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Attention is all you have

from Alice GG [alt+shift+b] in programming

The Tetris effect is one of psychology’s most easy to reproduce experiments. Simply spend a bit of time playing the eponymous game every day for a few weeks. After a little while, you’ll start recognizing familiar Tetromino shapes in clouds, buildings, and everyday objects. You might even see them appear before your eyes when you start falling asleep. Tom Tang Attention hijacking There’s one lesson the Tetris effect teaches us: whatever you focus on long enough will end up shaping your thoughts. This can be a good thing since it’s how we learn new skills and discover new ideas. Sadly, less and less of our attention is focused intentionally. Instead of picking what we want to see we let other people decide what is supposed to be good for us. Do you want to watch a video? YouTube knows you like cooking and art streams. But why not also recommend a few clips about the stock market bubble, global warming, and the war in Iran. Doomscrolling will make you stay longer and click on a few more ads. Do you want to listen to music? Just open a Spotify playlist and let the algorithm figure out what you like. Please ignore the AI slop they will insert in between real songs to avoid paying royalties to real artists. Do you want to know how your colleagues are doing? Too bad, LinkedIn will bury any relevant career news between the opinion of complete strangers. It is surely just a coincidence that those strangers happen to be shilling whatever Microsoft is invested in at the moment. Do you want the opinion of strangers on a product? Well those Redditors you wanted to ask are probably just a bunch of LLMs talking to a bunch of Russian trolls now. I hope you didn’t value their opinion too much. If, like me and most people, you spend the major part of your day focused on your device, there’s no doubt it’s affecting you. And when you let someone else dictate what appears on your screen, it’s the same as giving them the key to your brain. New York Said Back to an intentional...
21st Sep 2026

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More from Alice GG

The slopocalypse survival guide

Slop is without a doubt everywhere. Be it in restaurant’s menus, music playlists, or online game storefronts, it is now impossible to escape it. Yet, I’ve never met anyone who was actually looking forward to consuming that. No matter how hard it’s shoved down our throats, the human longing to connect with other people through art still remains. Raymond Kotewicz They will not let you filter A simple solution would be to have slop filters. Automatically label AI-generated trash, and let users hide it if they don’t want to see it. So far, I don’t think any of the major internet platforms has implemented this. The common excuse for why they don’t let you easily filter out slop is that it would be technically too difficult. Let me be clear with everyone here: this is complete bullshit. We’re talking about companies that can hire some of the most talented engineers in the world. I don’t think anyone seriously believes they can’t come up with a way to guess if a file has been generated by AI or not. 90% of the slop out there stands out so much everyone can see how it was made after looking at it for 5 seconds. A more plausible reason for the lack of slop filter is that they are simply testing out the waters. They are checking if users will tolerate it. The question tech executives want answered is: will people buy this garbage? And if the answer to that question is yes, here’s what they will do: they will start generating it themselves. They don’t need the useless meat proxies who think typing ten words and pressing enter makes them creative. They definitely don’t want to verse anyone royalties when they could just be making a one time purchase of tokens. If you think this is not real, just ask Tim Sweeney. I bet he will be more than happy to confirm. Roman Navarro Curation by humans for humans So now that it’s clear that tech companies will not save us from drowning in slop, it’s time to turn back to actual humans instead. The good news is they are a lot of people who are here to help you. There are thousands of people on the internet who will search through mountains of content to find the perfect piece of art they want to share with the world. We don’t explicitly call them curators. They are streamers, bloggers, journalists, DJs, overly enthusiast fans, or simply your friends. Some of those people are seriously amazing. There are DJs out there who will spend thousands of hours digging through crates to craft you the perfect ninety minutes of music. Why do you still need those machine-generated playlists? The alternative to blindly trusting the output of a recommendation algorithm isn’t always to become an expert in every field of art. Sometimes you just have to put the trust you had in a machine back into another person. Back to the real world? The real long term solution would be to stop relying only on the internet for distribution. This is already a thing in the music industry. Every city has a record shop that will sell you a carefully selected set of vinyls. For many musicians, physical sales (and concerts) are a much better source of income than streaming. The same goes for the movie. While text-to-video AI is a thing, the real money isn’t made by generating 30 second TikTok dramas. The real money comes from people paying tickets to see a full-length movie in a theater. Sadly I’m not too optimistic about my own field: video games. Somehow it seems the direction we’ve taken is the opposite. We’re all in on online distributions platforms. We have fully accepted them as our new digital overlords. Next month GTA V is coming out without a disk in the box. Sony already announced that the next Playstation will not support physical media. Physical distribution is not even mentioned in the pitch of the average indie publisher. In Breda, the small Dutch city where I live, we used to have two dedicated video games shop. Higher interests rates, expensive rents, and various policy failures have done their jobs: they are both closed. I don’t think this is a good sign for the survivability of the gaming industry.

5 days ago • 2 votes
GodotCon Amsterdam 2026

In April, the Godot foundation organized a conference close to their home base: GodotCon Amsterdam. It was a good occasion for us to showcase Paradox Tower and get some beta feedback from other developers. Most importantly it was two entire days of talks about game development in Godot. Here are some of the ones I recommend checking out if you are into it. 1000 rigged AnimationPlayers in 3D, impossible? Having a lot of animated 3D objects in Godot can seriously damage performance. This is something to look for if you’re developing for systems with limited resources, which may rely on the Compatibility renderer (like Android or Switch). Bertrand Bordage explains how to get around this limitation using Vertex Animation Textures. It basically consists of baking an animation into a shader. I had previously never heard of it and this talk really seems like a doable solution for Switch ports of 3D games. The Clone Wars: Defending Godot Games From Reupload Scams Godot games are very easy to reverse engineer. Many developers assume this is not an issue and will only be used by modders and curious players. Sadly, there’s a cottage industry of shady publishers who will take advantage of this to copy your game. I’ve previously talked a bit about technical countermeasures you can use to make this process harder. In this talk, Yasen Dinkov also explores the legal and marketing aspects of the problem. He provides ideas that can make taking down illegal store pages much easier. From model to gameplay in seconds: setting up your Blender Godot pipeline Doing a lot of manual steps can kill your productivity. A big source of this is manually importing 3D assets and setting them up as Godot scenes. Godot comes with a set of tools to speed that up: post-import scripts. Here, Marion Allard explains how to make the best use of it, with step-by-step examples using Blender objects: Make your own fractal! A more relaxed talk to finish, with a short and fun introduction to fractals by Marta Imke. It explores visual math and the different ways you can build fractal images out of simple functions. This is definitely something that can be useful if you want to create some trippy visual effects.

2nd Jul 2026 • 1 votes
Steam nerfed popular upcoming. So what?

In the latest Steam client update, Valve unveiled major changes to its store’s home page. One of the main difference is that the “Popular Upcoming” section, which shows upcoming games now shows a lot fewer games. This seems to worry indie developers who relied on this section as a major driver of visibility around launch. I personally think this is will not change much to how indie games are marketed and might even be a positive for many niche developers. Popular upcoming is dead Now that game development is more accessible than ever, and anyone can post their games on Steam and Epic. Since all those new developers need to market their games, this has created a cottage industry of game marketing influencers. The strategy they teach is basically always a variant of: Make a game (and a demo) Get a lot of people to play the demo during Steam Next Fest Get 6000+ Wishlist Appear in Popular Upcoming ??? Profit Since everyone is running around with approximately the same strategy, it became a very crowded trade. With everyone publishing a more and more polished demo, Next Fest began to have diminishing returns for most developers. In the same way Popular Upcoming was very impactful when maybe 1 or 2 games appeared in it every day, but if it shows a dozen game, it’s not a guarantee of success anymore. And let’s be honest, players have probably been paying less and less attention to this section of the store for a while. Basically every shovelware publisher knows how to game the algorithm and get their new version of Slop Simulator 2027 in their. Long live the Personal Calendar In the same update, Valve introduced a new feature: the Personal Calendar. It’s a whole page which aims at making players discover games that are personalized to their taste. The recommendation algorithm seems to work somewhat decently. I do not think it is entirely based on tags, since it seems to recommend me a lot of “Open World Survival Craft” games, which is not something I usually play. It may be using wishlist behavior of similar players to make recommendations. One of the major differences is that it shows a calendar for the next eight weeks, so games can have a much longer visibility window. If a player of your target audience didn’t browse Steam on the day before your launch, it would miss you on popular upcoming, while now they can It also shows recently released games, in the past 7 days and past month. Contrary to the homepage “Popular New Releases” tab (ex “New & Trending”), which requires a lot of active players, this section seems accessible even to unknown games. Steam is currently recommending me Imago Season with at the moment 0 review and only 2 concurrent players. A new era for niche games? Before this change, it was extremely difficult for developers to market niche games. I know it from first-hand experience, since I have no doubt Dice ‘n Goblins would have been easier to market if it was not the weirdest combination of ideas possible. Because of this, a lot of new indie game developers were advised to stick to a very popular genre. You love real-time strategy? Too bad, you’ll have to make an action roguelike instead. This has led to a loss of creativity in the indie game world. With many developers working on genres that do not interest them, using recycled ideas and aesthetics. I do believe that this new version of Steam might swing the pendulum in the other way. Now that players of niche games can get recommendation customized to their taste, making games for a non-mainstream audience can become viable again.

12th Jun 2026 • 2 votes
Preview Ebitengine shaders with Luluka

Lately, I’ve been experimenting with building games in Ebitengine. It’s a 2D engine that lets you create games using the Go programming language. To be able to iterate faster on visual effects, I have created a tool that lets me preview shaders: Luluka. Kage Shaders For those who feel like they missed an episode, shaders are small programs running on the GPU which can be used to modify the pixels of an image. In games, they are used everywhere to control how a game looks. They can be used create special effects like blurring an image or making your screen look like a CRT from the 90s. Ebitengine has its own shader language called Kage. It is very convenient because it has a syntax extremely close to Go. Close enough that you can even run go fmt to format your Kage files. Under the hood, Ebitengine will automatically convert Kage shaders into a format understandable by the GPU. Quasilyte’s article about Ebitengine shaders is generally the most comprehensive introduction to the subject. You can also learn more about them in the Kage’s desk. Luluka One of the main difference between Ebitengine and other game engines like Godot, is that it doesn’t have a visual editor. This is generally fine, since I’ve spent most of my career avoiding What-You-See-Is-What-You-Get tools in favor of staying inside NeoVim. But for shaders, you can end up spending a lot of time tweaking a few variables until you get them to look right. That’s why I decided to build my own tool that would let me work on a shader in isolation, and quickly change the variables we give it. You can install Luluka using the following command: go install github.com/Tsukumogami-Software/[email protected] Run a shader by pointing it straight to the file, passing textures with -i and uniform values with -u: luluka sample/transition.kage -i image2.png -i image.png -u Steepness:80 -u Seed.0:15 -u Seed.1:100 -u Seed.2:5000 -u Seed.3:5000 -u Speed:0.08 For more convenience, you can use a YAML file to pass your uniform values. This is especially practical when working with arrays or matrices, since commands can get very long: Steepness: 80 Seed: [15.0, 100.0, 5000.0] Speed: 0.08 luluka sample/transition.kage -i image2.png -i image.png -v values.yaml

15th May 2026 • 1 votes

More in programming

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

2 hours ago • 1 votes
Industrial Growth

New electronica album by Warrington-Runcorn New Town Development Plan

3 hours ago • 1 votes
Verifying my web archives with Playwright

To protect against link rot and disappearing content, I save local copies of web pages I like into my web archive. Ideally, this archive is completely self-contained. I want a local copy of each page’s HTML and all the assets it depends on (CSS, images, scripts, and so on). I don’t want my archived pages fetching resources from the original website, which could disappear at any time. Initially, I was verifying self-containedness by hand. I’d open each saved page in a web browser, and check the browser dev tools. I’d check the Console tab for errors and failed requests, and watch the Network tab for requests going out to the internet. That approach was tedious and error-prone, and I wanted something better. I now automate the process using Playwright, a testing framework that allows you to control web browsers. I open each page using Playwright, and check if it’s making external requests. Detecting external requests in Playwright When you open a page in Playwright, you can subscribe to request events which tell you when the page issues a request. In this Python snippet, we start Playwright, start a WebKit browser, and open a new page. We tell the page to append external requests to a list, and then load example.com. We see that example.com makes two requests on page load: one for https://example.com, and one for a JavaScript file. from contextlib import closing from playwright.sync_api import sync_playwright with ( sync_playwright() as p, closing(p.webkit.launch()) as browser, closing(browser.new_page()) as page, ): requests = [] page.on("request", lambda msg: requests.append(msg)) page.goto("https://example.com") print("requests:", requests) # requests: [<Request url='https://example.com/' method='GET'>, # <Request url='https://example.com/s.js' method='GET'>] In a more complex scenario, we might use Playwright to interact with the page after loading – for example, clicking a button or filling in a form, and then we could see the requests triggered by each action. Once we have a list of requests made by the page, we can inspect the url property to check if any of them were fetching from an external website. I wrote a function is_external_request to carry out this check: from playwright.sync_api import Request import urllib.parse def is_external_request(req: Request, original_url: str) -> bool: """ Check if a request has a different origin than the original URL. A request is considered internal if: - it matches the original URL exactly - it has the same scheme, host, and port as the original URL - it uses a `blob:` scheme (for example, in-memory media representations) """ if req.url == original_url: return False # Compare the scheme/host of the request to that of the original URL. org_url = urllib.parse.urlsplit(original_url) req_url = urllib.parse.urlsplit(req.url) if org_url.scheme == req_url.scheme and org_url.netloc == req_url.netloc: return False # Ignore blob: URLs, which are in-memory representation of some data, # and not an external request. # # Playwright detects blob: URLs when loading media files; for example # using the <audio> or <video> tag. if req_url.scheme == "blob": return False # Fail open: if we can't decide if a request was internal or external, # assume it was external. return True assert_page_is_self_contained(ctx, url) I’ve wrapped these two steps in a function assert_page_is_self_contained(ctx, url), which is part of my chives utility library. The function takes a Playwright Browser (or BrowserContext) and a URL, then: Opens a new page in the browser Loads the URL in the page Checks what happened when the page completes loading It throws an exception if there are any: Uncaught page exceptions or errors Console warnings or errors Non-GET requests Requests targeting external resources The function tries to trigger important network requests that might be skipped on the initial page load. For example, it evaluates the body’s offsetHeight to force a synchronous reflow, which causes the browser to request any lazily loaded images or fonts that might otherwise be missed. Here’s an example which verifies a file example.html from the working directory: from chives.browser_fixtures import assert_page_is_self_contained, file_uri from contextlib import closing from playwright.sync_api import sync_playwright with ( sync_playwright() as p, closing(p.webkit.launch()) as browser, ): assert_page_is_self_contained(browser, url=file_uri("example.html")) I originally passed a Page as the first argument, but changing the function to take a Browser or BrowserContext lets it manage its own pages. It gets a fresh page for every verification, and closes it when it’s done. (The first time I ran this, I created a new page for every verification, and never closed them – my computer ground to a crawl as my script opened hundreds of browser tabs.) If you create a new context, you can emulate different browser settings, like location, locale, and window size. Here’s an example where we use contexts to test the same page in light/dark mode: with ( sync_playwright() as p, closing(p.webkit.launch()) as browser, ): with closing(browser.new_context(color_scheme="light")) as light_ctx: assert_page_is_self_contained(light_ctx, url=file_uri("example.html")) with closing(browser.new_context(color_scheme="dark")) as dark_ctx: assert_page_is_self_contained(dark_ctx, url=file_uri("example.html")) In my web archive, I check every page in light/dark mode, and at 1×/2× pixel densities. It takes at least a second to run each verification, so I cache the results. As I save new pages, they’re added to a verification queue, and I’m warned of any missing assets. Unsurprisingly, the first run flagged many missing fonts and images, which I added to my local archive. Every saved page now passes cleanly. Browser is best-effort, but may still miss things Even with automated testing, it’s difficult to guarantee a completely self-contained archive. Different instances of a browser might load different assets, and a single page load might miss different variations: Responsive images – web pages can offer different sizes of an image, and the browser chooses a specific size based on the current window dimensions Appearance settings – a browser might load different fonts or images depending on light/dark mode Interaction-dependent assets – a web page might have assets that are only required on hover or user action You can mitigate some of this by testing with multiple contexts or adding post-load interactions, but every step makes the process take longer. Fortunately, most of the pages I save are simple, blog-style pages where I’ve stripped out the JavaScript. For my specific use case, initial load verification is more than good enough. Other uses for this code There are other projects where it could be useful to intercept and audit the requests made by a web page: Verifying your Content Security Policy (CSP). The CSP header restricts what resources can be loaded by a web page, and you could check that your configuration has the correct effect. Auditing login screens. You could check that sensitive pages don’t load any external scripts, which mitigates the risk of credential theft via a compromised third-party. Testing analytics and tracking. You could script user flows, like a shopping cart checkout, and confirm that tracking events fire correctly. I don’t do much front-end web development, but Playwright has become a key tool in my toolbox. I read a lot about people using AI agents and MCPs to interact with websites, but I prefer Playwright. It’s more fiddly and requires explicit instructions, but it’s constrained, deterministic, and I never have to worry about it doing something unexpected. [If the formatting of this post looks odd in your feed reader, visit the original article]

4 hours ago • 1 votes
Print Sales, Costs, And Profit: 2026

It’s four years since I bought a printer. I thought I would provide an update on running costs, print sales, and profit. I’m happy to be completely transparent about all this as I know it can be difficult to figure this out if you are thinking of creating your own printing business. January 11th 2026, 11:30am All the photos here are work shot in the last twelve months. Year Four Investment? Nothing other than consumables this year. I did purchase a high-spec film scanner last year, detailed here, but don’t consider that as part of this. The scanner has paid for itself several times over, and it may become a factor in future years (see below). Income Income is made up of sales through a local gallery that I am part of, along with web sales: 5,940.- CHF - sales through the gallery 80.- CHF - sales through web shop = 6,020.- CHF total income Total income is down about 50% compared to 2025. Costs I had to purchase consumables (paper and ink), at a total of 957.- CHF. That cost is included in the total here under the “print consumables” category. January 11th 2026, 3:30pm Rental cost of space in the gallery was reduced due to having overpayments of rent and my loan to the gallery, from the previous year(s), paid back to me. -1,500.- CHF - rental cost of space in the gallery -957.- CHF - print consumables (paper, ink) -1,138.- CHF - framing/mounting/postage -1,135.- CHF - commission to the gallery -300.- CHF - web shop subscription 0.- CHF - stripe / paypal fees 0.- CHF - advertising (none this year) = -5,030.- CHF total costs Total costs are down by about 60% compared to 2025. Total Profit 6,020.- CHF total income -5,030.- CHF total costs = 990.- CHF total profit A Quiet Year? Actually an average year. The previous couple of years were outliers, due to large orders, so really I’m back to normal in terms of sales. The key factors in managing to generate a [small] profit this year were: 1) no longer having to pay back the loan used to finance the printer, and 2) reduced rental cost of space in the gallery due to a previous loan to it being repaid. Also having to spend almost 1,000.- CHF on ink this year ate into profit. This is probably a “once every three years” cost given the rate I print at. The principal cost is rental of space in the gallery - in a normal year this would be 3,000.- CHF. Essentially this means, given the material cost of printing and framing/mounting and commission to the gallery, I need to make about 5,500.- CHF of sales to break even. Solar Eclipse, August 12th 2026 That’s a grind. However I did receive two substantial orders at the end of October, which haven’t made it in to this year’s figures and should boost next year’s. Maybe even a good sign for the year to come? At least now the original investment loan is repaid, the printing costs cover themselves in most years. I may look at offering scanning services now that I have a high-spec film scanner, which could become a scan + print service. More thoughts about that next time.

18 hours ago • 1 votes
F1

George Russell driving down the main straight during FP2.

18 hours ago • 1 votes
📚 BoredReading

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