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Why we still can’t stop plagiarism in undergraduate computer science

from Kevin Chen [alt+shift+b] in programming

Imagine that you’re hired to work at your local public library. As an eagle-eyed checkout clerk, you soon realize that half the patrons leave without actually checking out their books! This leaves everyone else scratching their heads when the catalog doesn’t match the shelves. But conveniently, the library has an unused anti-theft alarm sitting in the back room. There’s just one problem: your supervisor, though sympathetic to your cause, doesn’t want you using the alarm. You see, people take books for many reasons, and not all of them are malicious. Besides, who cares if the shelves are in disarray? They’ve been like that for years, but everyone who works at the library still gets their paychecks the all the same. If you want to set up the alarm, you’ll have to do so on your own time, in addition to your other responsibilities. In many undergraduate computer science programs, this is the absurd reality we face when trying to combat plagiarism. Everyone agrees plagiarism is wrong. Everyone wishes they could stop it. Everyone has access to the tools that find it. But no one seems willing to take any action. Why bother? The most important goal is to keep the course fair for students who do honest work. Instructors must assign grades that accurately reflect performance. A student who grapples with a problem — becoming a stronger programmer in the process — should never receive a lower grade than one who copies and pastes. Finally, as educators, we also hope that the accused student can learn difficult lessons about ethical behavior in the classroom rather than the workplace. Understanding the scope of plagiarism I’ve been a teaching assistant in a lower-division computer science course for the past two years. Each semester, in a class of 200 to 300 students, we typically discover 20 to 40 blatant cases of plagiarism on homework. And because of the nature of our process, even more cases go undetected. Here’s how it works: We begin by uploading our students’ code to an...
22nd Mar 2018

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Real estate is one of the hardest open problems in scaled self driving

I’ve had a minor obsession with Waymo’s autonomous vehicle depots recently. Over the past few months, I’ve flown a drone as part of a stakeout to understand how they work. And I’ve taken a deep dive into an apparent Waymo outage to find the company charging its electric vehicles from temporary diesel generators. The reason for my obsession? I believe depot buildouts will be one of the last hard problems in scaled autonomous driving. Long after the hardware, software, and AI have been perfected, real estate acquisition will remain a limiting factor in large-scale AV deployment. Waymo’s main depot at 201 Toland Street, San Francisco. Will self driving follow software scaling laws? In 2021, Elon Musk claimed that Tesla FSD’s release will be “one of the biggest asset value increases in history.” The day FSD goes to wide release will be one of the biggest asset value increases in history — Elon Musk (@elonmusk) October 20, 2021 Musk is arguing that, once autonomous driving has been solved, it can be instantly rolled out at the push of a button. Nearly all of Tesla’s fleet could be put to productive use without humans behind the wheel. While Musk’s viewpoint is on the extreme end, it’s a sentiment shared by many who have worked on or invested in autonomous driving over the years. Once you have hardware capable of supporting safe driverless operation, it’s just a matter of developing the right software. Software can be replicated infinitely at zero marginal cost. Could autonomous driving therefore scale as quickly as software platforms like Uber or DoorDash? The answer is not so simple. Self-driving cars are still cars — cars that exist in the physical world and need to be parked, fueled, cleaned, and repaired. Uber and other multi-sided marketplace platforms have been able to grow exponentially because they distribute these responsibilities to the individual drivers — many Uber drivers park at their own homes — allowing the platform provider to focus on developing the software pieces. So far, AV companies like Waymo and Cruise have taken a different approach. They’ve preferred to centralize these operational tasks in large depots staffed with their own personnel. This is because AV technology is still maturing and cannot be easily productized in the short term. Additionally, Timothy B. Lee notes in Understanding AI that “having hardware, software, and support services all under one roof makes it easier for Waymo to experiment with different technologies and business models.” When the kinks are still being worked out, it is more straightforward to vertically integrate everything in a single organization. The many jobs to be done of a robotaxi depot Depots for human-driven fleets, such as rental cars or delivery vans, only require a parking area with minimal additional infrastructure. This enables a fairly straightforward trade-off between location and cost: the fleet operator seeks a location close to customer demand while minimizing rent. For example, a logistics company participating in Amazon’s Delivery Service Partner program can run its depot from any sufficiently cheap parking lot near the local Amazon warehouse. The same constraints affect depot selection for autonomous vehicles. However, the depot also needs to be more than just a convenient parking lot to store off-duty cars. Because AVs are often also EVs, the ideal site also has electric vehicle charging. Because AVs need to upload driving logs to the cloud, it should have a high-speed Internet connection too. Let’s explore these constraints in detail. Location Depots should be placed close to customer demand to minimize deadheading (non-revenue driving), which would raise costs while degrading the customer experience with longer pickup times. Ideal depots are therefore located in desirable residential or commercial areas, where there is more competition among potential tenants. Placing depots in high-demand neighborhoods instead of industrial areas can also increase the probability of local opposition. Waymo has already encountered opposition during a proposed expansion of their main depot, even though it is located in an industrial neighborhood with many similar facilities. Again from Timothy B. Lee: Waymo sought a permit to convert the warehouse next door into some office space and a parking lot for Waymo employees. San Francisco’s Board of Supervisors unanimously rejected Waymo’s application. The rejection was partly based on fears that Waymo would eventually use the space to launch a delivery service in the city (Waymo hasn’t announced any plans to do this so far). But it also reflected city leaders’ frustration with their general lack of power over Waymo. Now consider the recent incident in which driverless Waymo vehicles honked at each other while entering a depot near residential buildings in San Francisco, often well into the early hours of the morning. While residents and the company resolved the situation amicably, it will surely be raised in future discussions of new Waymo depots in residential areas should they come before the Board of Supervisors or Planning Commission. Electric vehicle charging AV developers have preferred to run their services with electric vehicles. Although AV and EV technologies are not inherently coupled, running a fully electric fleet adds an environmental angle to the AV sales pitch, allowing the companies to claim that AV rides reduce emissions by displacing gas-powered driving. An EV fleet also lowers vehicle maintenance costs. Waymo and Cruise each have locations with DC fast charging capability. This approach avoids relying on public chargers. Taking Waymo’s primary San Francisco depot as an example, the company installed 38 chargers of approximately 60 kW each, implying a total site power of around 2.4 MW. Waymo vehicles charging in San Francisco. Approximately one-third of parking spots in the main depot have charging. Bringing in so many high-power chargers likely added significant complexity to Waymo’s depot construction. While we don’t Waymo’s process, we have a fairly good benchmark from the Tesla community, which tracks Tesla Supercharger installations closely. From Bruce Mah, a seasoned EV charging observer, the construction process is: As with any construction project, things usually start with selecting a site and permitting. There will often be some demolition / excavation of part of a parking lot (Superchargers are often built in existing parking lots). Tesla equipment such as charging cabinets, posts, etc. will usually be installed next (see T1 below). Eventually there will be some inspections from the local Authority Having Jurisdiction (AHJ). A utility transformer (from PG&E, SCE, etc.) is usually the last piece of equipment to be installed. Repaving, painting, and installation of parking stops will also usually happen late in the process, as well as landscaping and lighting enhancements. Of these steps, permitting and utility work are not within the charging operator’s control. California municipalities, especially San Francisco, have a notoriously slow and political permitting process. With PG&E, the utility serving much of the state, electrical service upgrades involving a new distribution transformer can take months. Timelines aside, building out a charging site is also expensive. For example, an agreement between Tesla and the City of West Hollywood values an eight-plug location at $482,942 for both equipment and construction. Data offload The final piece of the puzzle is data offload. Autonomous vehicles log vast amounts of data as they drive, measured in hundreds of GBs to TBs per hour. Some of the data is subject to mandatory retention and must be uploaded for later review. At a minimum, all AV collisions in California must be reported to the DMV. Regulators at all levels of government expect the AV developer to present analyses of serious incidents, including recordings from the vehicle and explanations of the AV’s decisions. In addition to regulatory requirements, the AV developer often wants to return much more data for engineering purposes: near misses, stuck events, novel or interesting scenarios, and more. The upshot is that the AV operator needs to upload a substantial portion of the hundreds of GBs to TBs logged per hour of driving. Uploading over cellular networks would not be cost effective. These transfers must occur at a depot. Today, it’s likely that Waymo and Cruise use disk swapping for data offload. When a car fills up its internal logging disk, it notifies an operator to plug in a fresh one. The full disks may be uploaded directly from the depot or shipped to a datacenter. This whole process is labor intensive and, over time, may pose a reliability concern due to dust or water ingress. A Waymo operator performs a possible disk swap. Many AV developers are moving toward direct data transfer from the vehicle using Ethernet, Wi-Fi, or a private 5G network, which reduces the number of manual touch points and moving parts. Charging is a great time to perform these transfers. However, this imposes an additional requirement on the depot: a fast upload speed, probably a fiber connection of at least 10 Gbps. Where do we go from here? When we put all three requirements together (great location, high-power EV charging, and high-speed Internet), there may be few to none sites that fit the bill. This would require the AV operator to take on site-specific construction projects to add amenities like charging and Internet — a strategy that sits in direct opposition to rapid and cost-effective scaling. Another possibility is to engineer ways to relax the constraints. Decoupling the requirements Waymo and Cruise do not require all of their locations to have charging and data offload. For example, Waymo operates satellite lots in downtown San Francisco only for storing their off-hail vehicles. Every night, fleet management software instructs the cars to travel back to the main depot for charging and data offload. A Waymo satellite location in San Francisco with minimal staffing, no charging, and apparently no data offloading. This solution works as long as the total charging and data transfer capacity across all locations exceeds the average throughput required to keep the fleet in working order. However, the lack of redundancy can lead to cascading failures, such as the apparent power outage at Waymo’s main depot that led the company to shut down many vehicles during a Friday evening rush hour. Reducing charging power Waymo and Cruise currently use DC fast charging (DCFC) for their fleets. Level 2 (L2) or AC charging could reduce the cost of buildouts because the equipment is cheaper and can often be added without bringing a new utility transformer. This could enable overnight charging in satellite locations that do not currently have any charging capacity. Imagine an operator showing up to plug in all the cars at night when there is little demand, then returning in the morning to unplug them. There is an order of magnitude speed difference between L2 and DCFC. This is important for consumer charging, where the consumer cares about the time to get a single car back on the road. However, charging power for any individual car becomes less important when charging a large fleet. Fleet operators care about the total throughput of turning around cars, which is proportional to total power delivered across all chargers. In other words, assuming an autonomous ride hailing service will always have overnight lulls in demand and enough parking spots during those times, the most scalable strategy is to procure your desired total charging power at the lowest price. DCFC equipment costs disproportionately more per kW due to the additional complexity of the charging equipment — and that doesn’t include the additional maintenance complexity. The table below compares ChargePoint’s cheapest L2 and DCFC units: Charger Power (kW) Price ($) Unit Price ($/kW) ChargePoint CPF50 9.6 kW $1,299 $135/kW ChargePoint CPE250 62.5 kW $52,000 $832/kW In addition to more scalable depot buildouts, reduced charging power can also increase the longevity of the vehicle’s traction battery, which is an important factor in managing vehicle depreciation. Reducing data logging rate Most AV developers start out by logging and uploading all data generated on their vehicles. This makes development easy because the data is always there when you need it. These assumptions need to be broken when a growing fleet generates proportionally more logs, most of which contain routine driving and are not very interesting. We can split the data logged by AVs into two categories: Raw sensor data, such as lidar point clouds, camera images, radar returns, and audio. Derived data, such as detections from the perception system or motion plans from the behavior system. One approach is to keep only one category of data. Retaining only the derived data can still enable debugging of serious incidents, as long as the perception system can be trusted to provide a faithful representation of the raw sensor data. On the other hand, retaining only the raw sensor data makes the logs more useful for developing the mapping and perception system. Similar-looking derived data can be generated by running a replay simulator as needed, but it is challenging to reproduce the exact same outputs as those on the vehicle unless the AV software is fully deterministic. Data retention decisions can also be made temporally. The key challenge here is high-recall classification of which time ranges in the log must be retained. For example, if a DMV-reportable collision occurs, the associated log data must never be discarded. These decisions can happen either on-device or in the cloud, but they must be made without uploading the full log to the cloud, since our bottleneck is the connection from the vehicle to the Internet. Conclusion The current trajectory for scaled autonomous driving would require desirable depot locations to include charging and Internet, making real estate acquisition challenging. There exist opportunities to reduce the additional requirements over time with the goal of making the problem closer to “rent a bunch of conveniently located parking lots.” While these are not traditionally considered autonomous driving problems, solving them will be key to unlocking the next phase of scaling.

3rd Sep 2024 • 94 votes
How autonomous vehicle simulation works

When autonomous vehicle developers justify the safety of their driverless vehicle deployments, they lean heavily on their testing in simulation. Common talking points take the form of “we made our car drive X billion miles in simulation.” From these vague statements, it’s challenging to determine what a simulator is, or how it works. There’s more to simulation than endless driving in a virtual environment. For example, Waymo’s technology overview page says (emphasis mine): We’ve driven more than 20 billion miles in simulation to help identify the most challenging situations our vehicles will encounter on public roads. We can either replay and tweak real-world miles or build completely new virtual scenarios, for our autonomous driving software to practice again and again. Cruise’s safety page contains similar language:1 Before setting out on public roads, Cruise vehicles complete more than 250,000 simulations and closed course testing during everyday and extreme conditions. The main impression one gets from these overviews is that (1) simulation can test many driving scenarios, and (2) everyone will be super impressed if you use it a lot. Going one layer deeper to the few blog posts and talks full of slick GIFs, you might reach the conclusion that simulation is like a video game for the autonomous vehicle in the vein of Grand Theft Auto (GTA): a fully generated 3D environment complete with textures, lighting, and non-player characters (NPCs). Much like human players of GTA, the autonomous vehicle would be able to drive however it likes, freed from real-world consequences. Source: Cruise. While this type of fully synthetic simulation exists in the world of autonomous driving, it’s actually the least commonly used type of simulation.2 Instead, just as a software developer leans on many kinds of testing before releasing an application, an AV developer runs many types of simulation before deploying an autonomous vehicle. Each type of simulation is best suited for a particular use case, with trade-offs between realism, coverage, technical complexity, and cost to operate. In this post, we’ll walk through the system design of a simulator at a hypothetical AV company, starting from first principles. We may never know the details of the actual simulator architecture used by any particular AV developer. However, by exploring the design trade-offs from first principles, I hope to shed some light on how this key system works. Contents Our imaginary self-driving car Replay simulation Interactivity and the pose divergence problem Synthetic simulation The high cost of realistic imagery Round-trip conversions to pixels and back Skipping the sensor data Making smart agents Generating scene descriptions Limitations of pure synthetic simulation Hybrid simulation Conclusion Our imaginary self-driving car Let’s begin by defining our hypothetical autonomous driving software, which will help us illustrate how simulation fits into the development process. Imagine it’s 2015, the peak of self-driving hype, and our team has raised a vast sum of money to develop an autonomous vehicle. Like a human driver, our software drives by continuously performing a few basic tasks: It makes observations about the road and other road users. It reasons about what others might do and plans how it should drive. Finally, it executes those planned motions by steering, accelerating, and braking. Rinse and repeat. This mental model helps us group related code into modules, enabling them to be developed and tested independently. There will be four modules in our system:3 Sensor Interface: Take in raw sensor data such as camera images and lidar point clouds. Sensing: Detect objects such as vehicles, pedestrians, lane lines, and curbs. Behavior: Determine the best trajectory (path) for the vehicle to drive. Vehicle Interface: Convert the trajectory into steering, accelerator, and brake commands to control the vehicle’s drive-by-wire (DBW) system. We connect our modules to each other using an inter-process communication framework (“middleware”) such as ROS, which provides a publish–subscribe system (pubsub) for our modules to talk to each other. Here’s a concrete example of our module-based encapsulation system in action: The sensing module publishes a message containing the positions of other road users. The behavior module subscribes to this message when it wants to know whether there are pedestrians nearby. The behavior module doesn’t know and doesn’t care how the perception module detected those pedestrians; it just needs to see a message that conforms to the agreed-upon API schema. Defining a schema for each message also allows us to store a copy of everything sent through the pubsub system. These driving logs will come in handy for debugging because it allows us to inspect the system with module-level granularity. Our full system looks like this: Simplified architecture diagram for an autonomous vehicle. Now it’s time to take our autonomous vehicle for a spin. We drive around our neighborhood, encountering some scenarios in which our vehicle drives incorrectly, which cause our in-car safety driver to take over driving from the autonomous vehicle. Each disengagement gets reviewed by our engineering team. They analyze the vehicle’s logs and propose some software changes. Now we need a way to prove our changes have actually improved performance. We need the ability to compare the effectiveness of multiple proposed fixes. We need to do this quickly so our engineers can receive timely feedback. We need a simulator! Replay simulation Motivated by the desire to make progress quickly, we try the simplest solution first. The key insight: our software modules don’t care where the incoming messages come from. Could we simulate a past scenario by simply replaying messages from our log as if they were being sent in real time? As the name suggests, this is exactly how replay simulation works. Under normal operation, the input to our software is sensor data captured from real sensors. The simulator replaces this by replaying sensor data from an existing log. Under normal operation, the output of our software is a trajectory (or a set of accelerator and steering commands) that the real car executes. The simulator intercepts the output to control the simulated vehicle’s position instead. Modified architecture diagram for running replay simulation. There are two primary ways we can use this type of simulator, depending on whether we use a different software version as the onroad drive: Different software: By running modified versions of our modules in the simulator, we can get a rough idea of how the changes will affect the vehicle’s behavior. This can provide early feedback on whether a change improves the vehicle’s behavior or successfully fixes a bug. Same software: After a disengagement, we may want to know what would have happened if the autonomous vehicle were allowed to continue driving without human input. Simulation can provide this counterfactual by continuing to play back messages as if the disengagement never happened. We’ve gained these important testing capabilities with relatively little effort. Rather than take on the complexity of a fully generated 3D environment, we got away with a few modifications to our pubsub framework. Interactivity and the pose divergence problem The simplicity of a pure replay simulator also leads to its key weakness: a complete lack of interactivity. Everything in the simulated environment was loaded verbatim from a log. Therefore, the environment does not respond to the simulated vehicle’s behavior, which can lead to unrealistic interactions with other road users. This classic example demonstrates what can happen when the simulated vehicle’s behavior changes too much: Watch on YouTube. Dragomir Anguelov’s guest lecture at MIT. Source: Lex Fridman. Our vehicle, when it drove in the real world, was where the green vehicle is. Now, in simulation, we drove differently and we have the blue vehicle. So we’re driving…bam. What happened? Well, there is a purple agent over there — a pesky purple agent — who, in the real world, saw that we passed them safely. And so it was safe for them to go, but it’s no longer safe, because we changed what we did. So the insight is: in simulation, our actions affect the environment and needed to be accounted for. Anguelov’s video shows the simulated vehicle driving slower than the real vehicle. This kind of problem is called pose divergence, a term that covers any simulation where differences in the simulated vehicle’s driving decisions cause its position to differ from the real-world vehicle’s position. In the video, the pose divergence leads to an unrealistic collision in simulation. A reasonable driver in the purple vehicle’s position would have observed the autonomous vehicle and waited for it to pass before entering the intersection.4 However, in replay simulation, all we can do is play back the other driver’s actions verbatim. In general, problems arising from the lack of interactivity mean the simulated scenario no longer provides useful feedback to the AV developer. This is a pretty serious limitation! The whole point of the simulator is to allow the simulated vehicle to make different driving decisions. If we cannot trust the realism of our simulations anytime there is an interaction with another road user, it rules out a lot of valuable use cases. Synthetic simulation We can solve these interactivity problems by using a simulated environment to generate synthetic inputs that respond to our vehicle’s actions. Creating a synthetic simulation usually starts with a high-level scene description containing: Agents: fully interactive NPCs that react to our vehicle’s behavior. Environments: 3D models of roads, signs, buildings, weather, etc. that can be rendered from any viewpoint. From the scene description, we can generate different types of synthetic inputs for our vehicle to be injected at different layers of its software stack, depending on which modules we want to test. In synthetic sensor simulation, the simulator uses a game engine to render the scene description into fake sensor data, such as camera images, lidar point clouds, and radar returns. The simulator sets up our software modules to receive the generated imagery instead of sensor data logged from real-world driving. Modified architecture diagram for running synthetic simulation with generated sensors. The same game engine can render the scene from any arbitrary perspective, including third-person views. This is how they make all those slick highlight reels. The high cost of realistic imagery Simulations that generate fake sensor data can be quite expensive, both to develop and to run. The developer needs to create a high-quality 3D environment with realistic object models and lighting rivaling AAA games. Example of Cruise’s synthetic simulation showing the same scene rendered into synthetic camera, lidar, and radar data. Source: Cruise. For example, a Cruise blog post mentions some elements of their synthetic simulation roadmap (emphasis mine): With limited time and resources, we have to make choices. For example, we ask how accurately we should model tires, and whether or not it is more important than other factors we have in our queue, like modeling LiDAR reflections off of car windshields and rearview mirrors or correctly modeling radar multipath returns. Even if rendering reflections and translucent surfaces is already well understood in computer graphics, Cruise may still need to make sure their renderer generates realistic reflections that resemble their lidar. This challenge gives a sense of the attention to detail required. It’s only one of many that needs to be solved when building a synthetic sensor simulator. So far, we have only covered the high development costs. Synthetic sensor simulation also incurs high variable costs every time simulation is run. Round-trip conversions to pixels and back By its nature, synthetic sensor simulation performs a round-trip conversion to and from synthetic imagery to test the perception system. The game engine first renders its scene description to synthetic imagery for each sensor on the simulated vehicle, burning many precious GPU-hours in the process, only to have the perception system perform the inverse operation when it detects the objects in the scene to produce the autonomous vehicle’s internal scene representation.5 Every time you launch a synthetic sensor simulation, NVIDIA, Intel, and/or AWS are laughing all the way to the bank. Despite the expense of testing the perception system with synthetic simulation, it is also arguably less effective than testing with real-world imagery paired with ground truth labels. With real imagery, there can be no question about its realism. Synthetic imagery never looks quite right. These practical limitations mean that synthetic sensor simulation ends up as the least used simulator type in AV companies. Usually, it’s also the last type of simulator to be built at a new company. Developers don’t need synthetic imagery most of the time, especially when they have at their disposal a fleet of vehicles that can record the real thing. On the other hand, we cannot easily test risky driving behavior in the real world. For example, it is better to synthesize a bunch of red light runners than try to find them in the real world. This means we are primarily using synthetic simulation to test the behavior system. Skipping the sensor data In synthetic agent simulation, the simulator uses a high-level scene description to generate synthetic outputs from the perception/sensing system. In software development terms, it’s like replacing the perception system with a mock to focus on testing downstream components. This type of simulation requires fewer computational resources to run because the scene description doesn’t need to make a round-trip conversion to sensor data. Modified architecture diagram for running synthetic simulation with generated agents. With image quality out of the picture, the value of synthetic simulation rests solely on the quality of the scenarios it can create. We can split this into two main challenges: designing agents with realistic behaviors generating the scene descriptions containing various agents, street layouts, and environmental conditions Making smart agents You could start developing the control policy for a smart agent similar to NPC design in early video games. A basic smart agent could simply follow a line or a path without reacting to anyone else, which could be used to test the autonomous vehicle’s reaction to a right of way violation. A fancier smart agent could follow a path while also maintaining a safe following distance from the vehicle in front. This type of agent could be placed behind our simulated vehicle, resolving the rear-ending problem mentioned above. Like an audience of demanding gamers, the users of our simulator quickly expect increasingly complex and intelligent behaviors from the smart agents. An ideal smart agent system would capture the full spectrum of every action that other road users could possibly take. This system would also generate realistic behaviors, including realistic-looking trajectories and reaction times, so that we can trust the outcomes of simulations involving smart agents. Finally, our smart agents need to be controllable: they can be given destinations or intents, enabling developers to design simulations that test specific scenarios. Watch on YouTube. Two Cruise simulations in which smart agents (orange boxes) interact with the autonomous vehicle. In the second simulation, two parked cars have been inserted into the bottom of the visualization. Notice how the smart agents and the autonomous vehicle drive differently in the two simulations as they interact with each other and the additional parked cars. Source: Cruise. Developing a great smart agent policy ends up falling in the same difficulty ballpark as developing a great autonomous driving policy. The two systems may even share technical foundations. For example, they may have a shared component that is trained to predict the behaviors of other road users, which can be used for both planning our vehicle’s actions and for generating realistic agents in simulation. Generating scene descriptions Even with the ability to generate realistic synthetic imagery and realistic smart agent behaviors, our synthetic simulation is not complete. We still need a broad and diverse dataset of scene descriptions that can thoroughly test our vehicle. These scene descriptions usually come from a mix of sources: Automatic conversion from onroad scenarios: We can write a program that takes a logged real-world drive, guesses the intent of other road users, and stores those intents as a synthetic simulation scenario. Manual design: Analogous to a level editor in a video game. A human either builds the whole scenario from scratch or makes manual edits to an automatic conversion. For example, a human can design a scenario based on a police report of a human-on-human-driver collision to simulate what the vehicle might have done in that scenario. Generative AI: Recent work from Zoox uses diffusion models trained on a large dataset of onroad scenarios. Example of a real-world log (top) converted to a synthetic simulation scenario, then rendered into synthetic camera images (bottom). Notice how some elements, such as the protest signs, are not carried over, perhaps because they are not supported by the perception system or the scene converter. Source: Cruise. Scenarios can also be fuzzed, where the simulator adds random noise to the scene parameters, such as the speed limit of the road or the goals of simulated agents. This can upsample a small number of converted or manually designed scenes to a larger set that can be used to check for robustness and prevent overfitting. Fuzzing can also help developers understand the space of possible outcomes, as shown in the example below, which fuzzes the reaction time of a synthetic tailgater: An example of fuzzing tailgater reaction time. Source: Waymo. The distribution on the right shows a dot for each variant of the scenario, colored green or red depending on whether a simulated collision occurred. In this experiment, the collision becomes unavoidable once the simulated tailgater’s reaction time exceeds about 1 second. Limitations of pure synthetic simulation With these sources plus fuzzing, we’ve ensured the quantity of scenarios in our library, but we still don’t have any guarantees on the quality. Perhaps the scenarios we (and maybe our generative AI tools) invent are too hard or too easy compared to the distribution of onroad driving our vehicle encounters. If our vehicle drives poorly in a synthetic scenario, does the autonomous driving system need improvement? Or is the scenario unrealistically hard, perhaps because the behavior of its smart agents is too unreasonable? If our vehicle passes with flying colors, is it doing a good job? Or is the scenario library missing some challenging scenarios simply because we did not imagine that they could happen? This is a fundamental problem of pure synthetic simulation. Once we start modifying and fuzzing our simulated scenarios, there isn’t a straightforward way to know whether they remain representative of the real world. And we still need to collect a large quantity of real-world mileage to ensure that we have not missed any rare scenarios. Hybrid simulation We can combine our two types of simulator into a hybrid simulator that takes advantages of the strengths of each, providing an environment that is both realistic and interactive without breaking the bank. From replay simulation, use log replay to ensure every simulated scenario is rooted in a real-world scenario and has perfectly realistic sensor data. From synthetic simulation, make the simulation interactive by selectively replacing other road users with smart agents if they could interact with our vehicle.6 Modified architecture diagram merging parts of replay and synthetic simulation. Hybrid simulation usually serves as the default type of simulation that works well for most use cases. One convenient interpretation is that hybrid simulation is a worry-free replacement for replay simulation: anytime the developer would have used replay, they can absentmindedly switch to hybrid simulation to take care of the most common simulation artifacts while retaining most of the benefits of replay simulation. Conclusion We’ve seen that there are many types of simulation used in autonomous driving. They exist on a spectrum from purely replaying onroad scenarios to fully synthesized environments. The ideal simulation platform allows developers to pick an operating point on that spectrum that fits their use case. Hybrid simulation based on a large volume of real-world miles satisfies most testing needs at a reasonable cost, while fully synthetic modes serve niche use cases that can justify the higher development and operating costs. Cruise has written several deep dives about the usage and scaling of their simulation platform. However, neither Cruise nor Waymo provide many details on the construction of their simulator. ↩ I’ve even heard arguments that it’s only good for making videos. ↩ There exist architectures that are more end-to-end. However, to the best of my knowledge, those systems do not have driverless deployments with nontrivial mileage, making simulation testing less relevant. ↩ Another interactivity problem arises from the replay simulator’s inability to simulate different points of view as the simulated vehicle moves. A large pose divergence often causes the simulated vehicle to drive into an area not observed by the vehicle that produced the onroad log. For example, a simulated vehicle could decide to drive around a corner much earlier. But it wouldn’t be able to see anything until the log data also rounds the corner. No matter where the simulated vehicle drives, it will always be limited to what the logged vehicle saw. ↩ “Computer vision is inverse computer graphics.” ↩ As a nice bonus, because the irrelevant road users are replayed exactly as they drove in real life, this may reduce the compute cost of simulation. ↩

7th Jun 2024 • 74 votes
Why autonomous trucking is harder than autonomous rideshare

Recently, The Verge asked, “where are all the robot trucks?” It’s a good question. Trucking was supposed to be the ideal first application of autonomous driving. Freeways contain predictable, highly structured driving scenarios. An autonomous truck would not have to deal with the complexities of intersections and two-way traffic. It could easily drive hundreds of miles without encountering a single pedestrian. DALL-E 3 prompt: “Generate an artistic, landscape aspect ratio watercolor painting of a truck with a bright red cab, pulling a white trailer. The truck drives uphill on an empty, rural highway during wintertime, lined with evergreen trees and a snow bank on a foggy, cloudy day.” The trucks could also be commercially viable with only freeway driving capability, or freeways plus a short segment of surface streets needed to reach a transfer hub. The AV company would only need to deal with a limited set of businesses as customers, bypassing the messiness of supporting a large pool of consumers inherent to the B2C model. Autonomous trucks would not be subject to rest requirements. As The Verge notes, “truck operators are allowed to drive a maximum of 11 hours a day and have to take a 30-minute rest after eight consecutive hours behind the wheel. Autonomous trucks would face no such restrictions,” enabling them to provide a service that would be literally unbeatable by a human driver. If you had asked me in 2018, when I first started working in the AV industry, I would’ve bet that driverless trucks would be the first vehicle type to achieve a million-mile driverless deployment. Aurora even pivoted their entire company to trucking in 2020, believing it to be easier than city driving. Yet sitting here in 2024, we know that both Waymo and Cruise have driven millions of miles on city streets — a large portion in the dense urban environment of San Francisco — and there are no driverless truck deployments. What happened? I think the problem is that driverless autonomous trucking is simply harder than driverless rideshare. The trucking problem appears easier at the outset, and indeed many AV developers quickly reach their initial milestones, giving them false confidence. But the difficulty ramps up sharply when the developer starts working on the last bit of polish. They encounter thorny problems related to the high speeds on freeways and trucks’ size, which must be solved before taking the human out of the driver’s seat. What is the driverless bar? Here’s a simplistic framework: No driver in the vehicle. No guarantee of a timely response from remote operators or backend services. Therefore, all safety-critical decisions must be made by the onboard computer alone. Under these constraints, the system still meets or exceeds human safety level. This is a really, really high bar. For example, on surface streets, this means the system on its own is capable of driving at least 100k miles without property damage and 40M miles without fatality.1 The system can still have flaws, but virtually all of those problems must result in a lack of progress, rather than collision or injury. In short, while the system may not know the right thing to do in every scenario, it should never do the wrong thing. (There are several high quality safety frameworks for those interested in a rigorous definition.23 It’s beyond the scope of this post.) Now, let’s look at each aspect of trucking to see how it exacerbates these challenges. Truck-specific challenges Stopping distance vs. sensing range The required sensor capability for an autonomous vehicle is determined by the most challenging scenario that the vehicle needs to handle. A major challenge in trucking is stopping behind a stalled vehicle or large debris in a travel lane. To avoid collision, the autonomous vehicle would need a sensing range greater than or equal to its stopping distance. We’ll make a simplifying assumption that stopping distance defines the minimum detection range requirements. A driverless-quality perception system needs perfect recall on other vehicles within the vehicle’s worst-case stopping distance. Passenger vehicles can decelerate up to –8 m/s². Trucks can only achieve around –4 m/s², which increases the stopping distance and puts the sensing range requirement right at the edge of what today’s sensors can deliver. Here are the sight stopping distances for an empty truck in dry conditions on roads of varying grade:4 Speed (mph) 0% Grade (m) –3% Grade (m) –6% Grade (m) 50 115–141 124–150 136–162 70 122–178 136–162 236–305 Sight stopping distances defined as the distance needed to stop assuming a 2.5-second reaction time with no braking, followed by maximum braking. The distance is computed for an empty truck in dry conditions on roads of varying grade. Stopping distance increases in wet weather or when driving downhill with a load (not shown). Now let’s compare these distances with the capabilities of various sensors: Lidar sensors provide trustworthy 3D data because they take direct measurements based on physical principles. They have a usable range of around 200–250 meters, plenty for city driving but not enough for every truck use case. Lidar detection models may also need to accumulate multiple scans/frames over time to detect faraway objects reliably, especially for smaller items like debris, further decreasing the usable detection range. Note that some solid-state lidars claim significantly more range than 250 meters. These numbers are collected under ideal conditions; for computing minimum sensing capability, we are interested in the range that can provide perfect recall and really great precision. For example, the lidar may be unable to reach its maximum range over the entire field of view, or may require undesirable trade-offs like a scan pattern that reduces point density and field of view to achieve more range. Radar can see farther than lidar. For example, this high-end ZF radar claims vehicle detections up to 350 meters away. Radar is great for tracking moving vehicles, but has trouble distinguishing between stationary vehicles and other background objects. Tesla Autopilot has infamously shown this problem by braking for overpasses and running into stalled vehicles. “Imaging” radars like the ZF device will do better than the radars on production vehicles. They still do not have the azimuth resolution to separate objects beyond 200 meters, where radar input is most needed. Cameras can detect faraway objects as long as there are enough pixels on the object, which leads to the selection of cameras with high resolution and a narrow field of view (telephoto lens). A vehicle will carry multiple narrow cameras for full coverage during turns. However, cameras cannot measure distance or speed directly. A combined camera + radar system using machine learning probably has the best chance here, especially with recent advances in ML-based early fusion, but would need to perform well enough to serve as the primary detection source beyond 200 meters. Training such a model is closer to an open problem than simply receiving that data from a lidar. In summary, we don’t appear to have any sensing solutions with the performance needed for trucks to meet the driverless bar. Controls Controlling a passenger vehicle — determining the amount of steering and throttle input to make the vehicle follow a trajectory — is a simpler problem than controlling a truck. For example, passenger vehicles are generally modeled as a single rigid body, while a truck and its trailer can move separately. The planner and controller need to account for this when making sharp turns and, in extreme low-friction conditions, to avoid jackknifing. These features come in addition to all the usual controls challenges that also apply to passenger vehicles. They can be built but require additional development and validation time. Freeway-specific challenges OK, so trucks are hard, but what about the freeway part? It may now sound appealing to build L4 freeway autonomy for passenger vehicles. However, driving on freeways also brings additional challenges on top of what is needed for city streets. Achieving the minimal risk condition on freeways Autonomous vehicles are supposed to stop when they detect an internal fault or driving situation that they can’t handle. This is called the minimal risk condition (MRC). For example, an autonomous passenger vehicle that detects an error in the HD map or a sensor failure might be programmed to execute a pullover or stop in lane depending on the problem severity. While MRC behaviors are annoying for other road users and embarrassing for the AV developer, they do not add undue risk on surface streets given the low speeds and already chaotic nature of city driving. This gives the AV developer more breathing room (within reason) to deploy a system that does not know how to handle every driving scenario perfectly, but knows enough to stay out of trouble. It’s a different story on the freeway. Stopping in lane becomes much more dangerous with the possibility of a rear-end collision at high speed. All stopping should be planned well in advance, ideally exiting at the next ramp, or at least driving to the closest shoulder with enough room to park. This greatly increases the scope of edge cases that need to be handled autonomously and at freeway speeds. For example: Scene understanding: If the vehicle encounters an unexpected construction zone, crash site, or other non-nominal driving scenario, it’s not enough to detect and stop. Rerouting, while a viable option on surface streets, usually isn’t an option on freeways because it may be difficult or illegal to make a u-turn by the time the vehicle can see the construction. A freeway under construction is also more likely to be the only path to the destination, especially if the autonomous vehicle in question is not designed to drive on city streets. Operational solutions are also not enough for a scaled deployment. AV developers often disallow their vehicles from routing through known problem areas gathered from manually driven scouting vehicles or announcements made by authorities. For a scaled deployment, however, it’s not reasonable to know the status of every mile of road at all times. Therefore, the system needs to find the right path through unstructured scenarios, possibly following instructions from police directing traffic, even if it involves traffic violations such as driving on the wrong side of the road. We know that current state-of-the-art autonomous vehicles still occasionally drive into wet concrete and trenches, which shows it is nontrivial to make a correct decision. Mapping: If the lane lines have been repainted, and the system normally uses an HD map, it needs to ignore the map and build a new one on-the-fly from the perception system’s output. It needs to distinguish between mapping and perception errors. Uptime: Sensor, computer, and software failures need to be virtually eliminated through redundancy and/or engineering elbow grease. The system needs almost perfect uptime. For example, it’s fine to enter a max-braking MRC when losing a sensor or restarting a software module on surface streets, provided those failures are rare. The same maneuver would be dangerous on the freeway, so the failure must be eliminated, or a fallback/redundancy developed. These problems are not impossible to overcome. Every autonomous passenger vehicle has solved them to some extent, with the remaining edge cases punted to some combination of MRC and remote operators. The difference is that, on freeways, they need to be solved with a very high level of reliability to meet the driverless bar. Freeways are boring The features that make freeways simpler — controlled access, no intersections, one-way traffic — also make “interesting” events more rare. This is a double-edged sword. While the simpler environment reduces the number of software features to be developed, it also increases the iteration time and cost. During development, “interesting” events are needed to train data-hungry ML models. For validation, each new software version to be qualified for driverless operation needs to encounter a minimum number of “interesting” events before comparisons to a human safety level can have statistical significance. Overall, iteration becomes more expensive when it takes more vehicle-hours to collect each event. AV developers can only respond by increasing the size of their operations teams or accepting more time between software releases. (Note that simulation is not a perfect solution either. The rarity of events increases vehicle-hours run in simulation, and so far, nobody has shown a substitute for real-world miles in the context of driverless software validation.) Is it ever going to happen? Trucking requires longer range sensing and more complex controls, increasing system complexity and pushing the problem to the bleeding edge of current sensing capabilities. At the same time, driving on freeways brings additional reliability requirements, raising the quality bar on every software component from mapping to scene understanding. If both the truck form factor and the freeway domain increase the level of difficulty, then driverless trucking might be the hardest application of autonomous driving: City Freeway Cars Baseline Harder Trucks Harder Hardest Now that scaled rideshare is mostly working in cities, I expect to see scaled freeway rideshare next. Does this mean driverless trucking will never happen? No, I still believe AV developers will overcome these challenges eventually. Aurora, Kodiak, and Gatik have all promised some form of driverless deployment by the end of the year. We probably won’t see anything close to a million-mile deployment in 2024 though. Getting there will require advances in sensing, machine learning, and a lot of hard work. Thanks to Steven W. and others for the discussions and feedback. This should be considered a bare minimum because humans perform much better on freeways, raising the bar for AVs. Rough numbers taken from Table 3, passenger vehicle national average on surface streets: Scanlon, J. M., Kusano, K. D., Fraade-Blanar, L. A., McMurry, T. L., Chen, Y. H., & Victor, T. (2023). Benchmarks for Retrospective Automated Driving System Crash Rate Analysis Using Police-Reported Crash Data. arXiv preprint arXiv:2312.13228. (blog) ↩ Kalra, N., & Paddock, S. M. (2016). Driving to safety: How many miles of driving would it take to demonstrate autonomous vehicle reliability? Transportation Research Part A: Policy and Practice, 94, 182-193. ↩ Favaro, F., Fraade-Blanar, L., Schnelle, S., Victor, T., Peña, M., Engstrom, J., … & Smith, D. (2023). Building a Credible Case for Safety: Waymo’s Approach for the Determination of Absence of Unreasonable Risk. arXiv preprint arXiv:2306.01917. (blog) ↩ Computed from tables 1 and 2: Harwood, D. W., Glauz, W. D., & Mason, J. M. (1989). Stopping sight distance design for large trucks. Transportation Research Record, 1208, 36-46. ↩

10th Jan 2024 • 41 votes
Inferring Cruise occupancy from Kyle Vogt’s fleet dashboard screenshot

Background Last month, Kyle Vogt (CEO of Cruise) tweeted a screenshot of Cruise’s fleet management dashboard: The press: AVs are over-hyped and are still 5-10 years away. Us: At this moment there are 100 @Cruise AVs in driverless mode in SF, and many are currently carrying passengers. (from two nights ago) pic.twitter.com/rV6gWRgK0q — Kyle Vogt (@kvogt) December 1, 2022 Eagle-eyed commenters noticed there were several types of vehicle icons and wondered whether they had any meaning. Full-resolution image from Kyle’s tweet. Cruise’s letter to the CPUC The answer has been hiding in plain sight. Two weeks later, on December 16, 2022, Cruise submitted an Advice Letter (PDF, 23 MB) to the California Public Utilities Commission. They were requesting an expansion of Cruise’s driverless deployment permit. Page 48 contains a screenshot of Cruise’s fleet monitoring dashboard: 6.3. Fleet Monitoring and Learning Cruise continuously monitors its driverless fleet while it is in operation. Cruise uses a suite of internal tools to oversee its fleet of Cruise AVs, including information about each Cruise AV on the road, such as their current location, operating condition and passenger states. Figure 24: Cruise internal fleet monitoring tool (provided as example; actual may vary) The key shows: Failed: red Healthy: green Recovery: blue Occupied: filled Vacant: outline I’m assuming occupied vs. vacant indicates whether the vehicle currently carries a passenger. Note that the numbers in this image don’t add up, suggesting it might be a mockup rather than the live app. For example: 12 failed + 160 driverless + 4 recovery = 24 manual = 200 vehicles total 56 awaiting ride assignment + 13 assigned a ride + 131 assignment in progress + 20 returning to facility + 30 unavailable = 250 vehicles total Interpreting Kyle’s screenshot We now have a snapshot of Cruise’s ridership at some unknown time on the night of November 29, 2022. Healthy, occupied: 2 vehicles Healthy, vacant: 85 vehicles Total: 87 vehicles Note that the number of vehicles may be undercounted because: The viewport doesn’t show Cruise’s entire service area. Some map icons overlap. We don’t know whether the filter by AV mode has been set to show only healthy (green) vehicles.

5th Jan 2023 • 29 votes
Tearing down the Rewind app

Rewind is a Mac app that records your computer’s screen and audio, allowing the user to scroll through a timeline of past screen recordings. Rewind also recognizes text, including text in videos and Zoom calls, allowing the user to perform full-text search on anything that has been displayed. Rewind is developed by the same team as Scribe. Rewind also records Zoom meetings as a first-class feature. Whenever the user enters a meeting, Rewind asks to record and transcribe audio from all participants. A Zoom call shown in the Rewind app’s history browser. All indexing, including OCR and speech-to-text, happens locally. The developers claim that Rewind “doesn’t tax system resources, like CPU and memory, while recording” by taking advantage of accelerators built into the Apple M1 and M2. Given these claims, I was eager to sign up for the beta ($20/month, first month free) to find out how they pulled this off. Contents How it works: Overview Analyzing the Rewind app Application Bundle Frameworks Permissions Excluded Applications & Private Browsing Storage Format (1) chunks: H.264 videos (2) temp: PNG screenshots (3) db.sqlite3: Metadata Resource Usage & Battery Life Ideas for Improvement Battery Life Storage Format Security Privacy Conclusion Appendix Rewind App Database Schema How it works: Overview Use accessibility APIs to identify the frontmost window. Store the timestamps to a SQLite database in the user’s Library folder. Take a screenshot of the screen that contains the frontmost window. If there are multiple screens, only the currently focused screen will be captured. Use ScreenCaptureKit to hide disallowed windows, including private browser windows and a user-defined exclusion list. OCR the screenshot on-device using Apple’s Vision framework, the same pipeline that powers Live Text. Store the inference results to a SQLite database. Compress the screenshot sequence to an H.264 video with FFmpeg. Store videos in the user’s Library folder. Additionally, if the user joins a Zoom call and enables transcription through Rewind: Transcribe the audio on-device using the OpenAI Whisper model. Store the transcripts and speaker information in a SQLite database. In the following sections, I’ll provide details on how I came to these conclusions. Analyzing the Rewind app Application Bundle After installation, I poked through the Rewind.app bundle. Executables: Rewind: the Cocoa application Rewind Helper: a non-UI binary Other notable files include: Resources/ggml-base.en.bin: The model weights for the OpenAI Whisper transcription model in the whisper.cpp, likely for Zoom call transcription. The SHA-1 taken on my local machine (137c40403d78fd54d454da0f9bd998f78703390c) matches the file from the weights repo. Resources/favicons: A directory of 912 favicons for popular websites, stored as PNG images. Examples include amazon_com.png, dropbox_com.png, youtu_be.png, etc. These are used in the timeline view when the frontmost app is a web browser, instead of showing the browser’s app icon. Frameworks/Sparkle.framework: Despite installing through a .pkg, Rewind uses Sparkle for updates. Frameworks After loading into a disassembler, the Rewind binary contains references to: whisper.cpp VisionKit ImageAnalyzer — API for running Live Text inference and accessing results ImageAnalyzerOverlayView — displays Live Text results and allows the user to copy text Sentry — telemetry The Rewind Helper contains a statically linked FFmpeg. Permissions Upon launch, Rewind requests permissions to: record the screen record the microphone control other applications (accessibility). Recording the microphone is optional if the user doesn’t want to transcribe Zoom meeting audio. Excluded Applications & Private Browsing Rewind allows the user to exclude apps from its recording. By default, Rewind also excludes private windows from several popular browsers. In this example, I’ve opened three windows (listed from back to front): TextEdit Safari (regular) Safari (Private Browsing) Top: My actual desktop. Bottom: What Rewind sees. Rewind’s screenshot excludes the private browsing window and the menu bar — and reveals additional content previously occluded by the private window. This suggests that Rewind uses Apple’s ScreenCaptureKit, which allows filtering by window and can recomposite the desktop based on the input parameters. (The legacy CGDisplayCapture API can only capture the entire screen or individual windows. The app developer would have to perform their own compositing.) Storage Format Rewind stores all screen recordings and transcripts to: ~/Library/Application Support/com.memoryvault.MemoryVault There are three items in this directory: (1) chunks: H.264 videos A directory of timestamped movie files. Surprisingly, the date format contains colons. The chunks directory. Each chunk file is an MP4 container: $ cd ~/Library/Application\ Support/com.memoryvault.MemoryVault/chunks/2022-12-19T00:57:32 $ file chunk chunk: ISO Media, MP4 Base Media v1 [ISO 14496-12:2003] Inspecting the file with VLC, we find that it contains a single H.264 stream, about 5 minutes long at 0.5 fps. VLC inspector on a chunk file. (2) temp: PNG screenshots This directory contains a series of screenshots. A new screenshot is created every two seconds. With a screen resolution of 3024 × 1964 (14-inch MacBook Pro), the app writes about 1–2 MB/s of PNGs when displaying text. The exact throughput depends on the total screen size and content being shown. In the worst case, such as when playing back a full-screen movie, each screenshot might exceed 10 MB. Download A PNG file gets created every two seconds. (3) db.sqlite3: Metadata Rewind uses this SQLite database to store video file metadata, focused app metadata, OCR results, and call transcripts. Here are the key tables: frame contains a row for each video frame. SELECT * FROM frame LIMIT 10 Query Results id createdAt imageFileName segmentId videoId videoFrameIndex isStarred encodingStatus 1 2022-12-19T00:57:32.890 2022-12-19T00:57:32.788 1 1 0 0 success 2 2022-12-19T00:57:36.845 2022-12-19T00:57:36.742 1 1 1 0 success 3 2022-12-19T00:57:38.827 2022-12-19T00:57:38.738 2 1 2 0 success 4 2022-12-19T00:57:40.833 2022-12-19T00:57:40.741 2 1 3 0 success 5 2022-12-19T00:57:43.573 2022-12-19T00:57:43.494 3 1 4 0 success 6 2022-12-19T00:57:44.807 2022-12-19T00:57:44.723 4 1 5 0 success 7 2022-12-19T00:57:46.794 2022-12-19T00:57:46.722 4 1 6 0 success 8 2022-12-19T00:57:48.854 2022-12-19T00:57:48.763 4 1 7 0 success 9 2022-12-19T00:57:50.848 2022-12-19T00:57:50.759 4 1 8 0 success 10 2022-12-19T00:57:52.836 2022-12-19T00:57:52.744 4 1 9 0 success search_content contains raw OCR results, and node maps them to positions on frame. There can be multiple node per frame. SELECT * FROM search_content LIMIT 1 Query Results docid c0text c1otherText 1 ? Advanced… 000 ###: Security & Privacy Q Search Click the lock to make changes… 4:54 PM 4:54 PM y Access! Q ock Auctions 12/15/22 )23 12/15/22 Date Received out… SELECT * FROM node LIMIT 10 Query Results id frameId nodeOrder textOffset textLength leftX topY width height windowIndex 1 1 0 0 1 0.467398302591349 0.597970651366107 0.00672236248460967 0.013157853170445 0 2 1 1 2 9 0.399312973022461 0.59765262753272 0.0522676955821902 0.0116193030208916 0 3 1 2 12 3 0.0610130221344704 0.0570757653384834 0.0364272095436274 0.0161139305601729 0 4 1 3 16 23 0.163880813953488 0.0565509518477043 0.113372092912819 0.0179171332422108 0 5 1 4 40 8 0.381177325581395 0.0565509518477043 0.0414244182655039 0.0156774914800299 0 6 1 5 49 31 0.0875726744186047 0.598544232922732 0.127906976671512 0.0145576707649976 0 7 1 6 81 13 0.107422983923624 0.499536426710789 0.0514842521312625 0.014643243018617 0 8 1 7 95 18 0.10719476744186 0.458566629339306 0.0821220929505814 0.0145576707606783 0 9 1 8 114 10 0.106081352677456 0.417901666006876 0.0499914524167083 0.0125384870061416 0 10 1 9 125 7 0.287038004675577 0.376678364274216 0.0357664684916651 0.0107925261255073 0 search is a virtual table constructed from search_content using the SQLite FTS (full-text search) extension. sqlite> .schema search CREATE VIRTUAL TABLE "search" USING fts4("text", "otherText", tokenize=porter) /* search(text,otherText) */; segment contains a row for each instance of the focused application changing. This data appears to be gathered from the accessibility API, because the timestamps and window titles are exact. Additionally, there’s an optional column for the browser URL when the focused application is Safari, Chrome, or Arc. I’m not sure how this information is captured. SELECT * FROM segment WHERE id > 85 LIMIT 10 Query Results id appId startTime endTime windowName browserUrl browserProfile type 86 com.apple.Safari 2022-12-19T01:07:16.816 2022-12-19T01:07:18.815 Storage | Rewind Help Center https://help.rewind.ai/en/collections/3698681-storage   screenshot 87 com.apple.Safari 2022-12-19T01:07:18.815 2022-12-19T01:07:42.808 How does Rewind compression work? | Rewind Help Center https://help.rewind.ai/en/articles/6706118-how-does-rewind-compression-work   screenshot 88 com.apple.finder 2022-12-19T01:07:42.808 2022-12-19T01:07:44.793 Desktop — Local     screenshot 89 com.apple.ActivityMonitor 2022-12-19T01:07:44.793 2022-12-19T01:08:06.847 Activity Monitor     screenshot 90 com.facebook.archon 2022-12-19T01:08:06.847 2022-12-19T01:08:32.845 Messenger     screenshot 91 com.apple.ActivityMonitor 2022-12-19T01:08:32.845 2022-12-19T01:08:36.840 Activity Monitor     screenshot 92 com.apple.finder 2022-12-19T01:08:36.840 2022-12-19T01:08:40.844 Desktop — Local     screenshot 93 com.apple.finder 2022-12-19T01:08:40.844 2022-12-19T01:08:44.844 Library     screenshot 94 com.apple.finder 2022-12-19T01:08:44.844 2022-12-19T01:08:50.839 Application Support     screenshot 95 com.apple.finder 2022-12-19T01:08:50.839 2022-12-19T01:08:54.833       screenshot SELECT * FROM segment WHERE type != "screenshot" Query Results id appId startTime endTime windowName browserUrl browserProfile type 349 ai.rewind.audiorecorder 2022-12-19T01:47:37.511 2022-12-19T02:03:54.695       audio transcript_word contains a row for each word of Zoom call transcripts. This storage is rather inefficient given the app’s current functionality, but appears to be setting up for a future UI that can match the transcript to the call audio. SELECT * FROM transcript_word LIMIT 20 OFFSET 24 Query Results id segmentId speechSource word timeOffset fullTextOffset duration 25 349 me how’s 51000 93 1000 26 349 me it 52000 99 1000 27 349 me going? 53000 102 1000 28 349 me Yo, 54000 109 250 29 349 me so 54250 113 250 30 349 me this 54500 116 250 31 349 me is 54750 121 250 32 349 me going 55000 124 250 33 349 me to 55250 130 250 34 349 me transcribe 55500 133 250 35 349 me us? 55750 144 250 36 349 me Is 56000 148 400 37 349 me that 56400 151 400 38 349 me what 56800 156 400 39 349 me I’m 57200 161 400 40 349 me asking? 57600 165 400 41 349 me Yeah, 58000 173 249 42 349 me this 58249 179 249 43 349 me meeting 58499 184 249 44 349 me is 58749 192 249 Finally, clip deletion is temporarly enqueued in the purge table. It appears to contain a row per deleted frame or chunk. The referenced rows in frame, rows in video, and the chunk files get deleted soon after user request. But the purge table only gets cleared the next time the app starts up. If the user deletes all clips contained in a chunk file, the chunk file is also deleted. In other cases, the app implements soft-deletion by removing the SQLite metadata only. SELECT * FROM purge WHERE path >= '2022-12-25T00:19:26' ORDER BY path LIMIT 5 Query Results path fileType 2022-12-25T00:19:26.962 image 2022-12-25T00:19:26/chunk video 2022-12-25T00:19:28.943 image 2022-12-25T00:19:30.951 image 2022-12-25T00:19:32.931 image Resource Usage & Battery Life CPU usage while recording on my 14-inch MacBook Pro with M1 Pro: Rewind uses about 20% CPU continuously Rewind Helper spikes over 200% CPU every time the temporary PNG images are compressed to a H.264 video I suspect that Rewind also indirectly consumes resources through WindowServer because Rewind requests filtered windows. This may require WindowServer to perform additional compositing just for Rewind. However, I haven’t been able to measure this conclusively. Storage usage: Screen recordings (chunks): 180 MB / hour Metadata, OCR results, and call transcripts (db.sqlite3): 26 MB / hour Console logs: 4 MB / hour These numbers were calculated after the first 11 hours of using Rewind. My workload is a mix of text-heavy (reading, writing) and image-heavy (video editing) tasks. The storage used will vary depending on workload: for example, a text- and Zoom-heavy workload will generate a larger SQLite database. Overall, running Rewind reduces my battery life by about 20–40 percent. Ideas for Improvement Below are some areas the Rewind app’s architecture could be improved. It’s understandable that the developers prioritized shipping an MVP over polishing these details. However, if the pricing remains $20 per month, users will expect a lot of polish in the released app. Battery Life Reduced battery life is my primary pain point when using Rewind. PNG encoding. Rewind could encode the screenshots directly to H.264, instead of temporarily writing PNG images. This would eliminate throwaway work to encode and decode PNGs. It would also eliminate 0.6–3.0 GB / hour of writes, or 4–19 TB / year assuming continuous operation. From a NAND wear perspective, this is unlikely to be a problem: modern SSDs can handle well over 500 TB written per TB of capacity. However, generating a large amount of I/O remains a battery life issue. Video encoding. Rewind encodes with FFmpeg. I wasn’t able to determine whether FFmpeg was using the M1’s Media Engine (video encode/decode accelerator). Update (February 2, 2023): Rewind appears to encode video on the CPU (libx264 via FFmpeg). Matteo Contrini and Andy Xu pointed out that it’s possible to read encoder settings from an ffmpeg-encoded movie. Matteo writes: Regarding the ffmpeg part, if they’re not overriding metadata you can find which encoder was used with ffmpeg itself, or ffprobe. For example, if you ffprobe a video file encoded by VideoToolbox (hw encoding) you would find h264_videotoolbox in the encoder field of the metadata. If it’s x264, you’d find libx264. Rewind appears to use software encoding — see libx264 below. This appears consistently on files generated by Rewind version 0.6309 (the version originally tested) through 0.7312 (the current version as of February 2, 2023). $ ffprobe ~/Library/Application\ Support/com.memoryvault.MemoryVault/chunks/2023-01-31T22\:33\:11/chunk ffprobe version 5.1.2 Copyright (c) 2007-2022 the FFmpeg developers [...] Input #0, mov,mp4,m4a,3gp,3g2,mj2, from '/Users/Kevin/Library/Application Support/com.memoryvault.MemoryVault/chunks/2023-01-31T22:33:11/chunk': Metadata: major_brand : isom minor_version : 512 compatible_brands: isomiso2avc1mp41 encoder : Lavf59.30.100 Duration: 00:05:00.00, start: 0.000000, bitrate: 497 kb/s Stream #0:0[0x1](und): Video: h264 (High) (avc1 / 0x31637661), yuv420p(progressive), 3024x1964, 496 kb/s, 0.50 fps, 0.50 tbr, 16384 tbn (default) Metadata: handler_name : VideoHandler vendor_id : [0][0][0][0] encoder : Lavc59.42.103 libx264 As of Rewind 0.7168 (released on January 27, 2023), the app now defers H.264 encoding when the user’s device is running on battery power. This resolves the battery impact of video encoding. However, this approach still strikes me as wasteful. Rewind might compete with the user for CPU time in some cases, and at a minimum, it heats up the user’s machine unnecessarily. Rewind already requires Apple Silicon. This allows them to assume that hardware-accelerated encoding is always available. Perhaps they have other reasons not to use it, such as needing to support a wider range of encoder settings. On-device inference frequency. OCR currently runs on every image (0.5 Hz). It’s possible that OCR can be subsampled or deferred entirely when running on battery without compromising the search experience. Any deferred images could be scanned the next time the user plugs in their computer or opens the Rewind UI. Storage Format The current directory structure and schemas are performant enough for a user base that only has a few months of recordings at most. Although Rewind can set a retention period, the default setting retains recordings forever, and it’s clear from the marketing materials that indefinite retention is the intended use case. The storage formats could be changed slightly to account for an ever-growing archive: Database. SQLite is quite performant; however, the text search table also grows quickly (26 MB / hour on my machine). Putting all text into a single table may cause problems in the future. For example, backup software may have trouble with a large and constantly changing file, especially Time Machine on HFS+ and others that don’t support block-level deduplication. For users with retention enabled, performing a SQLite VACUUM after deleting a large number of records may take a long time and require lots of scratch space. Directory structure. Currently, each video clip receives its own subdirectory in the chunks directory. Filesystems become less performant when listing and traversing directories as the number of children grows, even modern filesystems that use hash tables. A common solution is to create multiple levels of subdirectories using the prefix of the desired directory name. For Rewind’s timestamp directories (such as 2022-12-19T00:57:32), the prefixes could be some concatenation of the year, month, and day. Security Rewind currently doesn’t encrypt data at rest. Any app with full disk access and any attacker who encounters an unlocked computer has the ability to read recordings from all time, including soft-deleted clips. Rewind could encrypt files on disk using a shared secret stored in the macOS Keychain. Access to Keychain secrets can be configured on a per-app, per-secret basis. For increased security, Rewind could implement public-key cryptography, where the public key is used to append recordings and the private key is required to search them. Users would need to authenticate to unlock the search UI. Privacy Rewind currently allows users to exclude apps from recording and to delete specific past recordings. It would be great to combine these features by offering bulk deletion by app, time range, URL, etc. Ideally, deletions would always remove the underlying imagery, even if it requires an expensive re-encode of the chunk files to support partial deletion. Conclusion The Rewind app is a clever and helpful user interface built on top of components such as Apple’s VisionKit and OpenAI’s Whisper. Imagery is compressed with H.264 and text search uses SQLite FTS. As a developer, it’s cool to see that such advanced features can be built without training any ML models. The ever-growing collection of powerful, pretrained models continues to lower the barrier to entry for building ML-powered apps. On the other hand, I would also feel concerned that “fast follower” type competitors can easily clone apps like Rewind. As a user, I’m excited to be served by increasingly intelligent software that, in addition to competing on the quality of machine learning, must also compete on user experience. Appendix Rewind App Version: 0.6309 Bundle ID: com.memoryvault.MemoryVault Database Schema Table names: doc_segment frame node purge search search_content search_docsize search_segdir search_segments search_stat segment segment_video tokenizer transcript_word video Full schema: CREATE TABLE IF NOT EXISTS "frame" ("id" INTEGER PRIMARY KEY AUTOINCREMENT NOT NULL, "createdAt" TEXT NOT NULL, "imageFileName" TEXT NOT NULL, "segmentId" INTEGER REFERENCES "segment" ("id"), "videoId" INTEGER REFERENCES "video" ("id"), "videoFrameIndex" INTEGER, "isStarred" INTEGER NOT NULL DEFAULT (0), "encodingStatus" TEXT); CREATE TABLE sqlite_sequence(name,seq); CREATE TABLE IF NOT EXISTS "node" ("id" INTEGER PRIMARY KEY AUTOINCREMENT NOT NULL, "frameId" INTEGER NOT NULL REFERENCES "frame" ("id"), "nodeOrder" INTEGER NOT NULL, "textOffset" INTEGER NOT NULL, "textLength" INTEGER NOT NULL, "leftX" REAL NOT NULL, "topY" REAL NOT NULL, "width" REAL NOT NULL, "height" REAL NOT NULL, "windowIndex" INTEGER); CREATE TABLE IF NOT EXISTS "segment" ("id" INTEGER PRIMARY KEY AUTOINCREMENT NOT NULL, "appId" TEXT, "startTime" TEXT NOT NULL, "endTime" TEXT NOT NULL, "windowName" TEXT, "browserUrl" TEXT, "browserProfile" TEXT, "type" TEXT NOT NULL DEFAULT ('screenshot')); CREATE TABLE IF NOT EXISTS "video" ("id" INTEGER PRIMARY KEY AUTOINCREMENT NOT NULL, "frameDuration" REAL NOT NULL, "height" INTEGER NOT NULL, "width" INTEGER NOT NULL, "path" TEXT NOT NULL DEFAULT (''), "captureType" TEXT, "fileSize" INTEGER); CREATE INDEX "index_frame_on_segmentid_createdat" ON "frame" ("segmentId", "createdAt"); CREATE INDEX "index_node_on_frameid" ON "node" ("frameId"); CREATE INDEX "index_frame_on_createdat" ON "frame" ("createdAt"); CREATE VIRTUAL TABLE "search" USING fts4("text", "otherText", tokenize=porter) /* search(text,otherText) */; CREATE TABLE IF NOT EXISTS 'search_content'(docid INTEGER PRIMARY KEY, 'c0text', 'c1otherText'); CREATE TABLE IF NOT EXISTS 'search_segments'(blockid INTEGER PRIMARY KEY, block BLOB); CREATE TABLE IF NOT EXISTS 'search_segdir'(level INTEGER,idx INTEGER,start_block INTEGER,leaves_end_block INTEGER,end_block INTEGER,root BLOB,PRIMARY KEY(level, idx)); CREATE TABLE IF NOT EXISTS 'search_docsize'(docid INTEGER PRIMARY KEY, size BLOB); CREATE TABLE IF NOT EXISTS 'search_stat'(id INTEGER PRIMARY KEY, value BLOB); CREATE VIRTUAL TABLE tokenizer USING fts3tokenize(porter) /* tokenizer(input,token,start,"end",position) */; CREATE INDEX "index_frame_on_isstarred_createdat" ON "frame" ("isStarred", "createdAt"); CREATE INDEX "index_frame_on_videoid" ON "frame" ("videoId"); CREATE INDEX "index_segment_on_starttime" ON "segment" ("startTime"); CREATE TABLE IF NOT EXISTS "doc_segment" ("docid" INTEGER NOT NULL UNIQUE REFERENCES "search" ("docid"), "segmentId" INTEGER NOT NULL REFERENCES "segment" ("id"), "frameId" INTEGER REFERENCES "frame" ("id")); CREATE INDEX "index_doc_segment_on_segmentid_docid" ON "doc_segment" ("segmentId", "docid"); CREATE INDEX "index_doc_segment_on_frameid_docid" ON "doc_segment" ("frameId", "docid"); CREATE TABLE IF NOT EXISTS "segment_video" ("segmentId" INTEGER NOT NULL REFERENCES "segment" ("id"), "videoId" INTEGER NOT NULL REFERENCES "video" ("id"), "startTime" TEXT NOT NULL, "endTime" TEXT NOT NULL); CREATE INDEX "index_segment_video_on_segmentid_starttime_endtime" ON "segment_video" ("segmentId", "startTime", "endTime"); CREATE TABLE IF NOT EXISTS "transcript_word" ("id" INTEGER PRIMARY KEY AUTOINCREMENT NOT NULL, "segmentId" INTEGER NOT NULL REFERENCES "segment" ("id"), "speechSource" TEXT NOT NULL, "word" TEXT NOT NULL, "timeOffset" INTEGER NOT NULL, "fullTextOffset" INTEGER, "duration" INTEGER NOT NULL); CREATE INDEX "index_transcript_word_on_segmentid_fulltextoffset" ON "transcript_word" ("segmentId", "fullTextOffset"); CREATE INDEX "index_segment_on_appid" ON "segment" ("appId"); CREATE TABLE IF NOT EXISTS "purge" ("path" TEXT NOT NULL, "fileType" TEXT NOT NULL, UNIQUE ("path", "fileType"));

25th Dec 2022 • 37 votes

More in programming

TokyoDev Welcomes Its Head of Operations

TokyoDev has grown substantially over the past few years. We’ve expanded our community, dramatically increased the scope and frequency of our events, and have curated a library of articles for international developers. Despite all that, the way we run the business hasn’t changed much. I’ve continued to coordinate most of these activities myself, making the final decisions and keeping everything connected. In short, TokyoDev cannot run without my daily input. That approach worked well when TokyoDev was smaller, but it’s increasingly limiting how much we can accomplish. To help the business grow further, I wanted to find someone to take over some of my responsibilities and bring a fresh perspective. This is a significant step for me personally, as while I have worked with many contractors over the years, I have never actually hired a regular employee. Most importantly, I wanted to ensure that this person was someone I could trust to understand what TokyoDev stands for, and to make decisions in line with our philosophy. So I’m happy to announce that Scott Rothrock is joining TokyoDev full time as our Head of Operations. About Scott Scott has lived in Japan for nearly 20 years and has worked as a software engineer in multiple industries and environments, including small Japanese-owned businesses, overseas employers, and international companies based in Japan. Until the end of October 2026, he was the head of the Japan Markets team at Kraken Technologies, where he led an international team of software engineers in delivering complicated, regulated products on strict timelines for Japanese electricity and gas retailers, while also ensuring compliance with evolving organizational and global standards. He’s made a name for himself both inside and outside Japan as a kind, effective mentor who can cultivate great engineers and leaders. Scott’s previous role in TokyoDev Some of you may already know Scott in another capacity, as he has been involved with TokyoDev since 2022. He began as a community volunteer and later became our community manager, which also included responsibilities such as managing our article pipeline from submission to publishing. When I created TokyoDev’s Discord, I had no previous experience running an online community. Scott joined soon after I started and began helping other members, stepping in when people behaved inappropriately, and configuring our roles and permissions and safety features. I was impressed by his initiative and asked him to become an official moderator in January 2023. Outside of his role as a moderator, Scott has always pushed TokyoDev to grow; for example, he arranged internet events such as livestreamed AMAs and interviews. He organized TokyoDev’s first meetup as a volunteer in February 2023, which taught me that there was interest in TokyoDev events outside of the internet. By the end of 2023, I had brought him on as our part-time community manager. What I saw throughout his tenure was that Scott continued to take initiative in expanding TokyoDev. Scott was one of our first external contributors, writing about his experience living with a disability in Japan. He encouraged me to expand and refine both our editing and submission processes so that we could reach out to even more contributors and platform their perspectives. The editorial team now consists of him and Rebecca Callahan, and they’ve had a hand in every article that TokyoDev has published. In other words, since 2022, Scott has shown that he cares about TokyoDev as much as I do. He is invested in what we do and why we do it, and shares my vision for what TokyoDev can become. What changes now Scott’s experiences as an engineer, a mentor, and a leader make me confident that, as our Head of Operations, he will continue to help TokyoDev mature. A big part of what has made TokyoDev successful is that I see the software developers who use our site as my peers and genuinely want to help them. Scott shares that perspective, and will join me in ensuring that TokyoDev remains true to its principles while we grow. So what changes in the short term? Nothing dramatic. I will teach Scott about managing TokyoDev as a business, and he will document our processes and products as a part of that learning. He will also look for areas of improvement while ensuring that we remain compliant with regulations and labor law. Over time, I will hand over some other responsibilities. I will continue to run TokyoDev, but TokyoDev will become less dependent on me for its day-to-day operations. Long term, I’m excited about what this will enable us to do. TokyoDev has always been about helping international software developers build successful careers in Japan, and bringing Scott on full time puts us in a much better position to continue doing that. We look forward to writing the next chapter of TokyoDev together.

2 hours ago • 1 votes
Speeding up Kidz Fun Art & making Google love it

Kidz Fun Art is a drawing, colouring and animation app for kids that I’ve been building since 2021. It runs in the browser also as a simple wrapper app on iOS, iPadOS and Windows. It wasn’t getting a great click through rate on Google, even for people who directly searched for it. So, for two days I took a hard look at how fast it loads and how search engines see it. It wasn’t flattering. This post covers what I found, what I changed and what the graphs say now. Short version: on a simulated slow phone, the homepage’s Largest Contentful Paint got about 2.6× faster (15.9 s to 6.1 s) and its first load is about 82% smaller (4.2 MB to 0.75 MB). I also fixed a set of SEO mistakes that are, frankly, embarrassing to write down. I’ll write them down anyway. Part 1: Google had no idea what the site was for I started by reading 16 months of Google Search Console data. 9,380 clicks in total. About 9,200 came from people who had typed “kidz fun art” or a close spelling. People searching for what the app actually does (“coloring app for kids”, “ai art for kids”, “make a comic book”) sent the site 164 clicks. In 16 months. Total. When there was a relevant page, Google ranked it well. The site was #1 for things like “drawing app for kids ipad” and a German query that means “paint by numbers app without ads”. There just weren’t many relevant pages. Then I looked at the code, and the cause was obvious. The homepage <title> was “Kidz Fun Art” in all 12 languages. That’s a fine name, and a terrible title. It tells a search engine nothing. The homepage’s first <h1> was the pricing table’s “Choose your experience”. I was, in effect, telling Google that the most important thing on my homepage was the checkout. Every blog post had the same meta description: a generic line about “news, updates, tips”. Each post’s front matter already had a perfectly good excerpt field that nobody read. Blog posts had two <h1>s: the site header and the post title. There was no structured data at all. The sitemap that redirected every single URL This one stings. The sitemap is the one file whose whole job is to say “here are my URLs, please index them”. Mine listed 17 URLs, and every one of them redirected. The sitemap build used an environment variable that resolved to kidzfun.art. The site lives on www.kidzfun.art, so every URL got a 308. Only the English blog posts were listed. The other 11 languages appeared only as hreflang alternates, which pointed at redirecting URLs too. There were no <link rel="canonical"> tags on any page and no hreflang in the page <head>. Google was left to guess which URL was the real one, and it guessed wrong a lot. What I changed: The sitemap is now built on https://www.kidzfun.art, with 204 URLs: every home page, blog index, blog post, About page and gallery page, in all 12 languages. Each one lists all of its language alternates plus an x-default. A shared SeoLinks component adds an absolute canonical (www, no query string) and the full hreflang set to every public page. The ?v= cache-busting URLs that had been showing up as duplicates now canonicalise to the clean URL. /xx/blog/yy/... URLs, which returned a 500 in production (oops), now 308 to /blog/yy/.... Login, account, debug, export and embed pages send X-Robots-Tag: noindex, follow from next.config.js, so they stop using up crawl budget. robots.txt now mentions the sitemap. Novel idea. Why Google skipped half the site Search Console’s Pages report had 93 of 174 known pages not indexed. Every reason on that list traces back to the mistakes above: “Page with redirect” (22): that sitemap, plus internal links to the non-www host. “Duplicate without user-selected canonical” (18): I hadn’t selected any canonicals. Fair cop. “Crawled, currently not indexed” (39): mostly translated posts that Google reached through redirecting URLs, plus thin pages like /login. “Discovered, currently not indexed” (12): Google found these and decided they weren’t worth a visit. With no sitemap entry and no hreflang, I hadn’t given it a reason to. On-page fixes Titles and descriptions: Each blog post got its own seoTitle and description, in all 12 languages. The meta description now comes from the post’s excerpt, which is what that field was for all along. The About pages take their title and description from their own localized Markdown. They had been sharing an English title and a generic description. One <h1> per page: A # heading inside a post’s Markdown now renders as an <h2>, so the post title is the only <h1>. The About page opts back in with a keepH1 prop. Its Markdown heading is the page title. This fix arrived in two parts. The first part left the About page with zero <h1>s. I noticed, eventually. Structured data and social tags: JSON-LD for the home page (the app), blog posts (articles) and the embedded videos. Open Graph and X/Twitter tags on every public page, so shared links get a proper card. A real 404 for deleted gallery images: The AI gallery shows a friendly “AI Artwork Not Found” page when an image has been deleted. It used to return 200 OK, which Google calls a “soft 404” and dislikes. It now returns a 404 with noindex, and a 503 if the Firestore lookup itself fails, so a database hiccup tells crawlers “come back later” rather than “this is gone”. Part 2: Making the homepage fast The homepage is the app. It works offline, so every dialog (save, stickers, colouring pages, “get an adult”, “no wifi”) is server-rendered into the HTML up front. That’s a deliberate trade-off, and I kept it because I want new users to be able to immediately be able to start drawing as soon as they launch the app. What I hadn’t thought about was what it meant for the network. What the homepage downloaded before the app could start I measured the live site with a Lighthouse-style mobile profile: slow 4G (1.6 Mbps, 150 ms latency), 4× CPU slowdown, empty cache. First load: 4.5 MB over 198 requests. The homepage HTML alone was 358 KB, with about 77 <img> tags in hidden dialogs. The browser dutifully fetched every one of those images. The script that starts the app (main.min.js, 191 KB) sat at the very end of the document, so the browser found it last and gave it whatever bandwidth was left. The app script finished arriving at about 14 seconds. The CPU was not the problem. Every long task was under 300 ms. This was purely about bandwidth and request order. I had built a very polite queue and put my own app at the back of it. Watch the queue The waterfall is a simplified illustration. The milestone times (first paint, LCP, load) are measured: slow 4G + 4× CPU, local production build, median of 3 runs. My Largest Contentful Paint was the “Contact support” link The canvas doesn’t count toward LCP, and the toolbar buttons are small. So on a slow load the largest thing painted was… the loading dialog. The loading dialog fades in its “Taking a while? Contact support” text after 5 to 7.5 seconds. On a slow connection, that text became the page’s LCP element, at 15.9 s. I was measuring my page speed by how long it took to suggest the user complain about my page speed. There’s a lesson in there somewhere. The fix wasn’t to change the dialog. It was to make the app start sooner, so it paints before that text ever appears. What I changed Preload the app script. I added <link rel="preload" as="script"> in <head> for main.min.js and errorHandler.min.js. The <script> tags stay where they were, so execution order doesn’t change. The browser just starts fetching them before any image. This one line did more than anything else on this list. It’s a little humbling. Turn the three dialog GIFs into MP4s. Three animated GIFs: an arrow pushing pictures into a tablet (927 KB), a dancing rainbow pencil (650 KB) and a paper plane (305 KB). That’s 1.9 MB of decoration in dialogs most visitors never open on their first visit. I re-encoded them with ffmpeg: H.264 High profile, -preset veryslow -crf 20, yuv420p, +faststart, constant frame rate taken from each GIF’s frame delay. The commands are committed as scripts/gif-to-mp4.sh. The result is 130 KB in total, with SSIM between 0.988 and 0.993 against the originals. The pencil needed tpad=stop_mode=clone:stop_duration=0.2, because ffmpeg’s GIF reader drops the final 250 ms hold and the dance lost its big finish. The new <video autoplay loop muted playsinline> tags render at exactly the same size and class as the old <img> tags. Alt text moved to aria-label. Locked colouring thumbnails were full-size PNGs. In the colouring page picker, locked pages used the full-size colouring PNG as their background image, inlined into the HTML. That came to about 1.3 MB on every first visit, to draw thumbnails in a dialog that was closed. They now use the small image, set when the picker opens, like the unlocked ones always did. Sticker thumbnails wait their turn. I tried loading="lazy" first. It didn’t help: Chrome fetched the images before the stylesheet that hides the dialogs had arrived, so as far as it knew they were visible. Sticker thumbnails and the media library’s YouTube thumbnail now use data-deferred-src. They load 3 seconds after the load event, or as soon as their dialog opens, whichever comes first. The service worker preload starts after load. The offline preload queue (about 2 MB of colouring pages and stickers) used to start while the page was still loading and compete with it. Now it starts after the load event. Same files, same offline result, no fighting for bandwidth. Analytics is async. Nothing waited for it, so nothing needed to block on it. Cache headers. /images/*: max-age=86400, stale-while-revalidate=604800. It had been max-age=0, so every image was re-checked on every visit. Versioned /js, /css and /addToHomescreen files are immutable for a year in production. Offline still has to work Offline support is a core feature, so “just don’t download it” was never an option. Some of the changes above put it at risk, and a couple of things turned up along the way: Safari plays video from byte ranges. Safari requests video with Range: bytes=.... Answer that with a full cached response and the video won’t play. The service worker now answers Range requests from its cache with a proper 206 Partial Content slice (lib/util/rangeResponse.ts, with unit tests). First-visit gap: on a first visit the service worker isn’t controlling the page yet, so dialog images only reached the offline cache on the second online visit. The page’s own dialog images and videos now go to the front of the offline preload queue on the first visit. I nearly downloaded my whole site, 12 times over. The service worker cached every <link href> it found in the page. The new SEO work had just added canonical and hreflang <link>s pointing at all 12 localized homepages. So every new visitor would have downloaded about 12 extra homepages, in languages they don’t speak, “for offline use”. I caught it before production. The service worker now skips rel=canonical and rel=alternate. Safari stopped the service worker mid-download. The old preload queue ran on timers after the request had been answered. Safari considers an idle service worker fair game, so it stopped it after the first few images. The page now sends images in batches of 10, and the service worker caches each batch before it replies. A page lock-up I’d never noticed. resizeDialog added a new “image loaded” listener every time the window resized. With lots of images loading at once, the listeners multiplied until the page locked up. It now attaches one listener per image, which, in hindsight, is how many it needed. Part 3: The blog Blog index cards used the full 1920 px screenshots as covers, up to 500 KB each, in a box about 200 px wide. Each card was a little billboard, shrunk down by the browser on every visit. Covers now go through next/image with sizes that match the actual card widths, so the browser gets a resized WebP. The first few cards get priority. The rest load lazily. The first sizes hint was too small at some widths and made covers blurry. It now matches the real card widths, up to about 630 px between 769 px and 1028 px wide. Post pages: The cover image gets fetchpriority="high", and images further down the post load lazily. Five images were recompressed in place, keeping the same filenames and dimensions. The PNGs came out about 4× smaller and the JPEGs about 40% smaller. I deleted a 1.1 MB cover.png that nothing referenced. All 12 translations of that post used cover.jpg. The PNG had just been sitting in public/ taking up space. Results on the slow 4G profile: /blog LCP went from 13.3 s to 1.8 s. A typical post went from 3.9 s to 1.7 s. The gallery didn’t get faster, on purpose. It got a 5-minute edge cache and a cached Firestore image count, which fixed its slow server responses. I decided not to change its 20 full-size PNG thumbnails, so its lab LCP barely moved (8.4 s to 8.6 s). That’s a choice, and the chart owns it. Part 4: Lighthouse homework After the speed work went live I ran Lighthouse on the production homepage (mobile) and cleaned up what it flagged. Performance stayed in the low 70s, so I have some more work to do, but it’s moved nicely in the right direction. Part 5: Telling the search engines Fixing the site is half the job. The other half is getting crawlers to come back and notice. Google Search Console: Resubmitted the www sitemap. Clicked “Validate fix” on “Duplicate without user-selected canonical” and on the redirect errors. Requested indexing for the main language homepages and the top blog posts. The quota is about 10 a day, so it’ll take a few days. Wrote down a baseline from the Performance report, so in 4 to 8 weeks I can tell whether any of this worked. Bing Webmaster Tools: Submitted all 204 sitemap URLs through URL Submission. The daily quota is 10,000, so no trickle-feeding needed. Bing’s index also feeds DuckDuckGo and several AI search tools, so it’s cheap extra reach. Most of Bing’s “SEO recommendations” pointed at old ?v= URLs and old titles. They’ll clear as Bing recrawls. What I’m not watching: the Lighthouse score. Google ranks on real-user Chrome data (the Chrome UX Report): a rolling 28-day window, judged at the 75th percentile. So the honest answer to “did it work?” is “ask me in a month”. How I kept from breaking things The app has hundreds of unit and integration tests, all of which still pass (even though they do take over 30 minutes to run). I also manually regression tested all the riskiest changes. Hopefully I don’t make things worse before they get better… Lessons, mostly at my own expense Read your own sitemap. Actually open it and click a URL. Mine had been quietly redirecting for who knows how long. <link rel="preload"> for the script that boots your app is the cheapest big win there is. Browsers fetch resources in the order they find them. If your app script is at the bottom of a 358 KB document full of images, it really is last in line. Check what your LCP element actually is before you try to make it faster. Mine was a “Contact support” link. GIF is an image format from 1987 that I was using as a video format. A real video codec beats it by an order of magnitude at the same quality. try/catch doesn’t catch promise rejections. I knew that. My code didn’t. Every <link> you add to <head> is something your service worker might decide to download. Speed scores are for diagnosis. Rankings come from real users. Fix what the lab finds, then wait for the field data. Epilogue You’re still here? Wow. Cool. After all this, I’m hoping that users notice nothing other than quicker app start times. I’m looking forward to keeping an eye on traffic and retention in the coming weeks. Wish me luck!

4 hours ago • 1 votes
My new digital home

It's time for a dev blogger's favorite topic: blogging about my new blogging setup. After migrating my blog from Hexo to Eleventy, building a photography website and creating a personal one-pager, it was time to find a new digital home for all my projects. If you notice any issue after the migration, please let me know. I redirect the RSS feed to the new domain, but you might want to update the feed URL in your reader. Motivation I've been maintaining three different websites under two different names: a mostly developer-oriented blog, a photography portfolio and a one-pager gluing everything together. When I started blogging about my sabbatical journey, I was thinking about making yet another page to create a clear separation. I've decided to do the opposite and merge all my websites into one instead. As I further reduce my dependency on social media and third-party services, it has become even more important to have my own space and practice POSSE. Every decision I've made was driven by two main goals: simplicity and personality. Setup I've stopped chasing the latest and greatest. I want to keep the setup as clean as possible, which means pulling fewer dependencies. Every package adds complexity and maintainability costs, so I've only added what was necessary — no more Gulp, Sass or Tailwind. Instead of taking one of my existing websites as a starting point, I created this project from scratch. I reused some of my previous code, but I didn't want to take over any technical debt (especially with the advancements in CSS). The foundation of this website hasn't changed: Eleventy (Build Awesome). It covers the fundamentals of a static site and offers a great level of customization. I've made my project more and less dependent on Eleventy at the same time: I replaced Gulp as my build pipeline with pure Eleventy processing. I replaced most shortcodes with Markdown alternatives (and markdown-it plugins), which are better supported by editors like Obsidian. I've also replaced the Nunjucks template engine with Liquid, which comes with a few trade-offs. The main reason was to avoid creating a new collection for every set of posts I render. With Liquid, you can apply array functions like filtering or sorting in the template itself: {% assign drafts = collections.all | where: "data.isDraft" | reverse %} {% for draft in drafts %} … {% endfor %} Another advantage is having date formatting included, so I don't need another library or custom code. You can even set a default date format, so you don't have to provide it each time. What I don't like is the verbosity of the template language, although I've gotten used to it by now. Nunjucks: {{ "/tags/" + tag + "/" }} {{ modified or created or date }} {% set perspectives = ["dev", "photography", "life"] %} Liquid: {{ "/tags/" | append: tag | append: "/" }} {{ modified | default: created | default: date }} {% assign perspectives = "dev, photography, life" | split: ", " %} After migrating my existing content, I've noticed the build taking way too long, both in the dev server and the production build. I've found out that the Eleventy template cache is turned off for Liquid by default. This was useful during development, but when updating actual content, it caused every template and partial to be constantly recalculated. After turning the cache on, this issue was resolved: eleventyConfig.setLiquidOptions({ cache: true }); Check the colophon for the full tech stack overview. Perspectives The main challenge was finding a way to separate and present my main personas. The Venn diagram intersection of people interested in software development, photography and my personal life is probably small. I could use tags, but they don't offer the level of personalization I was looking for. Most personal blogs separate the content by post type (blog post, note, photo), but this doesn't fit my use case. Instead, I've decided to structure my website around three perspectives, a term I have borrowed from the Eclipse IDE. Each perspective comes with its own avatar, tagline and bio. If someone is interested in everything I share (hi Mom!), they can still view all my posts. Design Since building my photography website, I've made many changes, but I never got around to share an update. The biggest change was the design, which I have used as a blueprint for the new website. I've decided to mimic a social timeline/feed, which most people are familiar with. At the same time, it should be clear that it's a personal website and not yet another walled garden. Typography is an important part of every design. The first step is to choose between a system font stack and a custom font, which comes with the usual performance vs. personality trade-offs. I've decided to go with a uniform look across all devices. I've settled on Source Sans 3 for copy text and Hack for code. Another big change was introducing a sidebar. I always felt like the empty horizontal space was "wasted" on a desktop device, but getting the sidebar UX right is challenging. I'm happy with the result, especially with the last two panels adding a personal touch to the design. Images I've made several changes to the handling of image files. To make them compatible with Markdown editors, I had to replace my custom picture shortcode. The official Eleventy image plugin is a popular choice, but it violates my simplicity goal and doesn't support everything I needed. I've decided to go with a plain Markdown image markup and a single image file (no format fallback or 2x version for retina displays). Additionally, I wrote a markdown-it plugin to turn the optional title parameter into a caption. As for the file format, both WebP and AVIF have excellent browser support. For each image, I select the format based on the quality and file size. For my photos, I'm using WebP for the timeline thumbnails and JPG for the full-size version. Theme picker There have been some recent discussions about dark mode toggles, and I considered going for a light/dark solution based on the user's OS preference. Driven by the personality goal, I knew I had to add at least one more theme, so a proper theme picker was necessary. Similar to navigation, people like to hide the theme selection on mobile devices behind a burger menu or a dropdown. I prefer the solution by Sarah L. Fossheim, where all available themes are displayed above the page footer. A friend was scrolling through my new website, and their first question was "Why is the theme picker in the footer?". This tells me the solution was a good idea — I don't think he would have noticed a typical theme button in the header. The implementation follows standard practices: Use the light or dark theme as default based on the user's OS or browser preference. Store a selected theme in the local storage and use it as the single source of truth. Prevent a flash of inaccurate color theme. Make the theme play nicely with bfcache. I might have slightly gone overboard with my third theme, but the nostalgia kept me adding more and more features. Enjoy going back to the 90s: Feeds As browser vendors decided to remove XSLT support, I didn't bother to style my feed. Instead, I've created a new web feeds page, listing all available feeds and a short explanation. I provide one feed for every perspective and one with all my posts combined. I once offered tag-based RSS feeds. This was useful for my sabbatical, but even there I had only a single subscriber. Now, all tag feeds redirect to their main perspective feed. I've also dropped the JSON feed, despite having at least 16 subscribers. Given that every web feed reader supports Atom feeds, I don't see the value of providing a JSON alternative. A JSON feed doesn't add much complexity, but handling different media types (post, photo) and properly escaping the content is one more thing to implement and maintain. Quality assurance I've put a lot of effort into my new digital home, and I want to make sure it stays in good shape. I've included several tools, most running automatically as part of the CI pipeline: eleventyDataSchema — lint Eleventy data values like titles or dates markdownlint — format/lint Markdown files Vale — lint content (grammar, writing style, formatting) Lychee — find broken links (internal and external) Evaluatory — check accessibility and validate HTML Oxlint — lint JavaScript files Eleventy linters are another option to analyze a template's output, but I haven't found a use case for it yet. Not everything can be automated, so I also did the following manually: Test with Chrome, Firefox and Safari Test with Polypane Test with Google Lighthouse Test with a screen reader Test with JavaScript disabled Test with CSS disabled Test at 200% zoom Test with a bigger browser font size Test with custom fonts disabled Test with delayed assets Performance It's difficult to compare the performance of two separate websites with that of a combined one. Some parts got worse, e.g. bigger font files and more CSS. At the same time, I've noticed that gzip compression was turned off for anything but HTML for a few years now (I must have missed it when upgrading nginx) 🙈. One improvement was to implement on-demand assets. For example, the lite-youtube-embed CSS and JavaScript is only loaded if a <lite-youtube> element is present on the page. As before, JavaScript is fully optional (except for interactive demos in individual posts). I've been using a mix of <noscript> and CSS to hide elements that require JS (like the theme picker). I don't like the user experience of pagination, so I avoided it for years. But now that I have almost 300 posts, I've decided to finally add it. I display 30 posts per page, with images further down still being lazy-loaded for better performance. I haven't applied pagination to tag pages, as that's more complex with Eleventy. Bits and pieces Here are some other noteworthy changes: I've removed post-specific social share images and use a single WebP Open Graph image instead. I've dropped JSON-LD. Open Graph and microformats are sufficient. "Naming is hard" is a common expression in software development, but it also applies to photograph titles. I've decided to use a counter as the title, e.g. #0100. Sometimes I do come up with a title that I love, like the Castle in the Sky, so I might mention it in the description. On a photo page, you can now open the previous/next photo using the left/right arrow keys (in addition to the existing navigation buttons). It's now possible to filter photos by date, gear, or location. Check the explore page for an overview. I've learned about and used some experimental CSS features (with progressive enhancement), like scroll-triggered animations or squircle corners. I've added an AI statement on my LLM usage. I finally have a proper about page. Cool URIs don't change, but it's inevitable when moving to a new domain. All my previous URLs are redirected, except for some assets that are no longer used. I will keep the old domain, so the redirects will continue to work for a foreseeable future. I've kept my previous Easter egg and added a few more. Have a happy hunt! 🕵️‍♂️ Inspiration I visited hundreds of personal websites looking for inspiration. Here are a few that I kept coming back to: Emma Goto. I love Emma's approach to presenting the variety of her interests, even though I went a different route. Brennan Kenneth Brown. This website has so much to offer. It's a great example of what the open web looks like. Rex Barrett. The sentence "Collecting hobbies is my hobby." hit home — so much that I had to steal borrow it for my short life bio. Conclusion This project was mostly about merging the content of two websites into one. I knew this would take a considerable amount of time, but I still greatly underestimated the effort. In the end, it was all about the journey, not the destination. I loved fine-tuning the design and tweaking little details that probably no one will ever notice. I still have many more ideas left in my backlog. How do you like my new digital home? If you have an opinion, let me know! Reply via email

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