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2025-06-01

from Freewheeling Apps [alt+shift+b] in technology

I've been reading The Nature of Order by Christopher Alexander, and it's inspired me to experiment with this representation to communicate the global structure of the source code of the Game of Snake: The whole program is arranged on a 2D surface within a series of nested boxes. You can hit ‘run’, and it extracts the code from the surface and runs it and you get to play a game of Snake. (Only on a computer; even though the app runs on a phone, you can't play this particular game of Snake without arrow keys.) So it can be viewed as a sort of Literate Program, even though the representation I'm tangling from has a richer UI than is typical, a surface you can pan and zoom around with a mouse wheel or touchscreen. (It doesn't support editing yet. This is a purely reading experience for now.) I wasn't trying to build yet another Literate Programming experience, though. What was on my mind was Christopher Alexander. Christopher Alexander (CA) was an architect, and he indirectly inspired Design Patterns in the software world. His magnum opus was The Nature of Order, (NoO) a book I'm not sure I'll ever finish. Not because it's long (it's true that it's 4 volumes, but it has a lot of pictures) but because I often need to put it down to think about the chapter I just read for a day. And then the day turns into a week or a month or a year. The first thing to know about The Nature of Order is it defeats attempts at summarization. With that out of the way, here's a summary of the fragments I've read: People build tools, and then the tools change people. In unanticipated ways, for better and for worse. Tools and buildings (remember, CA is an architect) that contribute to more functional societies have certain objective properties. The properties are hard to state or quantify, but have an objective reality analogous to the fundamental forces in Physics. In his earlier books, CA called this property "the quality without a name." In NoO, he calls this property...
1st Jun 2025

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More from Freewheeling Apps

2026-05-24

What is text? This blog post reminds me of the time 10 years ago when I tried to do away with Linux's desktop environment because it seemed overly complex and hard to wrap my head around. I had a lot of trouble running wifi without the desktop environment, and it left me quite bitter. Linux had seemed like a hacker's OS when I first started out. But it was trying so hard to compete with Windows that it was starting to seem like Windows in all the wrong ways, it seemed. That experience contributed to me walking off into the wilderness to build Mu. I've gone back and forth between two tendencies in my life. On the one hand, I used to brag about a minimalist setup living in text mode, only running startx as needed, long after the world had moved to fully graphical desktop environments. On the other hand, I was frustrated early on with the limitation of pure text, creating a little bit of Vimscript to view and edit drawings inside a code fold inside code comments. (I don't remember what format I used for the drawings. Maybe Inkscape? I always liked its format and found it quite easy to hack manually.) And these poles have continued to attract me in turn. I wanted to build Mu with just text mode for a long time, and now in the past couple of years I seem to have tried to minimize my use of terminals, with all their ugly historical and path-dependent hacks, and to do more on a graphical canvas (of a game engine). Trying to look back dispassionately, I seem to operate by: Structured data. Not too much. Mostly text. But then, last year, I had a fascinating and also slightly frustrating conversation with a friend where we realized we had very different associations for the term "text". When I said I wanted to keep something as "just text" I meant "viewable with cat on a vt100." (But with Unicode.) When they said they wanted text they meant, "everything you could do in the tradition of book publishing before the advent of computers." (But maybe not images? Equations and line drawings, certainly. And video is right out.) Another dimension of our disagreement: I was thinking of text in terms of compatibility. What can you do regardless of what device you have on you right now. They were thinking in terms of "what's possible with an extremely low-power reader without regard to compatibility." Also, I imagined authoring text and reading it as happening on the same device. Perhaps they imagined authoring on high-powered devices and reading on low-powered ones. So, 30 years after I started programming, I still don't really understand what I want. I try to clear my mind of the cobwebs created by the hacky, historically path-dependent past. But I'm not there yet.

24th May 2026 • 1 votes
2026-01-28

As I start teaching the kids programming, I’ve been thinking about how to motivate it to them. They do a lot of drawing, so that seemed like a potential hook to show how drawing on the computer may make some things easier (erasing, manipulating, repeating) and other things harder (e.g. drawing well). Demo of a little bare-bones fork of Lua Carousel for a computer with a large screen and a mouse. The large screen is divided up between a code editor and a drawing area. There are a few drawing tools. When you make a stroke the code for it is inserted above the cursor in the code editor. You can also edit the code directly and run it to make changes to the drawing area. There is no support for grabbing points or shapes in the drawing area. All you can do there is emit shapes with coordinates. Everything else you gotta program the old-fashioned way. Download (120KB). Inspired by Ronin and Sketch-n-Sketch.

29th Jan 2026 • 1 votes
2025-10-30

An experiment involving scrollbars Keeping scrollbars easy to acquire even in large files. Demo of an idea for a scrollbar with a shadow or "penumbra" which makes it easier to acquire to drag around, even as the conventional and smaller central object continues to be visible to give an accurate sense of file size and our position in it. Thanks Artyom Bologov and Mary, though I ended up taking their suggestion in a different direction…

31st Oct 2025 • 1 votes
2025-09-02

As an experiment, I've machine-translated the help docs in Lua Carousel into 7 languages: Spanish (Peninsular and Latin American) German French Japanese Chinese Portuguese Hopefully it is helpful for someone to no longer have to put up with English. I put each language in a separate download to reduce the amount of data you need to download. Other languages are machine-translated from the English version. I've had friends spot-check it for obvious issues, but there are likely to be problems I missed. Please report any issues you spot. If you want to manually translate pages to improve wording and tone for your culture, contributions would be most welcome. No support yet for right-to-left languages, or languages with combining characters. Lua Carousel still assumes every character on screen is atomic. For example, I can support Chinese and Japanese but not Korean, Arabic or Indian languages. I don't know what I'm doing when it comes to multilingual keyboard support. My rough sense is that that's something to configure for your device. But if there's something I can change in Lua Carousel to make your life easier, please let me know. I've included different fonts for Chinese and Japanese, which blow up the download size for these languages. The source code inside each zip file download is exactly the same, only the font files are different. The larger font files also seem to take up to 10 seconds to load.

2nd Sep 2025 • 1 votes

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List of Vim forks

Here are the Vim forks I know about: Neovim: “a Vim-based text editor engineered for extensibility and usability, to encourage new applications and contributions.” Vim Classic: “a stable, long-term support fork of the ubiquitous text editor, maintained without the assistance of generative AI tools.” EVi: “a hard-fork of Vim v9.1.0 (Jan 2024) before AI was used in the project.” MacVim: “a macOS version of the Vim text editor, providing a graphical user interface for Vim, while tightly integrating with macOS and providing features specific to the platform.” This list doesn’t include Vim-inspired editors like Kakoune, Vim-style plugins for other editors like IdeaVim, or Vim “distributions” like LazyVim. Contact me if you know of other forks!

16 hours ago • 1 votes
iOS 27 has some weird Dynamic Island behavior

Thought I’d make a quick blog post about some weird behavior I’m seeing on iOS 27 and Dynamic Island live activities, that I initially thought was restricted to the Duo, but turns out affects everything. Yay. Maybe this post can save some others some time, and hopefully Apple can fix it. Long story short, ever since iOS 16.1 introduced “Live Activities”, where we can display handy little widgets in the Dynamic Island, there’s been a bunch of different configurations for showing things up there: something on the left, the right, when expanded, when two apps are showing things and yours gets a bit smaller, and on the lock screen. One interesting one is if you only need to show a small indicator in the Dynamic Island (screen recording indicator, electric vehicle charging status, etc.) you can do so, which just shows on the left on older iPhones, and on the Duo a single one below the camera cutout. Apple describes how to do this in their developer documentation (emphasis added): If you can’t find a solution to display views for leading and trailing compact presentations with limited width, provide a compact leading presentation that best represents your Live Activity, such as the view you use for the minimal presentation, and an empty view for the trailing compact presentation. The system hides the empty trailing view automatically. Unfortunately, in iOS 27 (and 27.1, and 27.2), this only half works, due to a new addition in iOS 27: isDynamicIslandLimitedInWidth. It’s a variable that basically tells you if the Dynamic Island is even narrower than normal, presumably because they knew the Duo was coming with its vertical Dynamic Island, but also because as of iOS 27, Live Activities now show in the Dynamic Island when the device is in landscape too. So it’s handy to know if you have a bit less space than usual. In this new narrow view however, it seems like they didn’t test all the configurations thoroughly, as if you provide EmptyView for that trailing compact presentation, it’s not empty at all, and in fact enforces a quite large minimum size so the Dynamic Island looks hilariously tall. In other words: The system hides the empty trailing view automatically Left: what it should look like. Right: reality You can imagine this is especially rough on the Duo, where navigation buttons, toolbar buttons, tab bar buttons, etc. are all competing for precious space on the right. But that’s only half true. It displays perfectly fine (hiding it) when isDynamicIslandLimitedInWidth is false (AKA how it always used to be), but in the new cases where it can be true, like the Duo and iPhones in landscape, that’s when it breaks. So tl;dr: In iOS 27, Dynamic Island Live Activities are improperly sized if you use the listed EmptyView configuration and isDynamicIslandLimitedInWidth is true. This makes it especially bad on the Duo, womp womp. Complications Now, you might be saying “That’s weird, I haven’t seen that behavior! This is nothing but hogwash!”. But it is not hogwash, just a little complicated. There’s basically three categories of apps. Apple apps Maps, for instance, displays this single, small Dynamic Island live activity perfectly well and sized, and has been beautifully compiled with the iOS 27.2 SDK. By all accounts it should show this bug, too! Apple apps don’t have to use the same APIs as us normies, so funnily enough through really cool tools like REA we can disassemble the iOS Simulator and see that it’s in fact true, the Apple Maps live activity just completely bypasses WidgetKit and instead just renders plain UIKit through MapsBannerViewController which shows the cute little cyan widget through a ManeuverAccessoryView and then for the hidden trailing view simply returns a DistanceAccessoryView with CGSizeZero, which iOS actually respects, unlike our paltry SwiftUI EmptyView. Third-party apps NOT updated to iOS 27 If your app hasn’t been compiled with any of the iOS 27 SDKs, it only knows about iOS 26, and thus doesn’t know about (or have to worry about) the new, troublesome isDynamicIslandLimitedInWidth property, so it just… displays perfectly well. Here’s the Rivian app, which hasn’t been updated for iOS 27 yet, which shows the Live Activity displaying perfectly sized on the Duo (indicating vehicle charging): (Technical disassembly detail for the nerds: iOS shows the app’s minimal config, a smaller config normally used when multiple apps are in the Dynamic Island together, rather than the normal compact config, so it bypasses this issue entirely.) Developers who updated their apps for iOS 27 Surprise! That picture from before? On the left is just me compiling with the old 26 SDK that works! Unfortunately if you are a good developer who updated their app for iOS 27 and all the new features, you kind of get punished through this bug, because your live activity displays the improperly sized way described above, and you can’t just use raw UIKit like Apple. So you’re kinda stuck where I am: do I ship a weirdly sized Dynamic Island experience for everyone? Do I shove something extraneous in the compactTrailing spot just so it doesn’t look as empty? Do I not update the app at all until Apple fixes this bug? Widgets are techincally a separate extension from your main app, so you could compile them with a different SDK (26) than your main app (27) which fixes this bug, but I’m not sure Apple approves of that. Apple On the bright side hopefully it’s an easy enough fix, treating EmptyView like you used to on iOS 26 and per the documentation (the part that is weirdly right beside the mention of the new API that introduces this craziness in the first place). Radar/feedback assistant ID: FB25301955 Easy reproduction code if you’re curious: import ActivityKit import SwiftUI import WidgetKit struct CircleAttributes: ActivityAttributes { struct ContentState: Codable, Hashable {} } struct BlueCircle: View { var body: some View { Circle() .fill(.blue) .frame(width: 20, height: 20) } } @main struct CircleLiveActivity: Widget { var body: some WidgetConfiguration { ActivityConfiguration(for: CircleAttributes.self) { _ in BlueCircle() } dynamicIsland: { _ in DynamicIsland { DynamicIslandExpandedRegion(.center) { BlueCircle() } } compactLeading: { BlueCircle() } compactTrailing: { EmptyView() // pls respect me } minimal: { BlueCircle() } } } }

18 hours ago • 1 votes
Going Somewhere

Vicky, driving me home from O'Hare, got sixteen dollars for the best conversation I had in months. The last line is hers.

4 days ago • 1 votes
An AI usage statement for bryanbraun.com

I’ve had “AI usage statements” in the back of my mind ever since I read Ethan Marcott’s blog post sharing a round-up of his favorite ones. I didn’t consider writing one for this site, since it had the smell of status-signaling. Like a quasi-political declaration of allegiance to some sort of in-group (be it pro-AI, anti-AI, etc). I couldn’t be less interested in that.1 But then something happened that caught me completely off-guard. I was reading a post on my friend’s personal blog. This was a guy that I knew personally and looked up to. I’ve been reading everything he had been writing for years. About two-thirds of the way through a long (and fairly insightful) blog post, I had a sudden realization that the post had been written by AI. I’m not the best at detecting this kind of thing, but once I saw it, I couldn’t unsee it. It was unmistakable. And the thing is, I didn’t feel indifferent or even disappointed, as I might have predicted. I felt betrayed. For somebody who considers themselves open-minded—even optimistic—towards the development of AI, I didn’t know where this feeling was coming from. I have theories… maybe it has something to do with the social contract between the writer and the reader. Whatever it is, I didn’t want anyone who was reading my blog (hi mom 👋) to feel the same thing. So for the sake of transparency, here is my AI usage statement: The content of this website is written by me. I do not use AI to generate the text you are reading because writing from scratch helps me process my thoughts (which is one of the main reasons I blog in the first place). I don’t currently use AI-powered writing tools (grammar-check, spell-check, dictation tools, etc), but I may experiment with them as long as they don’t undermine the thinking process. The code for this website was originally hand-written, but I have since used AI to make several useful updates. I expect to continue using AI to write code for this website and other personal coding projects. When I create a public project exclusively with AI, I mention that fact in the project README.2 I am experimenting and my AI usage may change. When it does, I’ll update the policy here on my /about page, which is where it will live long-term. To explain why, see Paul Graham's Keep your Identity Small. ↩ For an example, see s-tier ↩ Thanks for reading this post via RSS! Let me know your thoughts by leaving a comment on the original post or sending me an email.

5 days ago • 1 votes
📚 BoredReading

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