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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,...
3 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!

a month ago 33 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!

a month ago 20 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: 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 good microsite, and so I decided to create one that takes all the chore out of obtaining a daily inspirational word. 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.

11 months ago 92 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.

11 months ago 31 votes

More in programming

I switched from GMail and nobody died

Whether we like it or not, email is widely used to identify a person. Code sent to email is used as authentication and sometimes as authorisation for certain actions. I’m not comfortable with Google having such power over me, especially given the fact that they practically don’t have any support you can appeal to. If your Google account is blocked, that’s it. Maybe you know someone from Google and they can help you, but for most of us mortals that’s not an option.

15 hours ago 1 votes
Write the most clever code you possibly can

I started writing this early last week but Real Life Stuff happened and now you're getting the first-draft late this week. Warning, unedited thoughts ahead! New Logic for Programmers release! v0.9 is out! This is a big release, with a new cover design, several rewritten chapters, online code samples and much more. See the full release notes at the changelog page, and get the book here! Write the cleverest code you possibly can There are millions of articles online about how programmers should not write "clever" code, and instead write simple, maintainable code that everybody understands. Sometimes the example of "clever" code looks like this (src): # Python p=n=1 exec("p*=n*n;n+=1;"*~-int(input())) print(p%n) This is code-golfing, the sport of writing the most concise code possible. Obviously you shouldn't run this in production for the same reason you shouldn't eat dinner off a Rembrandt. Other times the example looks like this: def is_prime(x): if x == 1: return True return all([x%n != 0 for n in range(2, x)] This is "clever" because it uses a single list comprehension, as opposed to a "simple" for loop. Yes, "list comprehensions are too clever" is something I've read in one of these articles. I've also talked to people who think that datatypes besides lists and hashmaps are too clever to use, that most optimizations are too clever to bother with, and even that functions and classes are too clever and code should be a linear script.1. Clever code is anything using features or domain concepts we don't understand. Something that seems unbearably clever to me might be utterly mundane for you, and vice versa. How do we make something utterly mundane? By using it and working at the boundaries of our skills. Almost everything I'm "good at" comes from banging my head against it more than is healthy. That suggests a really good reason to write clever code: it's an excellent form of purposeful practice. Writing clever code forces us to code outside of our comfort zone, developing our skills as software engineers. Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you [will get excellent debugging practice at exactly the right level required to push your skills as a software engineer] — Brian Kernighan, probably There are other benefits, too, but first let's kill the elephant in the room:2 Don't commit clever code I am proposing writing clever code as a means of practice. Being at work is a job with coworkers who will not appreciate if your code is too clever. Similarly, don't use too many innovative technologies. Don't put anything in production you are uncomfortable with. We can still responsibly write clever code at work, though: Solve a problem in both a simple and a clever way, and then only commit the simple way. This works well for small scale problems where trying the "clever way" only takes a few minutes. Write our personal tools cleverly. I'm a big believer of the idea that most programmers would benefit from writing more scripts and support code customized to their particular work environment. This is a great place to practice new techniques, languages, etc. If clever code is absolutely the best way to solve a problem, then commit it with extensive documentation explaining how it works and why it's preferable to simpler solutions. Bonus: this potentially helps the whole team upskill. Writing clever code... ...teaches simple solutions Usually, code that's called too clever composes several powerful features together — the "not a single list comprehension or function" people are the exception. Josh Comeau's "don't write clever code" article gives this example of "too clever": const extractDataFromResponse = (response) => { const [Component, props] = response; const resultsEntries = Object.entries({ Component, props }); const assignIfValueTruthy = (o, [k, v]) => (v ? { ...o, [k]: v } : o ); return resultsEntries.reduce(assignIfValueTruthy, {}); } What makes this "clever"? I count eight language features composed together: entries, argument unpacking, implicit objects, splats, ternaries, higher-order functions, and reductions. Would code that used only one or two of these features still be "clever"? I don't think so. These features exist for a reason, and oftentimes they make code simpler than not using them. We can, of course, learn these features one at a time. Writing the clever version (but not committing it) gives us practice with all eight at once and also with how they compose together. That knowledge comes in handy when we want to apply a single one of the ideas. I've recently had to do a bit of pandas for a project. Whenever I have to do a new analysis, I try to write it as a single chain of transformations, and then as a more balanced set of updates. ...helps us master concepts Even if the composite parts of a "clever" solution aren't by themselves useful, it still makes us better at the overall language, and that's inherently valuable. A few years ago I wrote Crimes with Python's Pattern Matching. It involves writing horrible code like this: from abc import ABC class NotIterable(ABC): @classmethod def __subclasshook__(cls, C): return not hasattr(C, "__iter__") def f(x): match x: case NotIterable(): print(f"{x} is not iterable") case _: print(f"{x} is iterable") if __name__ == "__main__": f(10) f("string") f([1, 2, 3]) This composes Python match statements, which are broadly useful, and abstract base classes, which are incredibly niche. But even if I never use ABCs in real production code, it helped me understand Python's match semantics and Method Resolution Order better. ...prepares us for necessity Sometimes the clever way is the only way. Maybe we need something faster than the simplest solution. Maybe we are working with constrained tools or frameworks that demand cleverness. Peter Norvig argued that design patterns compensate for missing language features. I'd argue that cleverness is another means of compensating: if our tools don't have an easy way to do something, we need to find a clever way. You see this a lot in formal methods like TLA+. Need to check a hyperproperty? Cast your state space to a directed graph. Need to compose ten specifications together? Combine refinements with state machines. Most difficult problems have a "clever" solution. The real problem is that clever solutions have a skill floor. If normal use of the tool is at difficult 3 out of 10, then basic clever solutions are at 5 out of 10, and it's hard to jump those two steps in the moment you need the cleverness. But if you've practiced with writing overly clever code, you're used to working at a 7 out of 10 level in short bursts, and then you can "drop down" to 5/10. I don't know if that makes too much sense, but I see it happen a lot in practice. ...builds comradery On a few occasions, after getting a pull request merged, I pulled the reviewer over and said "check out this horrible way of doing the same thing". I find that as long as people know they're not going to be subjected to a clever solution in production, they enjoy seeing it! Next week's newsletter will probably also be late, after that we should be back to a regular schedule for the rest of the summer. Mostly grad students outside of CS who have to write scripts to do research. And in more than one data scientist. I think it's correlated with using Jupyter. ↩ If I don't put this at the beginning, I'll get a bajillion responses like "your team will hate you" ↩

11 hours ago 1 votes
A Little Bit Now, A Lotta Bit Later

In mid-March we released a big bug fix update—elementary OS 8.0.1—and since then we’ve been hard at work on even more bug fixes and some new exciting features that I’m excited to share with you today! Read ahead to find out what we’ve released recently and what you can help us test in Early Access. Quick Settings Quick Settings has a new “Prevent Sleep” toggle Leo added a new “Prevent Sleep” toggle. This is useful when you’re giving a presentation or have a long-running background task where you want to temporarily avoid letting the computer go to sleep on its normal schedule. We also fixed a bug where the “Dark Mode” toggle would cancel the dark mode schedule when used. We now have proper schedule snoozing, so when you manually toggle Dark Mode on or off while using a timed or sunset-to-sunrise schedule, your schedule will resume on the next schedule change instead of being canceled completely. Vishal also fixed an issue that caused some apps to report being improperly closed on system shutdown or restart and on the lock screen we now show the “Suspend” button rather than the “Lock” button. System Settings Locale settings has a fresh layout thanks to Alain with its options aligned more cleanly and improved links to additional settings. Locale Settings has a more responsive design We’ve also added the phrase “about this device” as a search term for the System page and improved interface copy when a restart is required to finish installing updates based on your feedback. Plus, Stanisław improved stylus detection in Wacom settings preventing a crash when no stylus is found. AppCenter We now show a small label next to the download button for apps which contain in-app purchases. This is especially useful for easily identifying free-to-play games or alt stores like Steam or Heroic Games Launcher. AppCenter now shows when apps have in-app purchases Plus, we now reload app icons on-the-fly as their data is processed, thanks to Italo. That means you’ll no longer get occasionally stuck with an AppCenter which shows missing images for app’s who have taken a bit longer than usual to load. Get These Updates As always, pop open System Settings → System on elementary OS 8 and hit “Update All” to get these updates plus your regular security, bug fix, and translation updates. Or set up automatic updates and get a notification when updates are ready to install! Early Access Our development focus recently has been on some of the bigger features that will likely land for either elementary OS 8.1 or 9. We’ve got a new app, big changes to the design of our desktop itself, a whole lot of under-the-hood cleanup, and the return of some key system services thanks to a new open source project. Monitor We’re now shipping a System Monitor app by default By popular demand—and thanks to the hard work of Stanisław—we have a new system monitor app called “Monitor” shipping in Early Access. Monitor provides usage information for your processor, GPU, memory, storage, network, and currently running processes. You can optionally see system information in the panel with Monitor You can also optionally get a ton of glanceable information shown in the panel. There’s currently a lot of work happening to port Monitor to GTK4 and improve its functionality under the Secure Session, so make sure to report any issues you find! Multitasking The Dock is getting a workspace switcher Probably the biggest change to the Pantheon shell since its early inception, the Dock is getting a new workspace switcher! The workspace switcher works in a familiar way to the one you may have seen in the Multitasking View: Your currently open workspaces are represented as tiles with the icons of apps running on them; You can select a workspace to switch to it; You can drag-and-drop workspaces to rearrange them; And you can use the “+” button to create a new blank workspace. One new trick however is that selecting the workspace you’re already on will launch Multitasking View. The new workspace switcher makes it so much more accessible to multitask with just the mouse and get an overview of your workflows without having to first enter the Multitasking View. We’re really excited to hear what people think about it! You can close apps from Multitasking View by swiping up Another very satisfying feature for folks using touch input, you can now swipe up windows in the Multitasking View to close them. This is a really familiar gesture for those of us with Android and iOS devices and feels really natural for managing a big stack of windows without having to aim for a small “x” button. GTK4 Porting We’ve recently landed the port of Tasks to GTK4. So far that comes with a few fixes to tighten up its design, with much more possible in the future. Please make sure to help us test it thoroughly for any regressions! Tasks has a slightly tightened up design We’re also making great progress on porting the panel to GTK4. So far we have branches in review for Nightlight, Bluetooth, Datetime, and Network indicators. Power, Keyboard, and Quick Settings indicators all have in-progress branches. That leaves just Applications, Sound, and Notifications. So far these ports don’t come with major feature changes, but they do involve lots of cleaning up and modernizing of these code bases and in some cases fixing bugs! When the port is finished, we should see immediate performance gains and we’ll have a much better foundation for future releases. You can follow along with our progress porting everything to GTK4 in this GitHub Project. And More When you take a screenshot using keyboard shortcuts or by secondary-clicking an app’s window handle, we now send a notification letting you know that it was succesful and where to find the resulting image. Plus there’s a handy button that opens Files with your screenshot pre-selected. We’re also testing beaconDB as a replacement for Mozilla Location Services (MLS). If you’re not aware, we relied on MLS in previous versions of elementary OS to provide location information for devices that don’t have a GPS radio. Unfortunately Mozilla discontinued the service last June and we’ve been left without a replacement until now. Without these services, not only did maps and weather apps cease to function, but system features like automatic timezone detection and features that rely on sunset and sunrise times no longer work properly. beaconDB offers a drop-in replacement for MLS that uses Wireless networks, bluetooth devices, and cell towers to provide location data when requested. All of its data is crowd-sourced and opt-in and several distributions are now defaulting to using it as their location services data provider. I’ve set up a small sponsorship from elementary on Liberapay to support the project. If you can help support beaconDB either by sponsoring or providing stumbler data, I’d highly encourage you to do so! Sponsors At the moment we’re at 23% of our monthly funding goal and 336 Sponsors on GitHub! Shoutouts to everyone helping us reach our goals here. Your monthly sponsorship funds development and makes sure we have the resources we need to give you the best version of elementary OS we can! Monthly release candidate builds and daily Early Access builds are available to GitHub Sponsors from any tier! Beware that Early Access builds are not considered stable and you will encounter fresh issues when you run them. We’d really appreciate reporting any problems you encounter with the Feedback app or directly on GitHub.

3 days ago 1 votes
The System-Level Foundation of Assembly

Tracing how the CPU, OS, and ELF format shape the structure of your assembly code

4 days ago 1 votes
Taking a break

I've been publishing at least one blog post every week on this blog for about 2.5 years. I kept it up even when I was very sick last year with Lyme disease. It's time for me to take a break and reset. This is the right time, because the world is very difficult for me to move through right now and I'm just burnt out. I need to focus my energy on things that give me energy and right now, that's not writing and that's not tech. I'll come back to this, and it might look a little different. This is my last post for at least a month. It might be longer, if I still need more time, but I won't return before the end of May. I know I need at least that long to heal, and I also need that time to focus on music. I plan to play a set at West Philly Porchfest, so this whole month I'll be prepping that set. If you want to follow along with my music, you can find it on my bandcamp (only one track, but I'll post demos of the others that I prepare for Porchfest as they come together). And if you want to reach out, my inbox is open. Be kind to yourself. Stay well, drink some water. See you in a while.

4 days ago 1 votes