! Some Makefiles have an install target that let you install the tool on your system with make install. I’m always a bit scared of this (where is it going to put the files? what if I want to uninstall them later?), so if I’m compiling a pretty simple program I’ll often just manually copy the binary to install it instead, like this: cp qf ~/bin step 6: maybe make your own package! Once I figured out how to do all of this, I realized that I could use my new make knowledge to contribute a paperjam package to Homebrew! Then I could just brew install paperjam on future systems. The good thing is that even if the details of how all of the different packaging systems, they fundamentally all use C compilers and linkers. it can be useful to understand a little about C even if you’re not a C programmer I think all of this is an interesting example of how it can useful to understand some basics of how C programs work (like “they have header files”) even if you’re never planning to write a nontrivial C program if your life. It feels good to have some ability to compile C/C++ programs myself, even though I’m still not totally confident about all of the compiler and linker flags and I still plan to never learn anything about how autotools works other than “you run ./configure to generate the Makefile”. Also one important thing I left out is LD_LIBRARY_PATH / DYLD_LIBRARY_PATH (which you use to tell the dynamic linker at runtime where to find dynamically linked files) because I can’t remember the last time I ran into an LD_LIBRARY_PATH issue and couldn’t find an example.

10th Jun 2025 • 63 votes
Standards for ANSI escape codes

Hello! Today I want to talk about ANSI escape codes. For a long time I was vaguely aware of ANSI escape codes (“that’s how you make text red in the terminal and stuff”) but I had no real understanding of where they were supposed to be defined or whether or not there were standards for them. I just had a kind of vague “there be dragons” feeling around them. While learning about the terminal this year, I’ve learned that: ANSI escape codes are responsible for a lot of usability improvements in the terminal (did you know there’s a way to copy to your system clipboard when SSHed into a remote machine?? It’s an escape code called OSC 52!) They aren’t completely standardized, and because of that they don’t always work reliably. And because they’re also invisible, it’s extremely frustrating to troubleshoot escape code issues. So I wanted to put together a list for myself of some standards that exist around escape codes, because I want to know if they have to feel unreliable and frustrating, or if there’s a future where we could all rely on them with more confidence. what’s an escape code? ECMA-48 xterm control sequences terminfo should programs use terminfo? is there a “single common set” of escape codes? some reasons to use terminfo some more documents/standards why I think this is interesting what’s an escape code? Have you ever pressed the left arrow key in your terminal and seen ^[[D? That’s an escape code! It’s called an “escape code” because the first character is the “escape” character, which is usually written as ESC, \x1b, \E, \033, or ^[. Escape codes are how your terminal emulator communicates various kinds of information (colours, mouse movement, etc) with programs running in the terminal. There are two kind of escape codes: input codes which your terminal emulator sends for keypresses or mouse movements that don’t fit into Unicode. For example “left arrow key” is ESC[D, “Ctrl+left arrow” might be ESC[1;5D, and clicking the mouse might be something like ESC[M :3. output codes which programs can print out to colour text, move the cursor around, clear the screen, hide the cursor, copy text to the clipboard, enable mouse reporting, set the window title, etc. Now let’s talk about standards! ECMA-48 The first standard I found relating to escape codes was ECMA-48, which was originally published in 1976. ECMA-48 does two things: Define some general formats for escape codes (like “CSI” codes, which are ESC[ + something and “OSC” codes, which are ESC] + something) Define some specific escape codes, like how “move the cursor to the left” is ESC[D, or “turn text red” is ESC[31m. In the spec, the “cursor left” one is called CURSOR LEFT and the one for changing colours is called SELECT GRAPHIC RENDITION. The formats are extensible, so there’s room for others to define more escape codes in the future. Lots of escape codes that are popular today aren’t defined in ECMA-48: for example it’s pretty common for terminal applications (like vim, htop, or tmux) to support using the mouse, but ECMA-48 doesn’t define escape codes for the mouse. xterm control sequences There are a bunch of escape codes that aren’t defined in ECMA-48, for example: enabling mouse reporting (where did you click in your terminal?) bracketed paste (did you paste that text or type it in?) OSC 52 (which terminal applications can use to copy text to your system clipboard) I believe (correct me if I’m wrong!) that these and some others came from xterm, are documented in XTerm Control Sequences, and have been widely implemented by other terminal emulators. This list of “what xterm supports” is not a standard exactly, but xterm is extremely influential and so it seems like an important document. terminfo In the 80s (and to some extent today, but my understanding is that it was MUCH more dramatic in the 80s) there was a huge amount of variation in what escape codes terminals actually supported. To deal with this, there’s a database of escape codes for various terminals called “terminfo”. It looks like the standard for terminfo is called X/Open Curses, though you need to create an account to view that standard for some reason. It defines the database format as well as a C library interface (“curses”) for accessing the database. For example you can run this bash snippet to see every possible escape code for “clear screen” for all of the different terminals your system knows about: for term in $(toe -a | awk '{print $1}') do echo $term infocmp -1 -T "$term" 2>/dev/null | grep 'clear=' | sed 's/clear=//g;s/,//g' done On my system (and probably every system I’ve ever used?), the terminfo database is managed by ncurses. should programs use terminfo? I think it’s interesting that there are two main approaches that applications take to handling ANSI escape codes: Use the terminfo database to figure out which escape codes to use, depending on what’s in the TERM environment variable. Fish does this, for example. Identify a “single common set” of escape codes which works in “enough” terminal emulators and just hardcode those. Some examples of programs/libraries that take approach #2 (“don’t use terminfo”) include: kakoune python-prompt-toolkit linenoise libvaxis chalk I got curious about why folks might be moving away from terminfo and I found this very interesting and extremely detailed rant about terminfo from one of the fish maintainers, which argues that: [the terminfo authors] have done a lot of work that, at the time, was extremely important and helpful. My point is that it no longer is. I’m not going to do it justice so I’m not going to summarize it, I think it’s worth reading. is there a “single common set” of escape codes? I was just talking about the idea that you can use a “common set” of escape codes that will work for most people. But what is that set? Is there any agreement? I really do not know the answer to this at all, but from doing some reading it seems like it’s some combination of: The codes that the VT100 supported (though some aren’t relevant on modern terminals) what’s in ECMA-48 (which I think also has some things that are no longer relevant) What xterm supports (though I’d guess that not everything in there is actually widely supported enough) and maybe ultimately “identify the terminal emulators you think your users are going to use most frequently and test in those”, the same way web developers do when deciding which CSS features are okay to use I don’t think there are any resources like Can I use…? or Baseline for the terminal though. (in theory terminfo is supposed to be the “caniuse” for the terminal but it seems like it often takes 10+ years to add new terminal features when people invent them which makes it very limited) some reasons to use terminfo I also asked on Mastodon why people found terminfo valuable in 2025 and got a few reasons that made sense to me: some people expect to be able to use the TERM environment variable to control how programs behave (for example with TERM=dumb), and there’s no standard for how that should work in a post-terminfo world even though there’s less variation between terminal emulators than there was in the 80s, there’s far from zero variation: there are graphical terminals, the Linux framebuffer console, the situation you’re in when connecting to a server via its serial console, Emacs shell mode, and probably more that I’m missing there is no one standard for what the “single common set” of escape codes is, and sometimes programs use escape codes which aren’t actually widely supported enough some more documents/standards A few more documents and standards related to escape codes, in no particular order: the Linux console_codes man page documents escape codes that Linux supports how the VT 100 handles escape codes & control sequences the kitty keyboard protocol OSC 8 for links in the terminal (and notes on adoption) A summary of ANSI standards from tmux this terminal features reporting specification from iTerm sixel graphics why I think this is interesting I sometimes see people saying that the unix terminal is “outdated”, and since I love the terminal so much I’m always curious about what incremental changes might make it feel less “outdated”. Maybe if we had a clearer standards landscape (like we do on the web!) it would be easier for terminal emulator developers to build new features and for authors of terminal applications to more confidently adopt those features so that we can all benefit from them and have a richer experience in the terminal. Obviously standardizing ANSI escape codes is not easy (ECMA-48 was first published almost 50 years ago and we’re still not there!). But the situation with HTML/CSS/JS used to be extremely bad too and now it’s MUCH better, so maybe there’s hope.

7th Mar 2025 • 73 votes
Some terminal frustrations

A few weeks ago I ran a terminal survey (you can read the results here) and at the end I asked: What’s the most frustrating thing about using the terminal for you? 1600 people answered, and I decided to spend a few days categorizing all the responses. Along the way I learned that classifying qualitative data is not easy but I gave it my best shot. I ended up building a custom tool to make it faster to categorize everything. As with all of my surveys the methodology isn’t particularly scientific. I just posted the survey to Mastodon and Twitter, ran it for a couple of days, and got answers from whoever happened to see it and felt like responding. Here are the top categories of frustrations! I think it’s worth keeping in mind while reading these comments that 40% of people answering this survey have been using the terminal for 21+ years 95% of people answering the survey have been using the terminal for at least 4 years These comments aren’t coming from total beginners. Here are the categories of frustrations! The number in brackets is the number of people with that frustration. Honestly I don’t how how interesting this is to other people – I’m just writing this up for myself because I’m trying to write a zine about the terminal and I wanted to get a sense for what people are having trouble with. remembering syntax (115) People talked about struggles remembering: the syntax for CLI tools like awk, jq, sed, etc the syntax for redirects keyboard shortcuts for tmux, text editing, etc One example comment: There are just so many little “trivia” details to remember for full functionality. Even after all these years I’ll sometimes forget where it’s 2 or 1 for stderr, or forget which is which for > and >>. switching terminals is hard (91) People talked about struggling with switching systems (for example home/work computer or when SSHing) and running into: OS differences in keyboard shortcuts (like Linux vs Mac) systems which don’t have their preferred text editor (“no vim” or “only vim”) different versions of the same command (like Mac OS grep vs GNU grep) no tab completion a shell they aren’t used to (“the subtle differences between zsh and bash”) as well as differences inside the same system like pagers being not consistent with each other (git diff pagers, other pagers). One example comment: I got used to fish and vi mode which are not available when I ssh into servers, containers. color (85) Lots of problems with color, like: programs setting colors that are unreadable with a light background color finding a colorscheme they like (and getting it to work consistently across different apps) color not working inside several layers of SSH/tmux/etc not liking the defaults not wanting color at all and struggling to turn it off This comment felt relatable to me: Getting my terminal theme configured in a reasonable way between the terminal emulator and fish (I did this years ago and remember it being tedious and fiddly and now feel like I’m locked into my current theme because it works and I dread touching any of that configuration ever again). keyboard shortcuts (84) Half of the comments on keyboard shortcuts were about how on Linux/Windows, the keyboard shortcut to copy/paste in the terminal is different from in the rest of the OS. Some other issues with keyboard shortcuts other than copy/paste: using Ctrl-W in a browser-based terminal and closing the window the terminal only supports a limited set of keyboard shortcuts (no Ctrl-Shift-, no Super, no Hyper, lots of ctrl- shortcuts aren’t possible like Ctrl-,) the OS stopping you from using a terminal keyboard shortcut (like by default Mac OS uses Ctrl+left arrow for something else) issues using emacs in the terminal backspace not working (2) other copy and paste issues (75) Aside from “the keyboard shortcut for copy and paste is different”, there were a lot of OTHER issues with copy and paste, like: copying over SSH how tmux and the terminal emulator both do copy/paste in different ways dealing with many different clipboards (system clipboard, vim clipboard, the “middle click” keyboard on Linux, tmux’s clipboard, etc) and potentially synchronizing them random spaces added when copying from the terminal pasting multiline commands which automatically get run in a terrifying way wanting a way to copy text without using the mouse discoverability (55) There were lots of comments about this, which all came down to the same basic complaint – it’s hard to discover useful tools or features! This comment kind of summed it all up: How difficult it is to learn independently. Most of what I know is an assorted collection of stuff I’ve been told by random people over the years. steep learning curve (44) A lot of comments about it generally having a steep learning curve. A couple of example comments: After 15 years of using it, I’m not much faster than using it than I was 5 or maybe even 10 years ago. and That I know I could make my life easier by learning more about the shortcuts and commands and configuring the terminal but I don’t spend the time because it feels overwhelming. history (42) Some issues with shell history: history not being shared between terminal tabs (16) limits that are too short (4) history not being restored when terminal tabs are restored losing history because the terminal crashed not knowing how to search history One example comment: It wasted a lot of time until I figured it out and still annoys me that “history” on zsh has such a small buffer; I have to type “history 0” to get any useful length of history. bad documentation (37) People talked about: documentation being generally opaque lack of examples in man pages programs which don’t have man pages Here’s a representative comment: Finding good examples and docs. Man pages often not enough, have to wade through stack overflow scrollback (36) A few issues with scrollback: programs printing out too much data making you lose scrollback history resizing the terminal messes up the scrollback lack of timestamps GUI programs that you start in the background printing stuff out that gets in the way of other programs’ outputs One example comment: When resizing the terminal (in particular: making it narrower) leads to broken rewrapping of the scrollback content because the commands formatted their output based on the terminal window width. “it feels outdated” (33) Lots of comments about how the terminal feels hampered by legacy decisions and how users often end up needing to learn implementation details that feel very esoteric. One example comment: Most of the legacy cruft, it would be great to have a green field implementation of the CLI interface. shell scripting (32) Lots of complaints about POSIX shell scripting. There’s a general feeling that shell scripting is difficult but also that switching to a different less standard scripting language (fish, nushell, etc) brings its own problems. Shell scripting. My tolerance to ditch a shell script and go to a scripting language is pretty low. It’s just too messy and powerful. Screwing up can be costly so I don’t even bother. more issues Some more issues that were mentioned at least 10 times: (31) inconsistent command line arguments: is it -h or help or –help? (24) keeping dotfiles in sync across different systems (23) performance (e.g. “my shell takes too long to start”) (20) window management (potentially with some combination of tmux tabs, terminal tabs, and multiple terminal windows. Where did that shell session go?) (17) generally feeling scared/uneasy (“The debilitating fear that I’m going to do some mysterious Bad Thing with a command and I will have absolutely no idea how to fix or undo it or even really figure out what happened”) (16) terminfo issues (“Having to learn about terminfo if/when I try a new terminal emulator and ssh elsewhere.”) (16) lack of image support (sixel etc) (15) SSH issues (like having to start over when you lose the SSH connection) (15) various tmux/screen issues (for example lack of integration between tmux and the terminal emulator) (15) typos & slow typing (13) the terminal getting messed up for various reasons (pressing Ctrl-S, cating a binary, etc) that’s all! I’m not going to make a lot of commentary on these results, but here are a couple of categories that feel related to me: remembering syntax & history (often the thing you need to remember is something you’ve run before!) discoverability & the learning curve (the lack of discoverability is definitely a big part of what makes it hard to learn)

5th Feb 2025 • 57 votes
What's involved in getting a "modern" terminal setup?

Hello! Recently I ran a terminal survey and I asked people what frustrated them. One person commented: There are so many pieces to having a modern terminal experience. I wish it all came out of the box. My immediate reaction was “oh, getting a modern terminal experience isn’t that hard, you just need to….”, but the more I thought about it, the longer the “you just need to…” list got, and I kept thinking about more and more caveats. So I thought I would write down some notes about what it means to me personally to have a “modern” terminal experience and what I think can make it hard for people to get there. what is a “modern terminal experience”? Here are a few things that are important to me, with which part of the system is responsible for them: multiline support for copy and paste: if you paste 3 commands in your shell, it should not immediatly run them all! That’s scary! (shell, terminal emulator) infinite shell history: if I run a command in my shell, it should be saved forever, not deleted after 500 history entries or whatever. Also I want commands to be saved to the history immediately when I run them, not only when I exit the shell session (shell) a useful prompt: I can’t live without having my current directory and current git branch in my prompt (shell) 24-bit colour: this is important to me because I find it MUCH easier to theme neovim with 24-bit colour support than in a terminal with only 256 colours (terminal emulator) clipboard integration between vim and my operating system so that when I copy in Firefox, I can just press p in vim to paste (text editor, maybe the OS/terminal emulator too) good autocomplete: for example commands like git should have command-specific autocomplete (shell) having colours in ls (shell config) a terminal theme I like: I spend a lot of time in my terminal, I want it to look nice and I want its theme to match my terminal editor’s theme. (terminal emulator, text editor) automatic terminal fixing: If a programs prints out some weird escape codes that mess up my terminal, I want that to automatically get reset so that my terminal doesn’t get messed up (shell) keybindings: I want Ctrl+left arrow to work (shell or application) being able to use the scroll wheel in programs like less: (terminal emulator and applications) There are a million other terminal conveniences out there and different people value different things, but those are the ones that I would be really unhappy without. how I achieve a “modern experience” My basic approach is: use the fish shell. Mostly don’t configure it, except to: set the EDITOR environment variable to my favourite terminal editor alias ls to ls --color=auto use any terminal emulator with 24-bit colour support. In the past I’ve used GNOME Terminal, Terminator, and iTerm, but I’m not picky about this. I don’t really configure it other than to choose a font. use neovim, with a configuration that I’ve been very slowly building over the last 9 years or so (the last time I deleted my vim config and started from scratch was 9 years ago) use the base16 framework to theme everything some “out of the box” options for a “modern” experience What if you want a nice experience, but don’t want to spend a lot of time on configuration? Figuring out how to configure vim in a way that I was satisfied with really did take me like ten years, which is a long time! My best ideas for how to get a reasonable terminal experience with minimal config are: shell: either fish or zsh with oh-my-zsh terminal emulator: almost anything with 24-bit colour support, for example all of these are popular: linux: GNOME Terminal, Konsole, Terminator, xfce4-terminal mac: iTerm (Terminal.app doesn’t have 256-colour support) cross-platform: kitty, alacritty, wezterm, or ghostty shell config: set the EDITOR environment variable to your favourite terminal text editor maybe alias ls to ls --color=auto text editor: this is a tough one, maybe micro or helix? I haven’t used either of them seriously but they both seem like very cool projects and I think it’s amazing that you can just use all the usual GUI editor commands (Ctrl-C to copy, Ctrl-V to paste, Ctrl-A to select all) in micro and they do what you’d expect. I would probably try switching to helix except that retraining my vim muscle memory seems way too hard and I have a working vim config already. Personally I wouldn’t use xterm, rxvt, or Terminal.app as a terminal emulator, because I’ve found in the past that they’re missing core features (like 24-bit colour in Terminal.app’s case) that make the terminal harder to use for me. I don’t want to pretend that getting a “modern” terminal experience is easier than it is though – I think there are two issues that make it hard. Let’s talk about them! issue 1 with getting to a “modern” experience: the shell bash and zsh are by far the two most popular shells, and neither of them provide a default experience that I would be happy using out of the box, for example: you need to customize your prompt they don’t come with git completions by default, you have to set them up by default, bash only stores 500 (!) lines of history and (at least on Mac OS) zsh is only configured to store 2000 lines, which is still not a lot I find bash’s tab completion very frustrating, if there’s more than one match then you can’t tab through them And even though I love fish, the fact that it isn’t POSIX does make it hard for a lot of folks to make the switch. Of course it’s totally possible to learn how to customize your prompt in bash or whatever, and it doesn’t even need to be that complicated (in bash I’d probably start with something like export PS1='[\u@\h \W$(__git_ps1 " (%s)")]\$ ', or maybe use starship). But each of these “not complicated” things really does add up and it’s especially tough if you need to keep your config in sync across several systems. An extremely popular solution to getting a “modern” shell experience is oh-my-zsh. It seems like a great project and I know a lot of people use it very happily, but I’ve struggled with configuration systems like that in the past – it looks like right now the base oh-my-zsh adds about 3000 lines of config, and often I find that having an extra configuration system makes it harder to debug what’s happening when things go wrong. I personally have a tendency to use the system to add a lot of extra plugins, make my system slow, get frustrated that it’s slow, and then delete it completely and write a new config from scratch. issue 2 with getting to a “modern” experience: the text editor In the terminal survey I ran recently, the most popular terminal text editors by far were vim, emacs, and nano. I think the main options for terminal text editors are: use vim or emacs and configure it to your liking, you can probably have any feature you want if you put in the work use nano and accept that you’re going to have a pretty limited experience (for example as far as I can tell if you want to copy some text from nano and put it in your system clipboard you just… can’t?) use micro or helix which seem to offer a pretty good out-of-the-box experience, potentially occasionally run into issues with using a less mainstream text editor just avoid using a terminal text editor as much as possible, maybe use VSCode, use VSCode’s terminal for all your terminal needs, and mostly never edit files in the terminal issue 3: individual applications The last issue is that sometimes individual programs that I use are kind of annoying. For example on my Mac OS machine, /usr/bin/sqlite3 doesn’t support the Ctrl+Left Arrow keyboard shortcut. Fixing this to get a reasonable terminal experience in SQLite was a little complicated, I had to: realize why this is happening (Mac OS won’t ship GNU tools, and “Ctrl-Left arrow” support comes from GNU readline) find a workaround (install sqlite from homebrew, which does have readline support) adjust my environment (put Homebrew’s sqlite3 in my PATH) I find that debugging application-specific issues like this is really not easy and often it doesn’t feel “worth it” – often I’ll end up just dealing with various minor inconveniences because I don’t want to spend hours investigating them. The only reason I was even able to figure this one out at all is that I’ve been spending a huge amount of time thinking about the terminal recently. A big part of having a “modern” experience using terminal programs is just using newer terminal programs, for example I can’t be bothered to learn a keyboard shortcut to sort the columns in top, but in htop I can just click on a column heading with my mouse to sort it. So I use htop instead! But discovering new more “modern” command line tools isn’t easy (though I made a list here), finding ones that I actually like using in practice takes time, and if you’re SSHed into another machine, they won’t always be there. everything affects everything else Something I find tricky about configuring my terminal to make everything “nice” is that changing one seemingly small thing about my workflow can really affect everything else. For example right now I don’t use tmux. But if I needed to use tmux again (for example because I was doing a lot of work SSHed into another machine), I’d need to think about a few things, like: if I wanted tmux’s copy to synchronize with my system clipboard over SSH, I’d need to make sure that my terminal emulator has OSC 52 support if I wanted to use iTerm’s tmux integration (which makes tmux tabs into iTerm tabs), I’d need to change how I configure colours – right now I set them with a shell script that I run when my shell starts, but that means the colours get lost when restoring a tmux session. and probably more things I haven’t thought of. “Using tmux means that I have to change how I manage my colours” sounds unlikely, but that really did happen to me and I decided “well, I don’t want to change how I manage colours right now, so I guess I’m not using that feature!”. It’s also hard to remember which features I’m relying on – for example maybe my current terminal does have OSC 52 support and because copying from tmux over SSH has always Just Worked I don’t even realize that that’s something I need, and then it mysteriously stops working when I switch terminals. change things slowly Personally even though I think my setup is not that complicated, it’s taken me 20 years to get to this point! Because terminal config changes are so likely to have unexpected and hard-to-understand consequences, I’ve found that if I change a lot of terminal configuration all at once it makes it much harder to understand what went wrong if there’s a problem, which can be really disorienting. So I prefer to make pretty small changes, and accept that changes can might take me a REALLY long time to get used to. For example I switched from using ls to eza a year or two ago and while I think I like it I’m still not quite sure about it. getting a “modern” terminal is not that easy Trying to explain how “easy” it is to configure your terminal really just made me think that it’s kind of hard and that I still sometimes get confused. I’ve found that there’s never one perfect way to configure things in the terminal that will be compatible with every single other thing. I just need to try stuff, figure out some kind of locally stable state that works for me, and accept that if I start using a new tool it might disrupt the system and I might need to rethink things.

11th Jan 2025 • 89 votes

More in programming

Writing a Demoscene Intro for the ZX Spectrum

Download Now View on pouet.net Intro In the late 80s, I spent an embarrassing number of hours hunched over my ZX Spectrum, typing in Sinclair BASIC programs and rudimentary assembler routines copied from magazines, trying to re-create the Amiga crack intros I’d seen round at a friend’s house. Obviously, they never came even slightly close - but now, many decades later, I’ve finally managed it! I’m now the proud author of a hand-rolled retro demoscene intro that runs on a stock 128Kb Spectrum. It features all those late 80s tropes: A smooth scrolltext (with ‘leet custom fonts!), a three-channel AY soundtrack, bouncing VU meters and the essential parallax starfield. It’s currently 10287 bytes of code, or 19552 bytes as a complete tape image - which, given I’ve been working on this since December 13th last year, means my average rate of code-production is a paltry ~ 455 bytes per week! This blog post is a technical overview of how I got there, some cool tricks I picked up, and everything I had to learn (and re-learn) about the Speccy and Z80 assembly along the way. It simultaneously rates as one of my favourite side-projects ever, and also the one that most often nearly triggered a foot put through my monitor in frustration. I’ll reflect on all that at the end, but for now if you just want to see the finished product, the download button is at the top of the article and the included .tap cassette tape image should load into any emulator. There’s also a YouTube capture, links to the production on pouet.net, and you can run it from within a web browser by visiting my TNFS site portal - check option 4 for recent uploads. Be Kind, Rewind But let’s skip back briefly to the late 80s. Coming from the world of an 8-bit, cassette tape loading computer, seeing an Amiga for the first time was like encountering something from outer space. Like everyone who saw one back in the day, I was blown away by the amazing graphics and sound on display, not to mention the library of ground-breaking games. But I found myself even more captivated by the mysterious (and totally badass) “intros” displayed at the beginning of pirated games. Created by the software piracy groups that had cracked the copy protection and distributed the floppy-disk based games, they were mini works of art in their own right - music, graphics and usually some cool-looking effect to show off the group’s prowess. There’s a great collection of these intros (or “cracktros”) archived on YouTube. Watch a few of those videos and you’ll quickly notice the “design” tropes that almost every cracktro shares: a cool, edgy logo at the top of the screen (bonus points if it’s dripping blood or in any way “metal”), some boastful text displayed on top of an effect of some sort - usually a scrolling parallax starfield, or rotating 3d object - and a further scroll-text full of shout outs, greetings to fellow pseudonymous crackers and adverts for illegal BBS systems galore. Needless to say, to a kid in the 80s/early 90s this was possibly the coolest thing ever. I thought this one was the absolute bomb when I first saw it. Sine-scroller, pirate BBS adverts, cool logo with a sword - and of course, a starfield. There’s something for everyone here. The music from this is burned into my brain. I think pretty much everyone of my classmates knew this intro given the popularity of Lemmings in the early 90s. Skid Row as a group are still active to this day and this is probably the quintessential Amiga cracktro of the period. Endless Piracy. Edgy. Another cool logo, sine-wave scroller, starfield and boasting text. The classics never go out of style. Another great combination of all the essential ingredients. Cool logo, even cooler text font, scrolling starfield and a scroll-text running along the bottom. Vintage stuff. Logo. Text. Scroller. But no starfield - otherwise a solid effort from Anthrox here :) The demoscene grew out of these intros. The cracking eventually faded into the background, and coders, “graphicians” and musicians all contributed to feature-length productions that showcased their abilities, competed with other groups and pushed the machine to its limits. In amazing feats of ingenuity and pure “code as an art form”, the scene lives on today, with groups producing breathtaking productions like this and this - bear in mind, both of those are running on a 7Mhz home computer equipped with a floppy disk, 1Mb of memory and a sound chip from 1985. But much as I admire the sheer skill and dedication that takes, it’s the early “single screen” scrolly-text-and-starfield cracktros I’ve always found captivating. They took on a sort of mystical quality for me, hinting at a scene and a culture I could only ever experience from the outside - which is exactly why I spent all those hours in Sinclair BASIC, trying in vain to re-create them, and dreaming of the day I’d eventually have an Amiga of my own. The Jump Back I eventually did trade up to a range of Amiga systems, joined a few “scene” groups myself and threw myself into a variety of activities until exams and the end of my teenage years beckoned. I dabbled with Z80 code back then, and at one point knew enough 68k assembly to bluff my way through - partly from the Amiga’s heyday, partly from a few “embedded systems” modules at University where I had to program a set of traffic lights or lift-controllers. Given there’s not much call for that sort of thing at my $DAYJOB, though, it had all pretty much faded from my memory. I have kept working on a bunch of projects in my spare time, and one of my favourites is my TNFS site - sort of an old-school BBS system or interactive “website” for the Spectrum, which grew out of a fun experiment to see how far I could push Sinclair BASIC. It relies on a modern network card fitted to the Spectrum, which is how I came to be chatting to “Desertkun”, another TNFS-protocol enthusiast. He’s now producing a great new WiFi network card for the Speccy, and was kind enough to send me a few of the prototypes to test out for him. I was massively inspired by his hardware and low-level coding chops, and during one of our video calls where we’d been comparing our development setups, he asked why I didn’t write any Z80 assembly myself. A throw-away comment, but the challenge was set! Now, I couldn’t face re-writing the whole site in asm, but I figured I could produce a self-contained intro to promote it in the style of the early “BBStros”, and finally be one of the cool kids with a scene production of my own :) I mean, how hard could it be ? (ooooh - foreshadowing!) Dev Environment My development environment through this was pretty straightforward, and is the same stack I use for developing my TNFS site. I just used a Makefile-driven build system which ran my code through the Pasmo assembler, my fork of zmakebas to build BASIC files, and the FUSE emulator for testing. For final testing on the real hardware, I uploaded my .tap files to my local TNFS server where I could run them on my +3. A few additional tools I have to call out because they ended up making a big difference - one is the amazing web-based “asm-editor” I discovered while looking up Z80 instructions. Not only does this site have a great reference of all the Z80 instructions, but it also has an editor where you can run example code and see how the memory and/or various registers change state. Take for example, the djnz instruction - you can build it and step through the example loop construct one instruction at a time. Or try my example of an add instruction in the screenshot to see how the carry flag works when a bit gets shifted out of a register. Although it uses a slightly different syntax to Pasmo (so I couldn’t drop my code directly in it), it massively helped when manually stepping through things. And lastly, probably the most significant debugging tools I used on this project - a notepad and pen, and my two dogs (say “Hi!” to Biscuit & Pebble…) I’ll write some more about this in the wrap-up, but this really was a highly unusual project for me, coming from decades of much higher-level languages and constructs. Most of my z80 code I only ever really understood after drawing out the bytes and bitmasks, keeping a table of register flags and drawing chunks of screen memory out by hand. And I found my evening walks with the two dogs provided ideal rubber duck exercises, although I’m not sure what they both made of my protracted mutterings about the hl register pair. Either way, debugging-by-dog is highly recommended! The Starting Point So, let’s get started. I followed a great “Hello, world!” example from futurice.com to validate my build environment. Beyond that, the first thing I wanted to do was load in my logo and background image I’d use as a “stage” for the remainder of the planned intro. I wasn’t really sure what I was going to do at this point, just that I wanted my logo at the top, and a scrolltext along the bottom row of the screen. As my TNFS site header already looked kinda demoscene-y, I made a quick edit putting in place two blue guide-bars inside which I’d put further content. Memory map courtesy of breakintoprogram.co.uk A Spectrum SCREEN$ file (usually displayed as loading screens) is just a dump of screen memory, starting from byte 16384, and running for 6912 bytes. The weird layout of this is very relevant later, but in order to display it all you need to do is load your file into that memory location. After a few hour’s work of reviewing Speccy internals and following various guides, I had a very simple starting point for my demo that served as the basis for everything else that came after. org $8000 screen EQU $4000 ; address of the first byte of screen memory, 16384 in dec scrlen EQU 6912 ; total length of the screen memory inc. attributes ula EQU $FE ; I/O port for the ULA to control the border black EQU 0 ; Spectrum colour number, the exact same ones BASIC uses start: ld a,black ; Set the border colour to black using the ULA out (ula),a ; Copy my logo header picture to screen memory ld hl,header ; HL = location of my screen file in this code ld de,screen ; DE = start of screen memory ld bc,scrlen ; BC = 6912 bytes to copy ldir ; block copy, see https://jnz.dk/z80/ldir.html ; busy loop - rest of intro goes here :P hold: halt ; sleep until the next interrupt (1/50 second) jr hold ; then jump back and sleep again, for ever header: incbin "assets/header.scr" ; my logo header/background end start Not much to look at now, but this simple starting point introduced me to important concepts like interfacing with the Spectrum’s hardware (ULA chip to start with, and AY sound chip later) via the out instruction, how to pull in binary files using Pasmo’s INCBIN directive, using the Z80’s block copy ldir instruction, the use of register pairs for 16-bit addressing, and simple branching to labels. Hello World The next step was to print something on the screen and explore some of the Speccy’s built-in ROM routines, which are somewhat analagous to syscalls on modern operating systems. There are plenty of disassemblies and guides to the Spectrum ROM available on the internet, one of the best commented and linked one is at https://skoolkid.github.io/rom/. Using this as a reference alongside the various “Hello, world!” tutorials showed me how this sort of thing is built up: at EQU 22 ; "at" control character used to position the cursor row EQU 11 ; coordinates where to print the message col EQU 9 prstring EQU $203C ; where the pr_string routine lives in ROM ld de,msg ; DE = address of the first character ld bc,msglen ; BC = how many characters to print call prstring ; print the lot ; busy loop is the same... msg: db at,row,col ; equivalent of "PRINT AT 11,9" in BASIC db "Hello, world!" msglen EQU $-msg ; 16 bytes in all, pasmo shortcut, $=program counter I ended up mostly not using the ROM routines in my code as they dragged in all sorts of things I didn’t need, but it was massively useful to understand how they worked as they introduced me to yet more commonly-used constructs. For example, the PR_STRING routine defined here shows how you can build a loop over each character. If you’re just starting out, I highly recommend going over the 8 lines in that routine with a notepad and pen, working out the contents of the registers and following the loop constructs. I also made a version of it in asm-editor you can try. If you click that link, you’ll see a version of the code loaded into the web editor. Click “Build”, and then step through the code using the “Step” button - although no text will be actually displayed (I skipped over the call to the Spectrum ROM “restart” vector that does this), you’ll see the various states of the registers and for example the BC register counting down as each byte of the string is processed. Adding Some Style Problem is, the Speccy’s built-in font is not exactly dripping with demoscene credibility. I wanted to use some stylish fonts and this turned out to be super easy - a quick search turned up Jim Blimey’s awesome font collection, which included a ready-to-use set of assembler files and some instructions which soon led me to these additions in my code: ; CHARS is the address the ROM's printing routine reads to find the font. ; Picking our own font is simply a matter of over-writing this chars EQU $5C36 ; from Jim's docs - POKE 23607=5C36 in hex ld hl,myfont-256 ; HL = font address - 256 as per docs ld (chars),hl ; from now on the ROM draws with it! ; rest of code is the same myfont: include "textfont.asm" ; "Cartoon" font from jimblimey.com There we go! Now that’s looking a little more elite. Sorry, I mean 31337. Strap in folks, we’re leaving lamer city… So at this point, a month or so in to my dabblings and I’d started to get a reasonable understanding of common idioms and was starting to feel like this was a project that might actually go somewhere. The problem started when I moved on to trying to implement actual demo effects: It became very apparent, very quickly, just how much I didn’t know about how this all worked. Not to mention the fact that at this level, you’re really closely exposed to the physical hardware intricacies, including the design decisions and trade-offs that the hardware designers had to make when working with the extremely limited specs of the early 1980s. Cursed Screen Layout The first such problem - and the cause of probably 90% of my pain - is the Speccy’s extremely weird screen layout. Rather than standard bitmapped display you might expect on more modern hardware, it is instead split into 3 sections, each with a set of interleaved rows (so if you keep adding 1 to a screen address, eventually instead of reaching the next row, you’ll instead end up 8 rows down, and so on until you hit the bottom of the section and then loop back to the row underneath where you started!) followed by a block of “attribute” bytes which determine the colours of each 8x8 block. The attribute blocks are the reason why each 8x8 character cell can only have two colours (a PAPER and INK attribute) which led to the garish “colour-clash” of spectrum games and distinctive style where artists try to keep inside 8x8 blocks as much as possible. But it was the layout of the bitmap portion that is such a mind twister. Download the video You can see this illustrated whenever a game reads in a loading screen from tape. You can see each section built up with the interleaved rows one at a time, and then finally the colour and other attributes (like flashing ). There’s a lot of detail at the fantastic Break Into Program site. In the defense of the designers, they were working with extremely limited hardware and I don’t think the Speccy was ever imagined as a games machine. When you start shuffling bytes around, you realise that this approach is really optimised for displaying text which is neatly arranged into 8x8 character boundaries. For example, using this “scrambled” bit order, if you have a screen address in the hl register pair, you can quickly get to the next pixel line of a given address by simply incrementing the “high” byte. There’s a bunch of other “cheap moves” you can make by simply shifting bits around: Move Instruction Right 8 pixels inc l Left 8 pixels dec l Down 1 pixel line inc h Up 1 pixel line dec h Down 1 character row add 32 to l It was a reasonable choice for a machine that would probably spend a lot of it’s time displaying BASIC program listings - it’s only when you start trying to write demo or sprite routines that it starts to feel really weird. This also means you’ll pretty quickly need a routine to convert X,Y addresses to the relevant memory addresses. Again, L Break Into Program has a useful routine and if you disassemble more or less any spectrum game or demo, you’ll find a version of this procedure somewhere. And yes, this all became horribly relevant later on… The Scroller Download the video Admittedly, not the most interesting demonstration - but this was the first time I had made something move on the Spectrum’s screen with assembly! I watched this with pride more times than I care to admit :) I had a snazzy logo and “Hello World” text, but that doesn’t make for a very interesting intro! The first effect I wanted was the scrolltext - without that, it’s not really an intro. Now, the Amiga had all kinds of hardware sprites, blitter operations, custom chips but the Spectrum had none of that. I was going to have to work out how to do things the hard way - “banging on the metal”, literally by shifting bits around the screen memory by hand and having the CPU do all the work. This is where understanding the Speccy’s weird screen and character cell layout is so important. It turns out there’s a neat trick as long as I stay inside one character row - there’s a RL instruction, which takes a byte and “rotates” it left. It inserts whatever is in the carry flag into the rightmost bit, and whatever gets shifted out ends up in the carry bit again. That means if you string a bunch of them together, you can move a set of pixels across the screen - the moment they “fall off” one character cell, they end up in the carry flag and then the next rl instruction inserts them at the beginning of the next character cell to the left. Repeat 32 times, and you’ve just moved a pixel (or set of pixels) across a line of the screen: linestart EQU $4880 ; leftmost byte of the line 12 rows down lineend EQU linestart+31 ; rightmost byte column ($489F) linelen EQU 32 ; one whole line is 32 bytes (character cells) across dot EQU %00000001 ; the dot "shape", just one pixel lit at the far right end newdot: ld a,dot ; load the dot shape (only rightmost pixel lit) into a ld (lineend),a ; store it in the rightmost byte of the line, pixel is now lit frame: halt ; wait for the next frame, otherwise it whizzes across too fast to see ld hl,lineend ; hl = last (rightmost) byte of the line ld b,linelen ; loop counter, 32 bytes to work through or a ; trick to clear the carry flag, or against itself leaves a register ; unchanged but clears various bits including the carry flag ; see https://jnz.dk/z80/or_r.html shift: rl (hl) ; rotate this byte left (00000001 -> 00000010) dec hl ; point hl at the next byte to the left djnz shift ; loop construct: b=b-1 and then jump back to shift label until b=0 jr c,newdot ; now we've shifted the whole line, so if the carry flag is set now it means ; the dot has just left the screen, so we jump back to the start jr frame ; otherwise it is still somewhere on the screen, so keep shifting! Download the video Hell yeah. It’s almost a proper scrolltext now! Wrapping this in another loop that increments h each time (remember - that gets us moving down a scanline) gets us moving an entire character cell. Here you can see it moving an entire row of my “Hello world” message. There was however a lot more work needed to make a proper scrolltext, with each letter appearing smoothly. I started off by just printing an entire character at a time on the right-hand edge of the screen - it worked, but was pretty ugly as you saw each new character appear at once in the right-hand side of the screen, scrolling 8 pixels over and then the next character flashed up. Instead, I wanted to make each character appear pixel by pixel and that required a bit more bit juggling. The routine I ended up with effectively streams each character in, line by line, pixel by pixel using the font data directly instead of calling the ROM print character routine. It does this by looking up the ASCII code for a character, and then fetching the corresponding font representation into a 8-byte buffer, one byte for each line of data. The font data starts with the space character (character code 32), so a lookup is simply font code base address + (ascii code - 32) * 8 to get to the bits for that letter. Arranged into an 8x8 grid, the bits for the letter H in the font data look like this. For each row of bits, I shift the line left using a neat trick. The byte is loaded into the a register, and then by adding itself to itself - add a,a we shift the value left (in binary, multiplying by 2 moves everything over one bit) so that the pixel I want to draw ends up dropping into the carry flag. This is an idiomatic way of doing it in Z80 code as it’s faster and smaller than the sla instruction. And every cycle quickly adds up when you’re re-drawing 256 bytes every frame! The character buffer then looks like this, with the top line shifted. Now, with the hl register pair pointing at the correct location on the screen, I can then use the rl trick discussed above. This shifts a scanline from the bottom character row of the screen left by one pixel and draws my pixel in the rightmost position by moving it in from the carry flag. Looping 32 times over this moves the entire row by 1 pixel with my new pixel inserted at the right. I then repeat this step again using inc h to move down one scan line until the entire character column has been drawn. At this point, the character buffer looks like this, and all 8 lines of the bottom screen row have all been shifted left by one bit by looping over all 32 character columns. The whole thing then repeats another 7 times until the entire character has been smoothly scrolled onto the screen. So just to re-state this because I think it’s worth the emphasis - just to scroll a message across the bottom of the screen, we’re having to loop over and re-draw 256 pixels every frame! It shows how much faster assembly is than the BASIC interpreter built into the spectrum’s ROM. I found it amazing to see my code finally working and imagining all the bits flying around and registers flapping away. It really makes me appreciate just how much effort went into creating the games I played back then. Music The original Amiga module I converted. A proper 1980s ear-worm! Of course, any good intro needs some music. On the Amiga, the standard was the “tracker” module format, which has a long and involved history of different forks, versions and tweaks. A song is built up from a series of patterns, each made up of rows of instructions. Each instruction usually includes note or pitch information, which sample to play and various parameters such as volume, effects - or in the case of some instructions, which position in the song to jump to. In many ways, it’s almost like a programming language for music. Using ProTracker as an example, a typical note cell is 4 bytes, shown on-screen as something like C-2 01 C20. That breaks down into three fields: the note and octave (C-2), the sample number (01), and the effect and its parameter (C20 - in this case, “set the volume to $20”, which is half of the maximum $40). A close-up of Protracker playing a tune. Note the VUmeters - another classic demo effect I would pinch later on! For an impressive demonstration of what’s possible with a tracker and to see what the note data looks like on-screen, check out the work of h0ffman, and in particular his winning “Professional Tracker” entry from the Revision 2014 competition. He’s an undisputed master of the science (or art!) of tracking, and his “Secrets of Protracker” talk gives a great overview of what’s possible. The Amiga’s sound hardware far eclipsed anything else on the market at the time, and the ZX Spectrum is paltry by comparison. The original 48K models only offered a rudimentary “beeper”, but the later 128K models included a 3-channel AY-3-8912 sound chip. This was very popular in 8-bit micros of the time, and a more-or-less identical variant was also used in the Atari ST. While it only offers basic waveforms and sound processing, it does enable multi-channel “chip music”, and so it became the mainstay of the ZX Spectrum demoscene. It also spawned a variety of SoundTracker clones on the Spectrum itself, although most musicians these days prefer to work in modern tools like Vortex Tracker II, which runs natively under Windows. The Conversion Pex looking back on his demos - this starts at the point where he features my letter and plays a bit of my cover version! For my intro, I wanted to port an Amiga module - and I had the perfect one in mind. One of my favourite Amiga music disks was “Sounds Of Gnome”, released in 1989 by the Swedish duo “Mahoney & Kaktus”. Mahoney also wrote NoiseTracker, one of the first really widely used trackers on the Amiga, and the program that served as my teenage introduction to making computer music of my own. Back in 2018 I made a rock cover of one of the other tunes on that disk, and wrote to Mahoney (real name “Pex”) about it. He ended up showing my “music video” at a demo conference, which I am eternally grateful for! So it seemed only fitting that I mangle another song from that collection with a Spectrum conversion… Sorry, guys! I picked the track “Milkman” which was written by “Glue Master”, an associate of Mahoney’s who had a few of his tracks featured on the compilation. It’s an ideal track for converting: It’s short (only 7 patterns in total), most of those patterns share the same chord sequence, and it looked fairly easy to squeeze the original 4 channels down into the Spectrum’s 3. Plus, it’s an incredibly catchy tune and I knew it well - I’ve been listening to it for 35+ years and often jam along to it on guitar or bass. The conversion started off pretty easily: all I really had to do was copy the patterns note-for-note from the Amiga mod, which I had open in OpenMPT as my Windows tracker. Below is a session with both trackers open on the same pattern - the original Amiga mod on the left, and my 3-channel Spectrum conversion on the right. Note the 11.7 in the 3rd channel of the Spectrum version. This is a “pitch slide down” effect in Vortex Tracker syntax, which drops the pitch by about a quarter-tone. It’s repeated on the next line, so the overall effect is a slide down from the A# that leads in to the next bass note. The original Amiga mod does the same thing using its own syntax - those are the 202s you can see on the same notes, at the bottom of the 4th track. Using just a single “beep” sound for everything was enough to check everything was working, and after a few weeks of hacking on it and re-arranging things in the evenings, I had a basic version which sounded surprisingly good for a first draft: Download the MP3 instead. I have to give a special mention to this forum post which was a massive help getting me started. It’s probably the best introduction to Vortex Tracker I’ve found - many, many thanks to the original author for taking the time to write it all up! The real challenge was making it sound as close to the original as possible. That meant building up a library of better-sounding samples for the different parts, and making extensive use of Vortex Tracker’s “ornaments”. Vortex Tracker comes with a great selection of sounds, and fortunately I’m also a weirdo who likes to listen to chiptunes in the background while I work! So whenever I found something particularly enticing, I filed it away for later pilfering inspiration. A Vortex Tracker sample isn’t really a “sample” in the Amiga sense of a recorded sound - it’s a definition of how a note sounds, one line per frame. Each line can mix in a tone or the white noise generator (useful for snare effects and suchlike), along with various other parameters. Ornaments, on the other hand, give you extra control over what pitch a note plays - and this enables really useful tricks like “arpeggio chords”. For example, an ornament of 0,4 makes the channel switch rapidly (25 times a second) between the note being played and the one 4 semitones above it. It happens so quickly that it sounds much like two notes played at the same time, which means you can build up full-sounding triad chords using only two channels. Take the opening chord in my fully converted version, Cm: It plays C in the first channel and the minor 3rd (D#) in the second, then I apply an ornament to the second channel to bring it up 4 semitones to the 5th (G). That gives all three notes of the chord, while keeping the 3rd channel free for other parts. As well as making much more efficient use of the limited 3 channels, this also gives Spectrum music that characteristic “warbling” sound, which I find really appealing in a retro kind of way! Between tricks like this and samples that mix tones with white noise (to make a combined “bass-snare” sound, for example), I managed to condense the full track down to 3 channels. Many months later, I have to say I’m really pleased with the final result. Playback The original site that was home to Vortex Tracker, documentation and other resources appears to be offline at the moment. I managed to grab a copy of everything I needed from archive.org - you’ll want the PTxTools.7z file for the playback routines discussed here. The playback was simple in theory: As this overview notes, you basically just pull in the player routine, include your module file and call the playback routine once per frame in your main loop. The catch is, none of the source code versions supplied in the archive worked with my Pasmo assembler. Fortunately, there is a pre-compiled binary object shipped alongside the source (VTII10bG in the PTxTools/PT3Play directory). This just has to be loaded in at address $C000 - this cannot be changed, as it has lots of absolute addresses baked in. My code to handle module playback now looks something like this, with the binary module loaded in place: ; Define the start address of the player routine and functions we need player EQU $C000 ; hard-coded org address of binary player plinit EQU player+3 ; init function in docs, module address in hl plplay EQU player+5 ; play and move on one frame ; from the docs - this "analyzes PT3 module header and prepares ; corresponding note and volume tables" ld hl,moduleimg call plinit ; main loop hold: halt call plplay call scroll ; other effects / routines go here... jr hold moduleimg: incbin "assets/music.pt3" Starfield Download the video Well, that didn’t work as hoped. TNFStro - tortoise edition. This brings me to the main event. No self-respecting cracktro is complete without a starfield! My first, naive approach to the classic starfield effect was to scatter random stars across the screen, then move down each scan-line applying the same rl trick I’d used for the scroll-text. I figured I could get parallax by shifting each row a different amount: One pixel for the first row, two for the second, three for the third, then back to one again, all the way down the screen to give the impression of several “fields” of stars moving at different speeds. It turned out there were two major problems with that approach. Firstly, shifting an entire row smeared whatever else was on it along with the stars - which I’d expected, and had filed away as a problem for future me. The bigger issue was speed: by the time I’d finished the first three rows I’d already performed hundreds of shift operations, and it was nowhere near fast enough to fit inside a single frame. Everything crawled across the screen, and the music playback slowed down so much that you could actually hear the arpeggio ornaments warbling away as separate notes. Clearly I was going to have to keep track of the individual stars instead. I found this routine, which was more-or-less what I had in mind and started me off with the idea of a structure to hold the state of each star. It also uses a screen address lookup much like the one from “Break Into Program”. Download the video Dammit. Back with another funeral dirge rendition :( That got things moving, but the co-ordinate lookup and tracking proved expensive to do (it has to run for every star, every frame as well as keep track of the old position for erasing) and I’d been ignoring the bigger question how to display stuff on top of the starfield. My original idea was simply to draw the stars and then paint text over them each frame, which blew the frame budget just as comprehensively as my first attempt. If I wanted something more interesting than an empty starfield, I’d have to keep track of which cells were occupied by text and avoid drawing stars in them in the first place, rather than over-painting them every time. After lots of scribbling in my notepad and visualising rows of bits, I eventually solved both challenges by “cheating” fairly liberally. So now, I don’t generate a random starfield at all. Instead, I built a table of pre-calculated Y and X position pairs: stdata: defb 109, 25, 88,182, 42, 96, 155,226 defb 59,254, 137,169, 160, 84, 125,193 ; ... and so on, for 32 stars ... This saves faffing about with an RNG, and once I have a layout that looks good I know it’ll always look good. I can also “fudge” things and ensure no two stars share the same y co-ordinate which sidesteps a whole class of problems like stars sharing a scanline, and having to deal with them overtaking each other. The “random” layout is generated by a simple Ruby script: #!/usr/bin/env ruby PAIRS = 32 PER_LINE = 4 # pairs per line Y_RANGE = 40..175 # exclude rows taken up by my logo & bars X_RANGE = 0..255 raise "y range too small" if Y_RANGE.size < PAIRS # no duplicate y values ys = Y_RANGE.to_a.sample(PAIRS) pairs = ys.map { |y| [y, rand(X_RANGE)] } pairs.each_slice(PER_LINE) do |row| body = row.map { |y, x| format('%3d,%3d,', y, x) }.join(' ') puts "defb #{body.chomp(',')}" end When the routine initialises, I convert those co-ordinate pairs into a table that tracks the state of each star. So rather than storing a position and translating it to a screen address every frame, each of my star records now looks like this (offsets from the base address): STSCR EQU 0 ; screen address of the byte the star is in, e.g. $4123 STOCC EQU 2 ; a pointer to the "occupancy check" table cell STMASK EQU 4 ; the star's bit pattern, e.g. %00010000 STSTEP EQU 5 ; "speed" - num. of pixels this star travels per frame The key thing is that there are no X/Y co-ordinates at all. For each star I store the screen byte it sits in and the bit mask within that byte, so it’s already in the form the screen writes need. That means no address conversion per frame, just simple bit shifting and rotation. Moving a star is then dead simple. I rotate its mask left with rlca, and when the bit rotates out of bit 7, it lands back in bit 0 with the carry flag set. That’s the signal I need to move the star one character cell to the left, which is one of the “cheap moves” from earlier. Because I’m tracking which cell each star is in, the collision check comes almost for free. That’s what the second pointer is for: STOCC (Star Occupancy) moves in step with STSCR through a table holding one byte per character cell. The “typewriter” routine sets a byte to 1 for every cell containing a text character or the cursor, so checking whether a star is hidden behind text is a single or instruction. If the cell is occupied, I skip drawing the star but carry on rotating and stepping it along until it reaches a cell where it can be displayed: ld l,(ix+STOCC) ld h,(ix+STOCC+1) ld a,(hl) ; A = the occupancy check for this cell or a ; test A against zero jr nz,stmove ; it's occupied, so leave the screen alone Parallax is still handled by moving each star a different number of pixels per frame, but the cost is a lot lower this time as I’m only touching the cells the stars actually occupy, rather than every byte of every row. Download the video That’s looking more like it! The typewriter routine is a simple copy of the font data from memory, and is very cheap as we can use the “cheap moves” to quickly fetch the 8x8 block. I also skip drawing any space character so it leaves the “occupancy cell” unmarked. This means the stars keep drifting through the gaps in the text - you can see here the odd star passing in between the words. I switched to ALL CAPS writing for the final version which helps the effect even more as the font is quite blocky, so you don’t really notice stars skipping the spaces inside a glyph at all. Misc Notes A few odds and ends that didn’t warrant a section of their own… VU Meters Some sort of graphic display bouncing along with the audio playback was another common early demo trope. I did originally consider a real-time graphic equaliser, but that would have been far too complex, probably in terms of spare cycles per frame, and definitely in terms of my limited mental capacity at this point! So I settled for a simple set of bouncing meter bars instead. It’s worth a mention mostly because it gives me an excuse to link to the awesome chibiakumas website! I just love the late 90s web design on display - one can argue that readability and accessibility take a hit, but it’s just so much fun to encounter a site that still looks like this. It’s a clear labour of love and there’s a wealth of content there as well, if your eyeballs are up to it. Their guide on Making Sound with the AY-3-8910 was what showed me how to get the data I needed to draw the meter bars. The examples write a register number to $FFFD to select a register, and I realised that once a register is selected, I could use the in instruction to read its value back out instead of writing a new one. As the page says, R8, R9 and R10 hold the channel amplitudes, so they feed nicely into the height parameter for drawing a bar. Getting the amplitude for channel A is then as simple as: ld a,8 ; Channel A register call ayread ; ... rest of code here ... ayread: ld bc,$FFFD ; Register select port out (c),a in a,(c) ret Twinkle, Twinkle, Little Star This is a simple effect that makes the header logo a little more interesting. I’m not sure where I originally got the idea - I’ve definitely seen something like it on a few late 80s/early 90s demos, though. All I wanted was to pick random star dots in the logo background and animate them. Here’s the header image loaded in ZXPaintbrush with the character cell grid showing. By happy chance, there are four stars which each sit neatly inside a single character cell with enough surrounding space, so they can be used to give an animated “twinkle” effect by drawing a cross out from the centre point and back in again. These dots map to the following co-ordinates, which target the top scanline of each fully-grown star (two pixels up from the centre): twkdata: defb 1,5 ; char row 0, col 5, centre y=3 ink 5 defb 1,20 ; char row 0, col 20, centre y=3 ink 1 bright defb 26,7 ; char row 3, col 7, centre y=4 ink 4 defb 25,22 ; char row 3, col 22, centre y=3 ink 6 bright The “twinkle” routine itself is simple enough: it adds a pixel on either axis to grow the star, waits a few frames, then shrinks it back down again. The interesting bit was how I made the twinkle order pseudo-random. Remember that my starfield was entirely pre-calculated from a data table generated by a Ruby script, which meant I’d never actually needed a random number generator in assembly. From Jonathan Cauldwell’s “How To Write Spectrum Games” e-book, I found another great “hack” which simply walks through the start of the Spectrum’s ROM, picking out random-looking bytes as it goes. As he says, he uses it in most of his games, and it does the job in a really simple way - as long as you stay below the block of structured, repeating data that sits 8Kb into the ROM. twkrand: push hl ld hl,(twkseed) ld a,h and 31 ; keep it within the first 8k of ROM ld h,a ld a,(hl) ; the "random" byte inc hl ld (twkseed),hl pop hl ret Out Of Space About halfway through writing the intro, I hit a fairly predictable problem: I had run out of memory. In an attempt to keep everything self-contained in one block of code, I was pulling all of the assets (the screen background, the player binary, the music file etc.) into the program itself, and then using the ldir block copy instruction to move each one into its correct location. Since that meant effectively storing every block twice, and the player routine had a hard-coded start address of $C000, I quickly ran out of room and my code started crashing into the playback routine. The simplest option was to split things out into separate code blocks, load each one directly to the address it needed to live at, and wrap the lot in a multi-stage BASIC tape loader: 10 CLEAR 32767 20 BORDER 0: PAPER 0: INK 0: CLS 30 LOAD "" CODE 40 LOAD "" CODE 50 LOAD "" CODE 60 RANDOMIZE USR 32768 This loads the main program, then the player routine directly into $C000, and finally the background screen straight into screen memory. It does mean the background starts appearing before the demo has fully loaded, but as I imagine most people will be seeing this running in an emulator or on my TNFS site, it doesn’t really matter. Plus, at this point I was in danger of disappearing down yet more rabbit holes (I still really want to work out how to do multi-colour border effects!) and I’d never have got this thing released. The Zen Of Z80 This whole project is a really weird one to look back at. On the one hand, I’ve fulfilled a childhood ambition and have something I’m very proud of. It’s also pretty unusual these days to end up with a binary where you can say pretty much what every single byte is doing and the story of how it got there. But on the other hand - I now have an answer for why I don’t code in assembly: It’s because I value (what’s left) of my sanity! The thing is, in order to write code like this you have to start thinking like the machine itself. You have to visualise the registers and the status flags flapping away, graphics as lines of bits slotted into strange orders, loops and conditionals as binary logic and so on. Getting this close to the hardware definitely brought about a greater sense of attachment to the hardware of my childhood, and it’s easy to see why assembly coders and sceners get so passionate about it. That said, I’m in no hurry to start re-writing my body of work in assembly! The projects I really enjoy are those that give me an excuse to learn something for the sheer hell of it, and to slow down a little from the ever-increasing velocity and demands of the modern work world. Going back to Z80 code is probably about the furthest I could have taken this, short of going into hardware hacking. I found it at times an intriguing puzzle, often a frustrating exercise that nearly had me throwing in the towel at several stages. This project has certainly taken the longest to go from the “idea” stage of any given feature to any kind of meaningful output. True, I didn’t spend every day of the last year working on it - my actual coding time was probably only a few hours over a couple of evenings a week. But I’ve certainly been thinking about it and pondering it most days (as my dogs will attest). The biggest breakthroughs and “aha!” moments usually didn’t come from behind the keyboard; they came from scribbles in my notebook and thinking about processor states while doing something unrelated. It has however given me massive appreciation and respect for the coders who pull this stuff off and make it look easy. And that goes double for those kids and bedroom coding superstars who managed all of this back in the 80s, and had to work it all out by experiment themselves. I only managed to get this far because of numerous books, online tutorials, GitHub repositories with sample code, YouTube videos… I can’t imagine how much longer this would have all taken me if the only resources I had were my Spectrum, a cassette tape recorder and a notepad. So, as I draw a line under this project - for now! - I raise a glass, and in the words of h0ffman: “Shout out to the hackers, graphicians and protrackers.”

17 hours ago • 1 votes
CalVer 26.0: 10th Anniversary Edition

A decade ago, a little bit of history was made. I didn't realize it, but a colleague made a great point, one of those real mind-changing points that seem too obvious to admit same-day. But, the next day, calver.org was born. At the time my team maintained the Python infrastructure for eBay and PayPal, and we were stuck deciding whether we were really ready for a "major" 1.0 release. Semantic Versioning was the only game in town and "major" means "big", right?! Thankfully, a wiser colleague mentioned: Ubuntu and Twisted don't struggle with version number debates. They slap a date on it and keep shipping. In fact, their date-based versions were even better because you always knew where it stood, in terms of updatedness and support. The only problem is that no one really knew about it. Somehow, this problem solving versioning alternative, arguably as old as history itself, had gone nameless for millenia, conspiring to make me feel foolish in an office meeting. Never again! Ten years of adoption Fast forward 10 years, we've seen CalVer adopted by Apple, Nvidia, JetBrains, and countless others. (We have a timeline!) The site may have more inbound links than any other project of mine. Apple made the biggest jump, at WWDC 2025: iOS went from 18 to 26 macOS from 15 to 26 watchOS from 11 to 26 and visionOS from 2 to 26 All landing on one, consistent number like a car's model year. I still remember the texts from the Venn diagram fanbase of my friends who love Apple and reasonable versioning. No such texts from when NVIDIA announced calendar versions across the GPU Operator, RAPIDS, and its monthly NGC containers, but still very cool. Open source, too: Home Assistant, pip, CockroachDB, and yt-dlp all ship on dates, with plenty more on the users page. The conversation even reached the language core; PEP 2026 proposed versioning CPython as 3.YY, and it almost happened, too. And it's never too late, time marches on! Fixing the notation But I don't think I got every detail right from day 1. That's the main motivator for CalVer 26. It's high time to start righting a couple idiosyncratic token design choices, starting with some additions: Meaning Before 26.0 26.0 Full year YYYY YYYY Short year (6, 16) YY YY Zero-padded year (06, 16) 0Y 0Y Short month (1 ... 12) MM M Zero-padded month (01 ... 12) 0M 0M Short week (1 ... 52) WW W Zero-padded week (01 ... 52) 0W 0W Short day (1 ... 31) DD D Zero-padded day (01 ... 31) 0D 0D Seeing double First, the doubled letters. From the first version (16.6), MM and DD meant the unpadded month and day, which reads backwards to anyone who knows date formats (ISO 8601's YYYY-MM-DD, Java, moment.js, day.js), as some community members correctly pointed out. I was ready to flip them, until I checked what people actually use: most projects with a YY.MM.MICRO badge (conda, Twisted, Ansible's tooling) don't pad, and more than a dozen other version management tools (like bumpver and bump-my-version) implement the old meaning. So, it's too late to flip MM's meaning. Instead, 26.0 deprecates it and offers a more explicit and hopefully clearer option: M is the short month, 0M the padded one, and MM is a technically-retired synonym for M. In case you're wondering, the explicit 0M was me being overinspired by Ubuntu's approach, perhaps: 6.06 pads its month but not its year, and YY.0M says exactly that. To pad or not to pad I think it's worth a detour into why padding is even a thing anyways. It's become important now that new ecosystems have emerged that enforced SemVer formatting semantics, and I wanted clear guidance about on the spec site. SemVer forbids leading zeros outright, so Cargo rejects 26.04.0 and Go modules reject v26.04.0. Even Python's packaging spec normalizes leading zeros away, so you can tag 2026.08.19 if you want, but PyPI will still show 2026.8.19. NVIDIA's GPU Operator docs put it this way: "Zero padding is omitted for month to be still compatible with semantic versioning." CalVer was always intended to drop in where SemVer was used. So 26.0 recommends unpadded (YYYY.M.D) as a sane "pure" default for software libraries. But libraries are not the only objects of versioning schemes. The exception is a version that becomes a filename, an image tag, or an object-store key that gets listed lexically. There, padding keeps 26.10 sorted after 26.09, which is why Ubuntu, NixOS, and NVIDIA's own NGC containers pad. More evidence of teams designing their versions. We love to see it. Our FAQ has a longer discussion of the padding issue, as well. Optional segments There was never any rule against them, but 26.0 makes optional trailing segments more explicit with square brackets. Now, yt-dlp's scheme can finally be written down: YYYY.0M.0D[.MICRO]. For the CalVer badges I could find on GitHub, they all stay valid for now. I've got a note on the deprecated spellings and a new copy-paste badge section for new ones. What else is new? It's always a great time to add more citations to the site. A spec changelog; the spec now versions itself: 16.6, 19.7, 26.0. A FAQ: breaking changes, same-day releases, and padding. The users page, rebuilt by category, with past users of note (schemes change; that's fine) and tooling. Case studies: Apple and NVIDIA in, yt-dlp replacing youtube-dl. Much of the thinking behind these changes happened in the GitHub issue tracker over the years, and 19 or so issues close with this release. That's where ideas for CalVer should go, so by all means, open an issue, and we'll get it sorted! In due time, of course. In closing, I can't believe I still love belaboring these numbers so much. Thanks to all (but especially Mark, Glyph, Hugo, issue reporters, translators, and maintainers) for the discussion, and ultimately making the most timely versioning system a timeless classic. See also 2016 announcement Designing a version My Yap on Why CalVer beats Semver

yesterday • 1 votes
"You didn't do it right"

Four sincere attempts at OKRs, four failures, and every time: "you didn't do it right." Maybe the framework doesn't fit you -- so how do you find one that does?

yesterday • 1 votes
We solved SQLite's single-writer limitation

Multiple concurrent writers. Multiple processes. Same SQLite. No modifications.

3 days ago • 1 votes
If your team is happy, are you doing a good job?

Brilliant jerks, ZIRP-era managers, and how psychological safety lost the plot. Part 3 of my conversation with Dr. Cat Hicks.

4 days ago • 1 votes
📚 BoredReading

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