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Over the past couple of years I’ve gotten into journaling. Recently I’ve been using a method where you’re given a single inspirational word as a prompt, and go from there. Unfortunately, the process of finding, saving, and accessing inspirational words was a bit of a chore: Google a list of “366 inspirational words”. Get taken to a blog bloated with ads and useless content all in an effort to generate SEO cred. Copy/paste the words into Notion. Fix how the words get formatted becasue Notion is weird, and I have OCD about formatting text. While this gets the job done, I felt like there was room to make this a more pleasant experience. All I really wanted was a small website that serves a single inspirational word on a daily basis without cruft or ads. This would allow me to get the content I want without having to scroll through a long list. I also don't want to manage or store the list of words. Once I've curated a list of words, I want to be done with it. Creating a microsite I love a...
10 months ago

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More from Daniel Marino

Making an Escape Room with only HTML and CSS

Beware! This post includes spoilers! I recently built an escape room game called CSScape Room. This isn’t my first JavaScript-free web game, but HTML and CSS have evolved significantly since my previous attempts, with newer additions allowing for more complex selectors and native interactions. Rather than saving this idea for a game jam, I built it purely for fun, which freed me from theme constraints and time pressure. I’ve enjoyed escape room games since childhood, and it was nostalgic to recreate that experience myself. This project pushed my artistic limits while challenging me to design puzzles and translate them into complex HTML and CSS. The learning process was fun, challenging, and sometimes tedious—mostly through trial and error. Process My creative process isn’t linear—it’s a blend of designing, puzzle creation, and coding that constantly influences each other. I frequently had to redesign or recode elements as the project evolved. There was also that time I accidentally deleted half my CSS because I wasn’t backing up to GitHub... lesson learned! 😬 This might sound chaotic, and honestly, it was. If you’re wondering where to start with a project like this, I began by prototyping the room navigation system. I figured that was the minimum viable feature—if I couldn’t make that work, I’d abandon the project. The solution I eventually found seems simple in retrospect, but I went through several iterations to discover it. This flexible approach makes sense for my creative projects. As I build something, both the in-progress work and my growing skills inevitably influences the entire project. I’m comfortable with this non-linear process—it also suits my ADHD brain, where I tend to lose interest if I work on the same thing for too long. Artwork I’d wanted to design a pixel art-styled game for some time but never felt confident enough to attempt it during a game jam because of the learning curve. I watched tutorials from Adam Yunis and Mort to get a crash course in pixel art best practices. Initially, progress was slow. I had to figure out 2D perspective with vanishing points, determine a color palette, practice shading techniques, and decide how much detail to include. While I tried to adhere to pixel art “rules,” I definitely broke some along the way. One challenge I set for myself was using only 32 colors to capture the feeling of an older gaming console. Once I got comfortable with shading and dithering, working within this constraint became easier. An added benefit to using 32 colors was it resulted in smaller image sizes—the game’s 79 images account for only about 25% of the total payload. I attempted to design sprites using dimensions in multiples of eight, but I’ll admit I became less strict about this as the project progressed. At a certain point, I was struggling enough with the color and styling limitations that this guideline became more of a starting point than a rule. I considered creating my own font, but after exhausting myself with all the artwork, I opted for Google’s PixelifySans instead. Almost all animation frames were individually drawn (except for the “one” TV animation). This was tedious, but I was determined to stay true to old-school techniques! I did use CSS to streamline some animations—for instance, I used animation-direction: alternate on the poster page curl to create a palindrome effect, halving the number of required sprites. Mechanics Like my previous game Heiro, this project primarily uses checkbox and radio button mechanics. However, the addition of the :has() pseudo-selector opened up many more possibilities. I also utilized the popover API to create more detailed interactions. Checkbox and Radio Selection Triggering interactions by toggling checkboxes and radio buttons isn’t new, but the :has() selector is a game-changer! Before this existed, you had to structure your markup so interactive elements were siblings. The :has() selector makes this far more flexible because you no longer need to rely on a specific HTML structure. #element { display: none; } :has(#checkbox:checked) #element { display: block; } Using this pattern, :has() looks for #checkbox anywhere on the page, meaning you don’t have to rely on #checkbox, its corresponding <label>, or #element being siblings. The markup structure is no longer a constraint. Most of this game functions on toggling checkboxes and radios to unlock, collect, and use items. Navigation I almost gave up on the current implementation, and used basic compass notation to avoid visual transitions between directions. After several failed attempts, I found a solution. The tricky part was determining how to transition into a direction from either left or right, depending on which arrow was clicked. My solution is conceptually simple but difficult to explain! First, I used radio buttons to determine which direction you’re facing (since you can only face one direction at a time). Second, I needed a way to determine if you’re entering a direction from west or east. This required eight radio buttons—two for each direction. For example, if you’re facing east (having come from facing north), you have two possible directions to go: west (returning to face north) or east (to face south). I needed to make the radio buttons visible that would take you north from east, and south from west. The CSS looks something like this: :has(#east-from-west:checked) :is( [for="south-from-west"], [for="north-from-east"]) { display: block; } This pattern was implemented for each direction, along with animations to ensure each room view slid in and out correctly. Zooming In I initially focused so much on checkbox mechanics that I assumed I’d need the same approach for zooming in on specific areas. Then I had a "Duh!" moment and realized the popover API would be perfect. Here’s the basic markup for looking at an individual book: <button popovertarget="book">Zoom in</button> <div id="book" popover> <!-- Book content goes here --> <button popovertarget="book" popovertargetaction="hide">Close</button> </div> Turning the Lights Off I procrastinated on implementing this feature because I thought I’d need to create darkened variations of all artwork. I don’t recall what inspired me to try blend modes, but I’m glad I did—the solution was surprisingly simple. When the light switch checkbox is toggled, a <div> becomes visible with a dark background color and mix-blend-mode: multiply. This multiplies the colors of the blending and base layers, resulting in a darker appearance. Playing the Crossword This required surprisingly complex CSS. Each square has three letters plus a blank tile, meaning four radio buttons. The :checked letter has a z-index of 3 to display above other letters, but also has pointer-events: none so clicks pass through to the next letter underneath (with z-index: 2). The remaining tiles have a z-index of 1. The CSS becomes even trickier when the last tile is :checked, requiring some creative selector gymnastics to target the first radio button in the stack again. Tools I created all artwork using Aseprite, which is specifically designed for pixel art. I probably only used a fraction of its features, and I’m not sure it actually made my life easier—it might have made things more difficult at times. I’m not giving up on it yet, though. I suspect I’ll occasionally discover features that make me think, “Oh, that’s way easier than what I was doing!” I started coding with basic HTML and CSS but eventually found navigation difficult with such a long HTML file. It also became tedious writing the same attributes for every <img /> element. I migrated the project to Eleventy to improve organization and create custom shortcodes for simplifying component creation. I used the html-minifier-terser npm package, which integrates well with Eleventy. I chose native CSS over Sass for several reasons: CSS now has native nesting for better organization and leaner code CSS has built-in variables HTTP/2 handles asset loading efficiently, eliminating the major benefit of bundling CSS files The game uses 12 CSS files with 12 <link rel="stylesheet" /> tags. The only Sass feature I missed was the ability to loop through style patterns for easier maintenance, but this wasn’t a significant issue. The game is hosted on GitHub Pages. During deployment, it runs an npm command to minify CSS using Lightning CSS. I mentioned accidentally deleting half my CSS earlier—this happened because I initially used Eleventy’s recommended approach with the clean-css npm package. I strongly advise against using this! This package doesn’t work with native CSS nesting. While losing code was frustrating, I rewrote much of it more efficiently, so there was a silver lining. Nice to Haves I initially wanted to make this game fully accessible, but the navigation system doesn’t translate well for screen reader users. I tried implementing a more compass-like navigation approach for keyboard users, but it proved unreliable and conflicted with the side-to-side approach. Adding text labels for interactive elements was challenging because you can’t track the :focus state of a <label> element. While you can track the :focus of the corresponding <input />, it wasn’t consistently reliable. The main keyboard accessibility issue is that the game exists as one long HTML page. When you navigate to face a different direction, keyboard focus remains elsewhere on the page, requiring extensive tabbing to reach navigation elements or item selection. I ultimately decided to make the game deliberately inaccessible by adding tabindex="-1" to all keyboard-accessible elements. I’d rather users recognize immediately that they can’t play with assistive technology than become frustrated with a partially broken experience. Sound would have been a nice addition, but I encountered the same issues as with my previous game Heiro. You can toggle the visibility of an <embed> element, but once it’s visible, you can’t hide it again—meaning there’s no way to toggle sound on and off. Conclusion CSScape Room was a fun but exhausting four-month project. It began as an experiment to see if creating a JavaScript-free escape room was possible—and the answer is definitely yes. I’ve only touched on some aspects here, so if you’re interested in the technical details, check out the source code on GitHub. Finally, I’d like to thank all my playtesters for their valuable feedback!

2 weeks ago 21 votes
Self-avoiding Walk

I’m a bit late to this, but back in summer 2024 I participated in the OST Composing Jam. The goal of this jam is to compose an original soundtrack (minimum of 3 minutes) of any style for an imaginary game. While I’ve composed a lot of video game music, I’ve never created an entire soundtrack around a single concept. Self Avoiding Walk by Daniel Marino To be honest, I wasn’t entirely sure where to start. I was torn between trying to come up with a story for a game to inspire the music, and just messing around with some synths and noodling on the keyboard. I did a little bit of both, but nothing really materialized. Synth + Metal ≈ Synthmetal Feeling a bit paralyzed, I fired up the ’ole RMG sequencer for inspiration. I saved a handful of randomized melodies and experimented with them in Reaper. After a day or two I landed on something I liked which was about the first 30 seconds or so of the second track: "Defrag." I love metal bands like Tesseract, Periphery, The Algorithm, Car Bomb, and Meshuggah. I tried experimenting with incorporating syncopated guttural guitar sounds with the synths. After several more days I finished "Defrag"—which also included "Kernel Panic" before splitting that into its own track. I didn’t have a clue what to do next, nor did I have a concept. Composing the rest of the music was a bit of a blur because I bounced around from song to song—iterating on the leitmotif over and over with different synths, envelopes, time signatures, rhythmic displacement, pitch shifting, and tweaking underlying chord structures. Production The guitars were recorded using DI with my Fender Squire and Behringer Interface. I’m primarily using the ML Sound Labs Amped Roots Free amp sim because the metal presets are fantastic and rarely need much fuss to get it sounding good. I also used Blue Cat Audio free amp sim for clean guitars. All the other instruments were MIDI tracks either programmed via piano roll or recorded with my Arturia MiniLab MKII. I used a variety of synth effects from my library of VSTs. I recorded this music before acquiring my Fender Squire Bass guitar, so bass was also programmed. Theme and Story At some point I had five songs that all sounded like they could be from the same game. The theme for this particular jam was "Inside my world." I had to figure out how I could write a story that corresponded with the theme and could align with the songs. I somehow landed on the idea of the main actor realizing his addiction to AI, embarking on a journey to "unplug." The music reflects his path to recovery, capturing the emotional and psychological evolution as he seeks to overcome his dependency. After figuring this out, I thought it would be cool to name all the songs using computer terms that could be metaphors for the different stages of recovery. Track listing Worm – In this dark and haunting opening track, the actor grapples with his addiction to AI, realizing he can no longer think independently. Defrag – This energetic track captures the physical and emotional struggles of the early stages of recovery. Kernel Panic – Menacing and eerie, this track portrays the actor’s anxiety and panic attacks as he teeters on the brink during the initial phases of recovery. Dæmons – With initial healing achieved, the real challenge begins. The ominous and chaotic melodies reflect the emotional turbulence the character endures. Time to Live – The actor, having come to terms with himself, experiences emotional growth. The heroic climax symbolizes the realization that recovery is a lifelong journey. Album art At the time I was messing around with Self-avoiding walks in generative artwork explorations. I felt like the whole concept of avoiding the self within the context of addiction and recovery metaphorically worked. So I tweaked some algorithms and generated the self-avoiding walk using JavaScript and the P5.js library. I then layered the self-avoiding walk over a photo I found visually interesting on Unsplash using a CSS blend mode. Jam results I placed around the top 50% out of over 600 entries. I would have liked to have placed higher, but despite my ranking, I thoroughly enjoyed composing the music! I’m very happy with the music, its production quality, and I also learned a lot. I would certainly participate in this style of composition jam again!

3 weeks ago 15 votes
What I’m Using in 2025

I’ve always been fascinated to see what other apps or workflows others are using in their day-to-day lives. Every now and then I learn about a new app or some cool trick I didn’t previously know. I doubt anyone seriously cares about what I’m using, but figured I’d list them out anyway—if for no other reason than to keep a historical record at this point in time. Applications Alfred — I have a lifelong license, and I like it. No point in fixing something that isn’t broken. I primarily use it for app switching, but also use it for math, and to search for gifs. Aseprite — Sometimes I do pixel art! Even if the UI is clunky, and some keyboard shortcuts aren’t always convenient, there are some unique features that help facilitate creating pixel art. Audacity — I rarely use it, but sometimes it’s easier to make some quick audio edits with Audacity than to use a full blown DAW. Bear — This is the note-taking, task-tacking app I’ve landed on. The UI is beautiful and it feels snappy. It syncs, so I can use it on my iPhone too. Chrome — I used Arc for the better part of 2024, but after they announced they were done working on it to focus on a new AI-powered browser, I peaced out. There are a couple of features I really missed, but was able to find some extensions to fill those gaps: Copy Current Tab URL, Meetings Page Auto Closer for Zoom, Open Figma app, and JSON Formatter. Figma — I use it because it’s what we use at work. I’m happy enough with Figma. iTerm2 — Has a few features that I like that makes me chose this over Mac’s native Terminal app. Pixelmator Pro — I haven’t paid the Adobe tax for a long time, and it feels good. I started using Pixelmator because at the time it was the best alternative available. I’m comfortable with Pixelmator at this point. I don’t really use image editors often these days, so I probably won’t switch anytime soon. Reaper — My DAW of choice when composing music. It’s very customizable, easyish enough to learn, and the price is right. It also has a die hard community, so I’m always able to find help when I need it. VS Code — I’ve tried a lot of code editors. I prefer Sublime’s UI over VS Code, but VS Code does a lot of things more easily than Sublime does, so I put up with the UI. YouTube Music — I still miss Rdio. YouTube Music works well enough I guess. Paying for YouTube Music has the benefit of not seeing ads on YouTube. Command-line Tools These aren’t apps per se, but these are some tools that I use to help manage packages or that I use regularly when developing. Deno Eleventy Homebrew pure statikk Vite Volta yt-dlp Equipment I have one computer and I use it for everything, and I’m okay with that. It’s more than powerful enough for work, composing music, making games, and occasionaly playing games. Although I have a dedicated home office, lately I tend to work more on the go, often with just my laptop—whether that’s at a cafe, a coworking space, or even just moving around the house. 2021 M1 MacBook Pro AKG K240 Studio Headphones Arturia MiniLab MKII Controller Behringer UMC202HD USB Audio Interface Fender Squire Strat Guitar Fender Squire Bass Guitar Shure SM57 Virtual Instruments This is quite specific for composing music, so if that does’t interest you, feel free to stop reading here. This list is not exhaustive as I’m regularly trying out new VSTs. These are some staples that I use: 🎹 Arturia Analog Lab V (Intro) — My Arturia controller came with this software. It has over 500 presets and I love exploring the variety of sounds. 🎸 Bass Grinder (Free) — I recently came across this VST, and it has a great crunchy overdrive sound for bass guitar. 🥁 Manda Audio Power Drum Kit — Even though you can use this for free, I paid the $9 because it is fantastic. The drums sound real and are great for all styles of music. 🎸 ML Amped Roots (Free) — What I like about this is that I get great metal guitar out of the bost without having to add pedals or chaining other effects. 🥁 ML Drums (Free) — I just started experimenting with this, and the drum tones are amazing. The free set up is pretty limited, but I like how I can add on to the base drum kit to meet my needs rather than having having to buy one big extensive drum VST. 🎹 Spitfire LABS — More variety of eclectic sounds. I also use several built-in VSTs made by Reaper for delay, EQ, reverb, pitch-shifting, and other effects. Reaper’s VSTs are insanely powerful enough for my needs and are much less CPU intensive.

2 months ago 50 votes
Daily Inspirational Word

Over the past couple of years I’ve gotten into journaling. Recently I’ve been using a method where you’re given a single inspirational word as a prompt, and go from there. Unfortunately, the process of finding, saving, and accessing inspirational words was a bit of a chore: 1. Google a list of “366 inspirational words”. 2. Get taken to a blog bloated with ads and useless content all in an effort to generate SEO cred. 3. Copy/paste the words into Notion. 4. Fix how the words get formatted becasue Notion is weird, and I have OCD about formatting text. While this gets the job done, I felt like there was room to make this a more pleasant experience. All I really wanted was a small website that serves a single inspirational word on a daily basis without cruft or ads. This would allow me to get the content I want without having to scroll through a long list. I also don't want to manage or store the list of words. Once I've curated a list of words, I want to be done with it. ## Creating a microsite I love a good microsite, and so I decided to create one that takes all the chore out of obtaining a [daily inspirational word](https://starzonmyarmz.github.io/daily-inspirational-word/). ![Daily Inspirational Word screenshot](/images/posts/daily_inspirational_word.jpeg) The website is built with all vanilla tech, and doesn’t use any frameworks! It’s nice and lean, and it’s footprint is only 6.5kb. ### Inspirational words While I’m not a huge fan of AI, I did leverage ChatGPT on obtaining 366 inspirational words. The benefit to ChatGPT was being able to get it to return the words as an array—cutting down on the tedium of having to convert the words I already had into an array. The words are stored in it’s own JSON file, and I use an async/await function to pull in the words, and then process the data upon return. ## Worth the effort I find these little projects fun and exciting because the scope is super tight, and makes for a great opportunity to learn new things. It’s definitely an overengineered solution to my problem, but it is a much more pleasant experience. And perhaps it will serve other people as well.

10 months ago 27 votes

More in programming

Why did Stripe build Sorbet? (~2017).

Many hypergrowth companies of the 2010s battled increasing complexity in their codebase by decomposing their monoliths. Stripe was somewhat of an exception, largely delaying decomposition until it had grown beyond three thousand engineers and had accumulated a decade of development in its core Ruby monolith. Even now, significant portions of their product are maintained in the monolithic repository, and it’s safe to say this was only possible because of Sorbet’s impact. Sorbet is a custom static type checker for Ruby that was initially designed and implemented by Stripe engineers on their Product Infrastructure team. Stripe’s Product Infrastructure had similar goals to other companies’ Developer Experience or Developer Productivity teams, but it focused on improving productivity through changes in the internal architecture of the codebase itself, rather than relying solely on external tooling or processes. This strategy explains why Stripe chose to delay decomposition for so long, and how the Product Infrastructure team invested in developer productivity to deal with the challenges of a large Ruby codebase managed by a large software engineering team with low average tenure caused by rapid hiring. Before wrapping this introduction, I want to explicitly acknowledge that this strategy was spearheaded by Stripe’s Product Infrastructure team, not by me. Although I ultimately became responsible for that team, I can’t take credit for this strategy’s thinking. Rather, I was initially skeptical, preferring an incremental migration to an existing strongly-typed programming language, either Java for library coverage or Golang for Stripe’s existing familiarity. Despite my initial doubts, the Sorbet project eventually won me over with its indisputable results. This is an exploratory, draft chapter for a book on engineering strategy that I’m brainstorming in #eng-strategy-book. As such, some of the links go to other draft chapters, both published drafts and very early, unpublished drafts. Reading this document To apply this strategy, start at the top with Policy. To understand the thinking behind this strategy, read sections in reverse order, starting with Explore. More detail on this structure in Making a readable Engineering Strategy document. Policy & Operation The Product Infrastructure team is investing in Stripe’s developer experience by: Every six months, Product Infrastructure will select its three highest priority areas to focus, and invest a significant majority of its energy into those. We will provide minimal support for other areas. We commit to refreshing our priorities every half after running the developer productivity survey. We will further share our results, and priorities, in each Quarterly Business Review. Our three highest priority areas for this half are: Add static typing to the highest value portions of our Ruby codebase, such that we can run the type checker locally and on the test machines to identify errors more quickly. Support selective test execution such that engineers can quickly determine and run the most appropriate tests on their machine rather than delaying until tests run on the build server. Instrument test failures such that we have better data to prioritize future efforts. Static typing is not a typical solution to developer productivity, so it requires some explanation when we say this is our highest priority area for investment. Doubly so when we acknowledge that it will take us 12-24 months of much of the team’s time to get our type checker to an effective place. Our type checker, which we plan to name Sorbet, will allow us to continue developing within our existing Ruby codebase. It will further allow our product engineers to remain focused on developing new functionality rather than migrating existing functionality to new services or programming languages. Instead, our Product Infrastructure team will centrally absorb both the development of the type checker and the initial rollout to our codebase. It’s possible for Product Infrastructure to take on both, despite its fixed size. We’ll rely on a hybrid approach of deep-dives to add typing to particularly complex areas, and scripts to rewrite our code’s Abstract Syntax Trees (AST) for less complex portions. In the relatively unlikely event that this approach fails, the cost to Stripe is of a small, known size: approximately six months of half the Product Infrastructure team, which is what we anticipate requiring to determine if this approach is viable. Based on our knowledge of Facebook’s Hack project, we believe we can build a static type checker that runs locally and significantly faster than our test suite. It’s hard to make a precise guess now, but we think less than 30 seconds to type our entire codebase, despite it being quite large. This will allow for a highly productive local development experience, even if we are not able to speed up local testing. Even if we do speed up local testing, typing would help us eliminate one of the categories of errors that testing has been unable to eliminate, which is passing of unexpected types across code paths which have been tested for expected scenarios but not for entirely unexpected scenarios. Once the type checker has been validated, we can incrementally prioritize adding typing to the highest value places across the codebase. We do not need to wholly type our codebase before we can start getting meaningful value. In support of these static typing efforts, we will advocate for product engineers at Stripe to begin development using the Command Query Responsibility Segregation (CQRS) design pattern, which we believe will provide high-leverage interfaces for incrementally introducing static typing into our codebase. Selective test execution will allow developers to quickly run appropriate tests locally. This will allow engineers to stay in a tight local development loop, speeding up development of high quality code. Given that our codebase is not currently statically typed, inferring which tests to run is rather challenging. With our very high test coverage, and the fact that all tests will still be run before deployment to the production environment, we believe that we can rely on statistically inferring which tests are likely to fail when a given file is modified. Instrumenting test failures is our third, and lowest priority, project for this half. Our focus this half is purely on annotating errors for which we have high conviction about their source, whether infrastructure or test issues. For escalations and issues, reach out in the #product-infra channel. Diagnose In 2017, Stripe is a company of about 1,000 people, including 400 software engineers. We aim to grow our organization by about 70% year-over-year to meet increasing demand for a broader product portfolio and to scale our existing products and infrastructure to accommodate user growth. As our production stability has improved over the past several years, we have now turned our focus towards improving developer productivity. Our current diagnosis of our developer productivity is: We primarily fund developer productivity for our Ruby-authoring software engineers via our Product Infrastructure team. The Ruby-focused portion of that team has about ten engineers on it today, and is unlikely to significantly grow in the future. (If we do expand, we are likely to staff non-Ruby ecosystems like Scala or Golang.) We have two primary mechanisms for understanding our engineer’s developer experience. The first is standard productivity metrics around deploy time, deploy stability, test coverage, test time, test flakiness, and so on. The second is a twice annual developer productivity survey. Looking at our productivity metrics, our test coverage remains extremely high, with coverage above 99% of lines, and tests are quite slow to run locally. They run quickly in our infrastructure because they are multiplexed across a large fleet of test runners. Tests have become slow enough to run locally that an increasing number of developers run an overly narrow subset of tests, or entirely skip running tests until after pushing their changes. They instead rely on our test servers to run against their pull request’s branch, which works well enough, but significantly slows down developer iteration time because the merge, build, and test cycle takes twenty to thirty minutes to complete. By the time their build-test cycle completes, they’ve lost their focus and maybe take several hours to return to addressing the results. There is significant disagreement about whether tests are becoming flakier due to test infrastructure issues, or due to quality issues of the tests themselves. At this point, there is no trustworthy dataset that allows us to attribute between those two causes. Feedback from the twice annual developer productivity survey supports the above diagnosis, and adds some additional nuance. Most concerning, although long-tenured Stripe engineers find themselves highly productive in our codebase, we increasingly hear in the survey that newly hired engineers with long tenures at other companies find themselves unproductive in our codebase. Specifically, they find it very difficult to determine how to safely make changes in our codebase. Our product codebase is entirely implemented in a single Ruby monolith. There is one narrow exception, a Golang service handling payment tokenization, which we consider out of scope for two reasons. First, it is kept intentionally narrow in order to absorb our SOC1 compliance obligations. Second, developers in that environment have not raised concerns about their productivity. Our data infrastructure is implemented in Scala. While these developers have concerns–primarily slow build times–they manage their build and deployment infrastructure independently, and the group remains relatively small. Ruby is not a highly performant programming language, but we’ve found it sufficiently efficient for our needs. Similarly, other languages are more cost-efficient from a compute resources perspective, but a significant majority of our spend is on real-time storage and batch computation. For these reasons alone, we would not consider replacing Ruby as our core programming language. Our Product Infrastructure team is about ten engineers, supporting about 250 product engineers. We anticipate this group growing modestly over time, but certainly sublinearly to the overall growth of product engineers. Developers working in Golang and Scala routinely ask for more centralized support, but it’s challenging to prioritize those requests as we’re forced to consider the return on improving the experience for 240 product engineers working in Ruby vs 10 in Golang or 40 data engineers in Scala. If we introduced more programming languages, this prioritization problem would become increasingly difficult, and we are already failing to support additional languages.

yesterday 5 votes
The new Framework 13 HX370

The new AMD HX370 option in the Framework 13 is a good step forward in performance for developers. It runs our HEY test suite in 2m7s, compared to 2m43s for the 7840U (and 2m49s for a M4 Pro!). It's also about 20% faster in most single-core tasks than the 7840U. But is that enough to warrant the jump in price? AMD's latest, best chips have suddenly gotten pretty expensive. The F13 w/ HX370 now costs $1,992 with 32GB RAM / 1TB. Almost the same an M4 Pro MBP14 w/ 24GB / 1TB ($2,199). I'd pick the Framework any day for its better keyboard, 3:2 matte screen, repairability, and superb Linux compatibility, but it won't be because the top option is "cheaper" any more.  Of course you could also just go with the budget 6-core Ryzen AI 5 340 in same spec for $1,362. I'm sure that's a great machine too. But maybe the sweet spot is actually the Ryzen AI 7 350. It "only" has 8 cores (vs 12 on the 370), but four of those are performance cores -- the same as the 370. And it's $300 cheaper. So ~$1,600 gets you out the door. I haven't actually tried the 350, though, so that's just speculation. I've been running the 370 for the last few months. Whichever chip you choose, the rest of the Framework 13 package is as good as it ever was. This remains my favorite laptop of at least the last decade. I've been running one for over a year now, and combined with Omakub + Neovim, it's the first machine in forever where I've actually enjoyed programming on a 13" screen. The 3:2 aspect ratio combined with Linux's superb multiple desktops that switch with 0ms lag and no animations means I barely miss the trusted 6K Apple XDR screen when working away from the desk. The HX370 gives me about 6 hours of battery life in mixed use. About the same as the old 7840U. Though if all I'm doing is writing, I can squeeze that to 8-10 hours. That's good enough for me, but not as good as a Qualcomm machine or an Apple M-chip machine. For some people, those extra hours really make the difference. What does make a difference, of course, is Linux. I've written repeatedly about how much of a joy it's been to rediscover Linux on the desktop, and it's a joy that keeps on giving. For web work, it's so good. And for any work that requires even a minimum of Docker, it's so fast (as the HEY suite run time attests). Apple still has a strong hardware game, but their software story is falling apart. I haven't heard many people sing the praises of new iOS or macOS releases in a long while. It seems like without an asshole in charge, both have move towards more bloat, more ads, more gimmicks, more control. Linux is an incredible antidote to this nonsense these days. It's also just fun! Seeing AMD catch up in outright performance if not efficiency has been a delight. Watching Framework perfect their 13" laptop while remaining 100% backwards compatible in terms of upgrades with the first versions is heartwarming. And getting to test the new Framework Desktop in advance of its Q3 release has only affirmed my commitment to both. But on the new HX370, it's in my opinion the best Linux laptop you can buy today, which by extension makes it the best web developer laptop too. The top spec might have gotten a bit pricey, but there are options all along the budget spectrum, which retains all the key ingredients any way. Hard to go wrong. Forza Framework!

yesterday 2 votes
Beyond `None`: actionable error messages for `keyring.get_password()`

I’m a big fan of keyring, a Python module made by Jason R. Coombs for storing secrets in the system keyring. It works on multiple operating systems, and it knows what password store to use for each of them. For example, if you’re using macOS it puts secrets in the Keychain, but if you’re on Windows it uses Credential Locker. The keyring module is a safe and portable way to store passwords, more secure than using a plaintext config file or an environment variable. The same code will work on different platforms, because keyring handles the hard work of choosing which password store to use. It has a straightforward API: the keyring.set_password and keyring.get_password functions will handle a lot of use cases. >>> import keyring >>> keyring.set_password("xkcd", "alexwlchan", "correct-horse-battery-staple") >>> keyring.get_password("xkcd", "alexwlchan") "correct-horse-battery-staple" Although this API is simple, it’s not perfect – I have some frustrations with the get_password function. In a lot of my projects, I’m now using a small function that wraps get_password. What do I find frustrating about keyring.get_password? If you look up a password that isn’t in the system keyring, get_password returns None rather than throwing an exception: >>> print(keyring.get_password("xkcd", "the_invisible_man")) None I can see why this makes sense for the library overall – a non-existent password is very normal, and not exceptional behaviour – but in my projects, None is rarely a usable value. I normally use keyring to retrieve secrets that I need to access protected resources – for example, an API key to call an API that requires authentication. If I can’t get the right secrets, I know I can’t continue. Indeed, continuing often leads to more confusing errors when some other function unexpectedly gets None, rather than a string. For a while, I wrapped get_password in a function that would throw an exception if it couldn’t find the password: def get_required_password(service_name: str, username: str) -> str: """ Get password from the specified service. If a matching password is not found in the system keyring, this function will throw an exception. """ password = keyring.get_password(service_name, username) if password is None: raise RuntimeError(f"Could not retrieve password {(service_name, username)}") return password When I use this function, my code will fail as soon as it fails to retrieve a password, rather than when it tries to use None as the password. This worked well enough for my personal projects, but it wasn’t a great fit for shared projects. I could make sense of the error, but not everyone could do the same. What’s that password meant to be? A good error message explains what’s gone wrong, and gives the reader clear steps for fixing the issue. The error message above is only doing half the job. It tells you what’s gone wrong (it couldn’t get the password) but it doesn’t tell you how to fix it. As I started using this snippet in codebases that I work on with other developers, I got questions when other people hit this error. They could guess that they needed to set a password, but the error message doesn’t explain how, or what password they should be setting. For example, is this a secret they should pick themselves? Is it a password in our shared password vault? Or do they need an API key for a third-party service? If so, where do they find it? I still think my initial error was an improvement over letting None be used in the rest of the codebase, but I realised I could go further. This is my extended wrapper: def get_required_password(service_name: str, username: str, explanation: str) -> str: """ Get password from the specified service. If a matching password is not found in the system keyring, this function will throw an exception and explain to the user how to set the required password. """ password = keyring.get_password(service_name, username) if password is None: raise RuntimeError( "Unable to retrieve required password from the system keyring!\n" "\n" "You need to:\n" "\n" f"1/ Get the password. Here's how: {explanation}\n" "\n" "2/ Save the new password in the system keyring:\n" "\n" f" keyring set {service_name} {username}\n" ) return password The explanation argument allows me to explain what the password is for to a future reader, and what value it should have. That information can often be found in a code comment or in documentation, but putting it in an error message makes it more visible. Here’s one example: get_required_password( "flask_app", "secret_key", explanation=( "Pick a random value, e.g. with\n" "\n" " python3 -c 'import secrets; print(secrets.token_hex())'\n" "\n" "This password is used to securely sign the Flask session cookie. " "See https://flask.palletsprojects.com/en/stable/config/#SECRET_KEY" ), ) If you call this function and there’s no keyring entry for flask_app/secret_key, you get the following error: Unable to retrieve required password from the system keyring! You need to: 1/ Get the password. Here's how: Pick a random value, e.g. with python3 -c 'import secrets; print(secrets.token_hex())' This password is used to securely sign the Flask session cookie. See https://flask.palletsprojects.com/en/stable/config/#SECRET_KEY 2/ Save the new password in the system keyring: keyring set flask_app secret_key It’s longer, but this error message is far more informative. It tells you what’s wrong, how to save a password, and what the password should be. This is based on a real example where the previous error message led to a misunderstanding. A co-worker saw a missing password called “secret key” and thought it referred to a secret key for calling an API, and didn’t realise it was actually for signing Flask session cookies. Now I can write a more informative error message, I can prevent that misunderstanding happening again. (We also renamed the secret, for additional clarity.) It takes time to write this explanation, which will only ever be seen by a handful of people, but I think it’s important. If somebody sees it at all, it’ll be when they’re setting up the project for the first time. I want that setup process to be smooth and straightforward. I don’t use this wrapper in all my code, particularly small or throwaway toys that won’t last long enough for this to be an issue. But in larger codebases that will be used by other developers, and which I expect to last a long time, I use it extensively. Writing a good explanation now can avoid frustration later. [If the formatting of this post looks odd in your feed reader, visit the original article]

yesterday 2 votes
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yesterday 1 votes
The Halting Problem is a terrible example of NP-Harder

Short one this time because I have a lot going on this week. In computation complexity, NP is the class of all decision problems (yes/no) where a potential proof (or "witness") for "yes" can be verified in polynomial time. For example, "does this set of numbers have a subset that sums to zero" is in NP. If the answer is "yes", you can prove it by presenting a set of numbers. We would then verify the witness by 1) checking that all the numbers are present in the set (~linear time) and 2) adding up all the numbers (also linear). NP-complete is the class of "hardest possible" NP problems. Subset sum is NP-complete. NP-hard is the set all problems at least as hard as NP-complete. Notably, NP-hard is not a subset of NP, as it contains problems that are harder than NP-complete. A natural question to ask is "like what?" And the canonical example of "NP-harder" is the halting problem (HALT): does program P halt on input C? As the argument goes, it's undecidable, so obviously not in NP. I think this is a bad example for two reasons: All NP requires is that witnesses for "yes" can be verified in polynomial time. It does not require anything for the "no" case! And even though HP is undecidable, there is a decidable way to verify a "yes": let the witness be "it halts in N steps", then run the program for that many steps and see if it halted by then. To prove HALT is not in NP, you have to show that this verification process grows faster than polynomially. It does (as busy beaver is uncomputable), but this all makes the example needlessly confusing.1 "What's bigger than a dog? THE MOON" Really (2) bothers me a lot more than (1) because it's just so inelegant. It suggests that NP-complete is the upper bound of "solvable" problems, and after that you're in full-on undecidability. I'd rather show intuitive problems that are harder than NP but not that much harder. But in looking for a "slightly harder" problem, I ran into an, ah, problem. It seems like the next-hardest class would be EXPTIME, except we don't know for sure that NP != EXPTIME. We know for sure that NP != NEXPTIME, but NEXPTIME doesn't have any intuitive, easily explainable problems. Most "definitely harder than NP" problems require a nontrivial background in theoretical computer science or mathematics to understand. There is one problem, though, that I find easily explainable. Place a token at the bottom left corner of a grid that extends infinitely up and right, call that point (0, 0). You're given list of valid displacement moves for the token, like (+1, +0), (-20, +13), (-5, -6), etc, and a target point like (700, 1). You may make any sequence of moves in any order, as long as no move ever puts the token off the grid. Does any sequence of moves bring you to the target? This is PSPACE-complete, I think, which still isn't proven to be harder than NP-complete (though it's widely believed). But what if you increase the number of dimensions of the grid? Past a certain number of dimensions the problem jumps to being EXPSPACE-complete, and then TOWER-complete (grows tetrationally), and then it keeps going. Some point might recognize this as looking a lot like the Ackermann function, and in fact this problem is ACKERMANN-complete on the number of available dimensions. A friend wrote a Quanta article about the whole mess, you should read it. This problem is ludicrously bigger than NP ("Chicago" instead of "The Moon"), but at least it's clearly decidable, easily explainable, and definitely not in NP. It's less confusing if you're taught the alternate (and original!) definition of NP, "the class of problems solvable in polynomial time by a nondeterministic Turing machine". Then HALT can't be in NP because otherwise runtime would be bounded by an exponential function. ↩

2 days ago 5 votes