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Ideas for replit bounties

from Krzysztof Kowalczyk blog [alt+shift+b] in programming

Apparently replit asks all Pro users about their thoughts. As it happens, I have a lot of thoughts about how to improve Replit bounties. Lower transaction costs Currently the process is: I post a bounty one or more people apply I select an applicant they do the work I accept or not The back-and-forth between bounty creator and applicant is a transaction cost. The smaller the bounty amount, the higher the cost as percentage of the job. Choosing applicants is also arbitrary: there’s just not enough info to decide that one person is better than the other but I have to pick one. Experiment with (optional) mode that works more like 99designs: i.e.: I post a “first to complete wins” bounty whoever completes the bounty first wins There is potential for abuse: someone does the work and I don’t pay. Penalize people who do that, potentially banning them from posting bounties. You would need a way for devs to provide feedback on bounty creators (and vice versa) and a human who reviews this and takes action. Messy, yes, but “do things that don’t scale” (Paul G.) This incentivize meritocracy: bounty makers want fast work and good devs who work fast will make more money. Educate bounty posters Most bounties are badly described: vague, not enough information, no clear acceptance criteria etc. Write a concise “How to create a successful bounty” document (mostly based on what you see as good / bad practices in current bounties). When creating a new bounty, provide a link to that article and in general promote it. Topics to cover: set pricing expectations (i.e. no $5 for a week of work) examples of good and bad requirements, acceptance criteria etc. * Purge obviously bad bounties You want to establish a reputation: with devs as a place to make money bounty creators as a place to get work done quickly It does you no good if there’s a $4 bounty to do weeks of work. It’ll never be fulfilled, it creates a bad impression for both devs and bounty...
13th Mar 2023

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SumatraPDF new features: March 18, 2026

New in the SumatraPDF pre-release builds: DDE commands accept arguments Commands sent via DDE can take arguments, the same as in custom shortcuts (#5383). Loading message in tab While a document loads, its tab shows a “loading” message instead of the home page (#5385). Install 32-bit on 64-bit Windows The installer lets you install the 32-bit version on 64-bit Windows (#5379). Changes for this day · Full changelog

3rd Oct 2026 • 1 votes
Optimizing memory use in markdown parser

I’m porting gpui-component (a Rust UI component library built on GPUI) to C++ as gpui-cpp. By which I mean: my friend Claude does the porting, I’m just directing. It uses markdown-rs (a CommonMark + GFM parser) markdown parser so I ported it too. Then I optimized it. This post describes what I did with the intention of teaching other how to optimize C++ code. The starting point There are 2 kinds of markdown parser: those that stream nodes as they parse those that build an AST in memory markdown-rs builds an AST. The game is about minimizing the size of AST node. In Rust there are various kinds of nodes, the largest being 152 bytes. Claude generated a single Node struct of 232 bytes. I got it down to 16 bytes. Here’s the initial Node struct, before optimizations: Node, 232 bytes k children 24 position 24 8 string fields — 128 bytes align 24 nums 16 grey = padding and small fields · blue = growable vector · yellow = pointer+length strings Node, 16 bytes (same scale) lastKid · sibling · firstStr · kind+flags Where the 232 went: 8 string fields at 16 bytes each (a char* plus a length), two growable vectors at 24 bytes each (children and table alignments), a 24-byte unist Position (line, column and offset at each end), six bools one to a byte, and the padding all of that dragged in. Every node in the tree pays for every field, whichever kind it is. A Text node uses one string field and nothing else. Arena allocator It’s important that all allocations are done in an arena. Nodes in a parse tree all have the same lifetime which makes it a perfect use for an arena: a bump allocator that can only grow. The only way to free memory is to reset the arena. This is different than calling malloc() to allocate each node individually and then having to call free(). It makes it easy to measure memory usage: check the arena size after parsing. It also allows optimization tricks like compressing pointers. How I measured bun cmd/bench.ts markdown parses 64 KB of markdown in four shapes and reports the arena bytes the parse allocated: prose — paragraphs, emphasis, links nested lists — deep blockquotes and lists gfm tables — tables all the way down entities — text that is mostly &amp;-style character references The number is the whole arena: nodes, the tokenizer’s event list, and the strings. Not just sizeof(Node) × node count. We also measure parsing time to make sure we don’t trade size for speed. Baseline, 64 KB of source: prose 1646.1 KB (25.7× the source) nested lists 1067.9 KB gfm tables 2926.0 KB entities 660.2 KB 1. Pointer compression for strings (bed71ee) On 64-bit platforms, pointers are 8 bytes. Pointer compression reduces this to 4 bytes by calculating a 32-bit offset against a base pointer. Google used compressed pointers in v8 with great result. Reduced memory usage and increased speed. Our string type is the simplest possible string: struct Str { char* data; size_t len; }; That’s at least 12 bytes per string, if len is 4 bytes. Due to alignment, the size is 16 bytes. Strings are allocated in Arena so we can use the beginning of an arena as a base pointer and optimize the pointer from 8 bytes to 4 bytes. We typedef ArenaStr as uint64_t. The lower 4 bytes is uint32_t compressed pointer and upper uint32_t is size. We reduced the overhead of strings from 16 bytes to 8 bytes. Times 8 strings that’s 64 bytes saved per node. Added helper functions for allocating ArenaStr in arena and converting ArenaStr to Str. Savings: 8 strings * 8 bytes, 64 bytes per node: 232 → 168 bytes. shape start before after vs before vs start prose 1646.1 KB 1646.1 KB 1285.9 KB -21.9% -21.9% nested lists 1067.9 KB 1067.9 KB 867.5 KB -18.8% -18.8% gfm tables 2926.0 KB 2926.0 KB 2269.7 KB -22.4% -22.4% entities 660.2 KB 660.2 KB 626.2 KB -5.1% -5.1% 2. Growing arena strings in place (a9d4f3a) Some strings had to grow. Arena allocator doesn’t provide freeing or reallocation. You can only allocate new strings, which wastes memory by leaving dead copies of the string we were appending to. We can grow the last allocated string and that’s what this change does. Luckily, most appends were done to the last string. ArenaStrAppend checks whether the string ends exactly where the arena’s next allocation would begin. If it does, the new bytes are pushed straight onto it and nothing is copied. Decoding HTML entities (e.g. &amp;) broke that optimization by doing an allocation before appending to the string. We switched to decoding entities into a 4-byte stack buffer which enabled optimized append. shape start before after vs before vs start prose 1646.1 KB 1285.9 KB 1285.9 KB +0.0% -21.9% nested lists 1067.9 KB 867.5 KB 729.2 KB -15.9% -31.7% gfm tables 2926.0 KB 2269.7 KB 2269.7 KB +0.0% -22.4% entities 660.2 KB 626.2 KB 163.8 KB -73.8% -75.2% 3. Re-order struct fields, pack the bools (5c0ce6e) Unless told to pack the layout of the struct, C++ compilers align struct fields to the size of the largest primitive type. If you sandwich a bool between 2 uint64_t values, the bool will occupy 8 bytes (sizeof(uint64_t)) instead of 1 byte as it should. Our Node had such wasted space due to padding. My friend Claude was careless. A simple fix is to re-arrange fields, putting the largest first. We also had six bool field which we packed into a uint8_t flags field. Result: 168 → 144 bytes, with no padding at all. We’re beating Rust version now. declaration order: bool after vector = 7 bytes of padding, six times over vector b padding strings b padding largest first, bools in one byte: no padding vectors strings nums f shape start before after vs before vs start prose 1646.1 KB 1285.9 KB 1150.9 KB -10.5% -30.1% nested lists 1067.9 KB 729.2 KB 654.0 KB -10.3% -38.8% gfm tables 2926.0 KB 2269.7 KB 2023.6 KB -10.8% -30.8% entities 660.2 KB 163.8 KB 151.0 KB -7.8% -77.1% Free bytes: same fields, same code, different order. 4. Pointer compression for everything (07ec80f) We compress pointer for all objects allocated in the arena, like we compressed a pointer to the string. ArenaVec<Node*> children held 8-byte addresses; ArenaPtr<T> is a 4-byte offset into the arena’s position space, resolved by ArenaAtOffset. Zero is null, which costs nothing because no allocation ever lands at offset zero. The Node itself doesn’t change size — a vector handle is the same three words whatever it holds — so all of the saving is in the child arrays. shape start before after vs before vs start prose 1646.1 KB 1150.9 KB 1091.9 KB -5.1% -33.7% nested lists 1067.9 KB 654.0 KB 611.6 KB -6.5% -42.7% gfm tables 2926.0 KB 2023.6 KB 1866.9 KB -7.7% -36.2% entities 660.2 KB 151.0 KB 144.9 KB -4.0% -78.1% These shapes rank by children-per-node rather than by node count, which is why tables moved most. 5. Varint encoding string length (f9ebc34) ArenaStr was an offset and a length in 8 bytes. Now it’s the offset alone — 4 bytes — and the length is varint-encoded at the beginning of the string data: [varint len][string bytes][NUL] There are many varint encoding schemes. This one is for unsigned number and codes number < 128 as a single byte. Most strings are below that threshold, so they use a single byte for the varint length, saving roughly 3 bytes per string. Node shrinks from 144 → 112 bytes. Str — pointer + length, 16 bytes per field char* s int64 len ArenaStr — offset + length, 8 bytes u32 off u32 len ArenaStr — offset alone, 4 bytes; the length lives in the arena u32 off len characters 0 Caveat: An offset-and-length string can point at a slice of another string, and a length-prefixed one can’t. We weren’t doing it so it doesn’t apply here. shape start before after vs before vs start prose 1646.1 KB 1091.9 KB 918.0 KB -15.9% -44.2% nested lists 1067.9 KB 611.6 KB 512.3 KB -16.2% -52.0% gfm tables 2926.0 KB 1866.9 KB 1543.6 KB -17.3% -47.2% entities 660.2 KB 144.9 KB 128.5 KB -11.3% -80.5% 6. Fusing exclusive fields (5467a18) A List has a start number. A Heading has a depth. No node is ever both, so they became one uint32_t startOrDepth and kind says which it means. It didn’t shrink the size of Node due to the alignment padding but we did it anyway hoping that future optimization would shrink below padding. shape start before after vs before vs start prose 1646.1 KB 918.0 KB 918.0 KB +0.0% -44.2% nested lists 1067.9 KB 512.3 KB 512.3 KB +0.0% -52.0% gfm tables 2926.0 KB 1543.6 KB 1543.6 KB +0.0% -47.2% entities 660.2 KB 128.5 KB 128.5 KB +0.0% -80.5% 7. Compressing text position (ed5e807) Each Node carried the info about its position in parsed text. It was expensive because it was stored as start and end fields and each of them was: a uint32_t line a uint32_t column a uint32_t offset That’s 4*3*2 = 24 bytes. I assume this info is for debugging so not important for me. I replaced it with 2 uint32_t offsets into a source markdown string, srcStart and srcEnd. We can reconstruct the line/column position from that and the source string. shape start before after vs before vs start prose 1646.1 KB 918.0 KB 828.0 KB -9.8% -49.7% nested lists 1067.9 KB 512.3 KB 462.2 KB -9.8% -56.7% gfm tables 2926.0 KB 1543.6 KB 1379.6 KB -10.6% -52.9% entities 660.2 KB 128.5 KB 120.0 KB -6.6% -81.8% 8. Further compression text position (6a558c4) srcEnd is always after srcStart so we can delta-encode it and shrink to uint16_t. What if it’s bigger than 64 KB? I don’t care, we store it as 65535. This is another case where due to padding we didn’t shrink the struct size. But wait for it. shape start before after vs before vs start prose 1646.1 KB 828.0 KB 828.0 KB +0.0% -49.7% nested lists 1067.9 KB 462.2 KB 462.2 KB +0.0% -56.7% gfm tables 2926.0 KB 1379.6 KB 1379.6 KB +0.0% -52.9% entities 660.2 KB 120.0 KB 120.0 KB +0.0% -81.8% 9. Optimizing storing children (d6c4abc) Some nodes have children that were stored as a growable vector. Empty vector was 24 bytes in the node. We replaced it with a ring of compressed pointers: the parent names its last child, each child names the next one, and the last child wraps back to the first. vector: 24 bytes in the node + a separate array of links ptr · len · cap kid0 kid1 kid2 spare spare ring: 4 bytes in the parent, 4 in each child, nothing else allocated parent kid0 kid1 kid2 lastKid We use a ring and not just a linked list because appending is the only thing the parser does to a child list. A single linked list requires walking the list to find the end, while a ring does not. Saving: 96 → 80 bytes. shape start before after vs before vs start prose 1646.1 KB 828.0 KB 619.0 KB -25.2% -62.4% nested lists 1067.9 KB 462.2 KB 308.8 KB -33.2% -71.1% gfm tables 2926.0 KB 1379.6 KB 898.7 KB -34.9% -69.3% entities 660.2 KB 120.0 KB 98.9 KB -17.6% -85.0% Caveat: accessing a child by index would require a walk through the ring, so indexing in a loop would be quadratic. In our code we only ask for the first or the last. 10. Compressing table alignments info (ca0818c) For tables we were storing column alignments in a separate vector on every node, even though only Table nodes have them. Another 24 bytes per node. We switched to a compressed pointer which points to an optimized representation of the column alignments. There are four alignments (left, right, center, none), so a column needs 2 bits: [varint count][2 bits a column, four to a byte] The whole list is known when the table is entered, so it’s counted, allocated once and filled. For an 8-column table that’s 3 bytes in the arena and a 4-byte offset in the node. Saving: 80 → 60 bytes. We saved more than the 20 bytes because with the last pointer-holding member gone alignof(Node) fell from 8 to 4. shape start before after vs before vs start prose 1646.1 KB 619.0 KB 519.3 KB -16.1% -68.5% nested lists 1067.9 KB 308.8 KB 256.3 KB -17.0% -76.0% gfm tables 2926.0 KB 898.7 KB 710.3 KB -21.0% -75.7% entities 660.2 KB 98.9 KB 89.2 KB -9.8% -86.5% The block is pushed byte-aligned rather than through the general allocator, which rounds to 8 and would have handed back exactly what the varint saved. 11. Fusing exclusive fields (07444d6) Previously we fused exclusive fields start of a List node and depth of a Heading node into a single uint32_t. We fused Table node column alignments info from previous optimization into the same field. We called it uint32_t perKind, and kind says what kind of value it is. Saving: 60 → 56 bytes. shape start before after vs before vs start prose 1646.1 KB 519.3 KB 483.9 KB -6.8% -70.6% nested lists 1067.9 KB 256.3 KB 233.7 KB -8.8% -78.1% gfm tables 2926.0 KB 710.3 KB 646.1 KB -9.0% -77.9% entities 660.2 KB 89.2 KB 86.1 KB -3.5% -87.0% 12. Optimizing eight strings (521e32e) We had 8 strings that were not all used by all nodes. Instead of figuring out how many strings we need at most, I created a linked list of strings in the arena. They are different than regular strings in that they carry a 4 byte compressed pointer to the next string within the arena and the kind of the strings. [u32 next][u8 kind][varint len][len bytes][NUL] We can add as many kinds of strings as we need but we only pay for used strings + 5 byte per-string overhead. Some nodes don’t have any strings. 8 fields: 32 bytes on every node, 7 of them empty on almost all of them value url title alt ident label lang meta 1 field: 4 bytes, and a record only for what the node actually carries first next kind len characters 0 a stored string costs 5 bytes more · a node storing none saves 28 New records go on the head, so storing is O(1), and the walk that finds a kind is at most 8 long and is almost always 1 or 0. In-place growth still works, because a record being the newest thing in the arena is the same condition it always was. Saving: 56 → 28 bytes. shape start before after vs before vs start prose 1646.1 KB 483.9 KB 358.3 KB -26.0% -78.2% nested lists 1067.9 KB 233.7 KB 159.1 KB -31.9% -85.1% gfm tables 2926.0 KB 646.1 KB 402.9 KB -37.6% -86.2% entities 660.2 KB 86.1 KB 73.7 KB -14.4% -88.8% 13. Fusing two enums into one (f3c14b9) As it happened we had two enums: one needed 6 bits another needed 2 bits We fused them from 2 bytes to 1 byte. Because this 1 byte saving dropped below padding we saved 4 bytes and went from 28 → 24 bytes. shape start before after vs before vs start prose 1646.1 KB 358.3 KB 321.2 KB -10.4% -80.5% nested lists 1067.9 KB 159.1 KB 136.5 KB -14.2% -87.2% gfm tables 2926.0 KB 402.9 KB 341.9 KB -15.1% -88.3% entities 660.2 KB 73.7 KB 70.4 KB -4.5% -89.3% 14. Remove position, reduce allocator’s alignment (861c803) At this point I decided that I didn’t need the position so I removed it. Other markdown parsers don’t carry it around so it doesn’t seem very useful. I reduced overhead of perKind by converting it to a record in the string list from step 12 — varint-encoded, under its own kind byte. A List, Heading or Table pays ~8 bytes for it; every other node pays nothing, where a field cost 4 bytes on all of them. Savings: 24 → 16 bytes. For safety arena allocator aligns allocations to 8 bytes but a 16 bytes Node can be allocated at 4 bytes, which we did. This reduces wasted space between allocations. shape start before after vs before vs start prose 1646.1 KB 321.2 KB 272.0 KB -15.3% -83.5% nested lists 1067.9 KB 136.5 KB 110.2 KB -19.3% -89.7% gfm tables 2926.0 KB 341.9 KB 250.5 KB -26.7% -91.4% entities 660.2 KB 70.4 KB 65.6 KB -6.8% -90.1% End results The results are pretty dramatic: sizeof(Node) prose nested tables entities start 232 1646.1 KB 1067.9 KB 2926.0 KB 660.2 KB end 16 272.0 KB 110.2 KB 250.5 KB 65.6 KB -93% -83.5% -89.7% -91.4% -90.1% A parse of 64 KB of prose cost 25.7× the source in arena bytes. It costs 4.2× now. The entities shape went from 10.3× to 1.02×. The speed was unchanged. Fastest of 3 runs: prose 8.47 → 8.22 ms nested 9.45 → 9.26 ms tables 12.88 → 12.92 ms entities 5.90 → 5.85 ms Those are within margin of error. The phase of building the tree got a measurable speed up: 0.397 → 0.302 ms, about 24% faster. This is from allocating less and touching fewer cache lines. This is not visible on micro benchmarks, but using less memory will slightly speed up the rest of the application. Lessons learned Arranging struct fields by size is good. It costs literally nothing. Pointer compression is good. 8 bytes become 4 bytes and the cost of converting back and forth is negligible, as Google shown in their v8 blog post and is re-inforced by our benchmarks Varint-encoding is good. Most strings are short so varint encoding can save 3 bytes per string on average. Moving rare fields out of line is good. The way we reduced 8 strings into an out-of-line list. Only pays off if savings is bigger than the cost of additional metadata. sizeof only drops when the saving crosses an alignment boundary. Two of our changes didn’t reduce size of Node struct but it paid off in later optimizations. The allocator’s alignment is part of sizeof. A 28-byte struct from an 8-aligned bump allocator is 32 bytes. We need benchmarks. You can’t improve what you can’t measure. Our benchmarks measured both memory usage and speed, to ensure we didn’t regress speed to save memory.

22nd Aug 2026 • 2 votes
Finding active GitHub forks from the command line

I maintain SumatraPDF on GitHub. People fork it and make their own changes. I want to know which forks are active and what they’re working on. GitHub has a Network tab for this. I find it lousy. It’s hard to see active forks at a glance. Panning and zooming the UI is slow and fiddly. I just want a sorted list of forks with actual changes. So I wrote a small script: github-active-forks.ts. What it does It uses the GitHub API to find forks that have ahead commits (changes not in upstream) from the last year. For each active branch it prints: a link to the branch on GitHub short sha, author, relative date, first line of commit message Forks are sorted by most recent activity, oldest first. Commits within a branch are oldest first. It compares each fork branch against the matching upstream branch (e.g. rel3.6working vs rel3.6working), not always master. That way you only see commits unique to the fork. How to run it Download the script: curl -O https://gist.githubusercontent.com/kjk/71a7679dd408d52bc612cdf5eecace58/raw/7d7f605dde6b739424e5190a79e3988477312e74/github-active-forks.ts You need Bun and the GitHub CLI logged in (gh auth login). Or set GITHUB_TOKEN. Run it on any repo as owner/repo: bun github-active-forks.ts sumatrapdfreader/sumatrapdf Progress goes to stderr; results go to stdout, so you can redirect to a file: bun github-active-forks.ts sumatrapdfreader/sumatrapdf > forks.txt Example output Excerpt from running on SumatraPDF (74 forks with ahead commits): https://github.com/wackget/sumatrapdf-Feldherren-version/tree/single-page-fit-scrollbar (289d ago) c53a51d wackget 294d ago Added scrollbar usable in Fit a Single Page display mode. f927640 wackget 294d ago scrollbar in single page mode now obeys the hideScrollbars setting. 7f57861 wackget 288d ago improved scrolling speed when zoomed in, in non-continuous single-page view. https://github.com/xyzzyx99/sumatrapdf/tree/rel3.6working (5d ago) c8d1f7b xyzzyx99 13d ago Add GitHub Actions workflow for building project 8a92547 xyzzyx99 13d ago Fix bugs, revert using version 3.6 1f27324 xyzzyx99 13d ago Save and restore CHM scroll position 24e7974 xyzzyx99 6d ago Preserve current CHM URL across tab restore 30b1cb4 xyzzyx99 5d ago Update README with new bug fixes and formatting https://github.com/lsq/sumatrapdf/tree/dev (today) 72d7069 lsq 11d ago feat: support share file via socket a1fc427 lsq 10d ago feat: open home page 938bc07 lsq today add localsend v2.1 api support Much easier to scan than the Network graph.

18th Jun 2026 • 1 votes
Speeding up JavaScript function with AI help

A new JavaScript library pretext for fast text measuring / layout popped up on social media. Potentially interesting given its focus on speeding up text rendering in web apps and me writing web apps and liking them being fast. I looked at the code and saw a function isCJK(). Given my 3 decades of programming and performance optimization, it looked like it could be sped up. This is a story about ideas on making JavaScript faster and the process of quickly implementing and benchmarking them. The code export function isCJK(s: string): boolean { for (const ch of s) { const c = ch.codePointAt(0)! if ((c >= 0x4E00 && c <= 0x9FFF) || (c >= 0x3400 && c <= 0x4DBF) || (c >= 0x20000 && c <= 0x2A6DF) || (c >= 0x2A700 && c <= 0x2B73F) || (c >= 0x2B740 && c <= 0x2B81F) || (c >= 0x2B820 && c <= 0x2CEAF) || (c >= 0x2CEB0 && c <= 0x2EBEF) || (c >= 0x30000 && c <= 0x3134F) || (c >= 0xF900 && c <= 0xFAFF) || (c >= 0x2F800 && c <= 0x2FA1F) || (c >= 0x3000 && c <= 0x303F) || (c >= 0x3040 && c <= 0x309F) || (c >= 0x30A0 && c <= 0x30FF) || (c >= 0xAC00 && c <= 0xD7AF) || (c >= 0xFF00 && c <= 0xFFEF)) { return true } } return false } My spider sense tingling To make code run fast you have to have mechanical sympathy. You need a good mental model of how CPUs and programming languages work, at the low level. Because I have mechanical sympathy, I know that to evaluate multiple || statements, the program has to check every statement until it finds one that is true. For the case of not matching any range, it has to do all 15 comparisons. My immediate thought was that most characters are ascii (non-cjk) and therefore require 15 comparisons. An early exit should speed things up: if (c < 0x300) continue;. It adds 1 comparison for matching cases but removes 14 (15 - 1) for the most common case of ascii characters. Hunch is good, benchmark is better Micro-benchmarking is subtle. In the past I would google for a JavaScript benchmarking library and trust that it’s sound. Claude wrote a sound, simple benchmark function: function bench(name, fn, iterations = 1_000_000) { for (let i = 0; i < 10_000; i++) fn(); // warmup const start = performance.now(); for (let i = 0; i < iterations; i++) fn(); const elapsed = performance.now() - start; const opsPerSec = ((iterations / elapsed) * 1000).toFixed(0); console.log(`${name}: ${elapsed.toFixed(2)} ms (${opsPerSec} ops/sec)`); } // to call: bench("isCJKRegex ", () => isCJKRegex(input)); The subtle part is warmup phase. JavaScript JIT engines that you’re likely to use (v8 in Chrome, JavaScriptCore in Safari, SpiderMonkey in FireFox) have several optimization tiers and only do most aggressive optimization for frequently called functions. The warmup phase forces JIT to compile fn with most aggressive settings. This is only fair - I assume isCJK is called frequently. If it wasn’t, there’s no point sweating to optimize it. The new AI normal In the past I would have to manually implement each optimization idea. With AI I can delegate the coding and therefore test more ideas. The following was done with Claude 4.6. 100% vibe coding There are levels of delegating things to AI. On the extreme side of giving up control is 100% vibe coding. I had 2 ideas for performance optimization: early exit replace 15 linear checks with binary search But what if I didn’t? What if I just ask AI to come up with ideas? The following is my conversation with Claude 4.6 and what I’ve learned. I created is_cjk.js file and pasted the original function. look at is_cjk.js. come up with 2 ideas for how to speed up isCJK(). Implement those as separate functions and write a javascript micro-benchmark that compares those 2 new implementations against isCJK Two ideas: Pre-compiled regex — push the entire check into the native regex engine, avoiding JS-level for…of iteration and codePointAt() overhead. Typed array bitmap for BMP — for BMP characters (the vast majority of real text), a Uint8Array bitmap gives O(1) lookup with a single array access. Fall back to range checks only for supplementary plane characters. I have to admit: I recognize those as valid optimization ideas but they didn’t immediately occur to me. Regex works because regex implementations in JavaScript engines are insanely optimized. Bitmap is a known optimization for doing true/false lookup for numbers. Let’s say you have total range 0-255 and you want a function that checks if a number is in range 1-10, 20-30, 40-50, 60-70, 80-90. That’s 5 if statements, each doing 2 comparisons. You can instead use 1 bit for each of the 256 numbers (i.e. 256⁄8 = 32 bytes), pre-compute the array of bytes and set the bit for the ranges. Then lookup is just math to get byte offset and bit, load the byte, check the bit. Super fast. Claude not only wrote the benchmark function, 2 new implementations but also ran the benchmarks using node and showed me results in a readable way. The bitmap approach was significantly faster. Human assisted coding Bitmap was the fastest and yet I discarded it using my human judgement. The bitmap needed 65kB of memory and that’s just too much for this function. That’s where human judgement comes in to improve collaboration with AI. I didn’t specify that I also care about memory usage so AI wrote fast code that was using too much memory. You’re benchmarking what? Here’s another tricky part of benchmarking: knowing what you benchmark. There are 3 popular JavaScript engines. Claude ran benchmarks using node which uses Chrome’s v8. That’s good because that’s the most popular browser and therefore most popular JavaScript JIT engine. It’s also good to sanity-check with at least one other JavaScript engine. bun uses Safari’s JavaScriptCore so I asked Claude: run the tests using bun The results were similar, which is good. We don’t want code that is fast in one engine but slow in another. We don’t control which browser the user of our code is running. Continuing collaboration with AI I had some more ideas so here’s the rest of my conversation with Claude. don’t benchmark bitmap, it uses too much memory; write a variant of isCJK that does an early false exit if char is less than smallest Early exit is my first insight I wanted to test. As expected, early exit is good 2x speedup for latin strings, although regex beats it on cjk strings. That is the curse of engineering trade-offs: you have to decide if you want to optimize for cjk strings or non-cjk strings. now implement a variant that does inline bisect / binary search That was my second idea: do a binary search instead of sequential if comparisons. It was faster than original but slower than regex / early exit. Also, Claude didn’t do what I meant. It stored the ranges as array: // Flat array: [lo0, hi0, lo1, hi1, ...] sorted by lo const cjkRanges = new Uint32Array([ 0x3000, 0x303f, 0x3040, 0x309f, ... That’s what I meant: implement a variant isCJBisect that doesn’t use array but unrolls binary search logic into if statements The implementation is gnarly: function inCJKUnrolled(c) { if (c < 0x3000) return false; if (c < 0xff00) { if (c < 0x3400) { if (c < 0x3040) { return c <= 0x303f; } else if (c > 0x309f) { return c >= 0x30a0 && c <= 0x30ff; } return true; // ... more gnarly code But what do I care? Claude wrote it. Arguably it’s hard for me to review for correctness but it’s perfectly testable. We can write a test to compare if it returns the same result as original function for every possible input. As expected, unrolled version was faster than array-based but not always faster than regex or early exit. But Claude wrote something that caught my eye: The for…of + codePointAt iterator overhead remains the bottleneck shared by all non-regex variants on long strings. It’s well known that for ... of loop is slower than for (let i = 0; i < n; i++). It’s one of those things that you need to know. I knew this but I didn’t connect the dots in this particular case. write variant of isCJKEarly which replaces for of with a faster loop Result: isCJKEarlyFast crushes everything across the board on both runtimes The code for isCKJEarlyFast. Looks like we have a winner: Replacing for…of + codePointAt() with charCodeAt() + index loop eliminates the iterator overhead, which was the main bottleneck. The early c < 0x3000 bail then skips all range checks for ASCII/latin characters cheaply. Only regex still wins on Node’s long latin miss case thanks to V8’s native string scanning. There’s a subtlety that makes the rewrite of for .. of into for (let i = 0; i < n; i++) tricky. Logically JavaScript strings are composed from 16-bit numbers (characters). Some Unicode code-points are bigger than 16-bit and are stored as 2 16-bit numbers, called surrogate pairs. So writing a loop over unicode codepoints needs to take this into account. It’s tricky code but again, what do I care? Claude wrote it and it’s perfectly testable. Pressing on The good thing about claude writing most of the code and removing other tedium like running the benchmarks is that we can do more in the same amount of time. So I explored even more. I noticed: export function isCJKUnrolled(s) { for (const ch of s) { if (inCJKUnrolled(ch.codePointAt(0))) return true; } return false; } What happens when inCJKUnrolled is inlined? inline inCJKUnrolled into isCJKUnrolled Result: Done. Inlining didn’t help — it actually got slightly slower in most cases (the engine was already inlining the small function). No change in rankings; EarlyFast remains the winner. Turns out it’s not faster, which was surprising. Inlining is supposed to remove overhead of function calls, which matters in loops. Surprising isn’t bad. We run benchmarks to validate our hunches. For completness, I wanted to compare with original where for .. of was rewritten. also write original with for of replaced by standard for loop and bench all and give results as markdown table Claude was nice enough to show benchmark results in a nicely formatted table, without me even asking. It just knows things. But as you can see above, you can ask it for results in markdown table to e.g. include in a GitHub bug report. Here are final results. The number is operations/second in millions. Higher is better. Bun Scenario Original Regex Early Bisect Unrolled EarlyFast ForLoop Single CJK 11M 22M 12M 12M 16M 79M 57M Single latin 20M 24M 49M 21M 22M 40M 36M CJK string 12M 18M 17M 12M 14M 42M 42M Latin string 1.5M 4.7M 3.6M 3.0M 3.5M 17M 6.5M Mixed string 6.5M 5.9M 9.9M 8.6M 13M 62M 34M Node Scenario Original Regex Early Bisect Unrolled EarlyFast ForLoop Single CJK 85M 54M 51M 44M 56M 112M 110M Single latin 59M 72M 83M 55M 74M 115M 103M CJK string 79M 55M 60M 55M 64M 90M 129M Latin string 4.2M 57M 4.3M 2.8M 4.5M 12M 8.3M Mixed string 14M 15M 16M 10M 15M 41M 38M Conclusions AI is a big unlock. It took me under 30 minutes to test various hypotheses and find out a significant speed up. Without Claude it would take several hours and I would likely not do it at all. It’s just not important enough to spend a working day on it. To get best results we still need to apply human judgement and guide the AI. Programming expert knowledge An expert is simply someone who knows things. We know things because we learn them. If you were paying attention you might have learned the following things: importance of warmup phase when benchmarking JIT compilers for .. of is slower than for (let i = 0; i < n; i++) regex matching in JavaScript engines is fast subtlety of surrogate pairs in JavaScript strings using bitmaps to speed up range lookups Resources All the code is in https://gist.github.com/kjk/bdbea9d90c3bb0454fbe26353c521bfd I like to write fast code. If you want a fast bookmark manager / note taker, try MarkLexis. If you want a fast PDF / ebook / comic book reader for Windows, try SumatraPDF.

29th Mar 2026 • 1 votes
How to run msvc cl.exe from command-line (powershell)

So you’ve installed Visual Studio and you want to run the compiler cl.exe from command-line. Microsoft makes it surprisingly hard. They give you a shortcut which opens a terminal window with cmd.exe setup for compilation. But I don’t want a separate window, I want to use the terminal app. You can run cmd.exe /k "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvarsall.bat" x64 (location for your setup can be different). But I don’t want to run inside cmd.exe. I want to use powershell. What exactly does vcvarsall.bat do? Not much: it just sets some env variables and updates PATH. We can reverse-engineer what it does: cmd.exe set >before.txt cmd.exe /k "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvarsall.bat" x64 set >after.txt Now compare before.txt and after.txt to see what changed. I asked AI to do it for me and here’s the beginning of what I found: CommandPromptType=Native DevEnvDir=C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\ ExtensionSdkDir=C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs EXTERNAL_INCLUDE=C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\ATLMFC\include;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\VS\include;C:\Program Files (x86)\Windows Kits\10\include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\\include\10.0.26100.0\\um;C:\Program Files (x86)\Windows Kits\10\\include\10.0.26100.0\\shared;C:\Program Files (x86)\Windows Kits\10\\include\10.0.26100.0\\winrt;C:\Program Files (x86)\Windows Kits\10\\include\10.0.26100.0\\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\include\um Framework40Version=v4.0 FrameworkDir=C:\Windows\Microsoft.NET\Framework64\ FrameworkDir64=C:\Windows\Microsoft.NET\Framework64\ ... more stuff I saved that to diff.txt file. Now that we have that we can ask our friendly AI to convert this to a powershell function: write powershell function that sets variables as seen in @diff.txt I get something like this: function set-msvc { <# .SYNOPSIS Sets Visual Studio Developer Command Prompt environment variables. .DESCRIPTION This function sets all the environment variables needed for Visual Studio 2022 native x64 development, equivalent to running vcvars64.bat. .EXAMPLE Set-VsDevEnv #> [CmdletBinding()] param() $env:CommandPromptType = "Native" $env:DevEnvDir = "C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\" ... more stuff We need to change one thing: $env::PATH from absolute to just adding paths to current $env::PATH so that it’ll adapt to future changes in PATH. Now add that to $PROFILE and you can type set-msvc to setup powershell to have access to cl.exe, msbuild and other tools. Below is the whole function but note that this is only for amd64 toolset. For 32-bit or arm setup would be different. You can get by re-running the above logic for vcvarsall.bat with different arguments. function set-msvc { <# .SYNOPSIS Sets Visual Studio Developer Command Prompt environment variables. .DESCRIPTION This function sets all the environment variables needed for Visual Studio 2022 native x64 development, equivalent to running vcvars64.bat. .EXAMPLE Set-VsDevEnv #> [CmdletBinding()] param() $env:CommandPromptType = "Native" $env:DevEnvDir = "C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\" $env:ExtensionSdkDir = "C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs" $env:EXTERNAL_INCLUDE = "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\ATLMFC\include;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\VS\include;C:\Program Files (x86)\Windows Kits\10\include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\\include\10.0.26100.0\\um;C:\Program Files (x86)\Windows Kits\10\\include\10.0.26100.0\\shared;C:\Program Files (x86)\Windows Kits\10\\include\10.0.26100.0\\winrt;C:\Program Files (x86)\Windows Kits\10\\include\10.0.26100.0\\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\include\um" $env:Framework40Version = "v4.0" $env:FrameworkDir = "C:\Windows\Microsoft.NET\Framework64\" $env:FrameworkDir64 = "C:\Windows\Microsoft.NET\Framework64\" $env:FrameworkVersion = "v4.0.30319" $env:FrameworkVersion64 = "v4.0.30319" $env:FSHARPINSTALLDIR = "C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\CommonExtensions\Microsoft\FSharp\Tools" $env:HTMLHelpDir = "C:\Program Files (x86)\HTML Help Workshop" $env:INCLUDE = "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\ATLMFC\include;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\VS\include;C:\Program Files (x86)\Windows Kits\10\include\10.0.26100.0\ucrt;C:\Program Files (x86)\Windows Kits\10\\include\10.0.26100.0\\um;C:\Program Files (x86)\Windows Kits\10\\include\10.0.26100.0\\shared;C:\Program Files (x86)\Windows Kits\10\\include\10.0.26100.0\\winrt;C:\Program Files (x86)\Windows Kits\10\\include\10.0.26100.0\\cppwinrt;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\include\um" $env:is_x64_arch = "true" $env:LIB = "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\ATLMFC\lib\x64;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\lib\x64;C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\lib\um\x64;C:\Program Files (x86)\Windows Kits\10\lib\10.0.26100.0\ucrt\x64;C:\Program Files (x86)\Windows Kits\10\\lib\10.0.26100.0\\um\x64" $env:LIBPATH = "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\ATLMFC\lib\x64;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\lib\x64;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\lib\x86\store\references;C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.26100.0;C:\Program Files (x86)\Windows Kits\10\References\10.0.26100.0;C:\Windows\Microsoft.NET\Framework64\v4.0.30319" $env:NETFXSDKDir = "C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\" $env:Path = "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\bin\HostX64\x64;C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\VC\VCPackages;C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\CommonExtensions\Microsoft\TestWindow;C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\CommonExtensions\Microsoft\TeamFoundation\Team Explorer;C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\bin\Roslyn;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64\;C:\Program Files (x86)\HTML Help Workshop;C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\CommonExtensions\Microsoft\FSharp\Tools;C:\Program Files\Microsoft Visual Studio\2022\Community\Team Tools\DiagnosticsHub\Collector;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\Llvm\x64\bin;C:\Program Files (x86)\Windows Kits\10\bin\10.0.26100.0\\x64;C:\Program Files (x86)\Windows Kits\10\bin\\x64;C:\Program Files\Microsoft Visual Studio\2022\Community\\MSBuild\Current\Bin\amd64;C:\Windows\Microsoft.NET\Framework64\v4.0.30319;C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\;C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\Tools\;" + $env::Path + ";C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin;C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\CommonExtensions\Microsoft\CMake\Ninja;C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\VC\Linux\bin\ConnectionManagerExe;C:\Program Files\Microsoft Visual Studio\2022\Community\VC\vcpkg" $env:Platform = "x64" $env:UCRTVersion = "10.0.26100.0" $env:UniversalCRTSdkDir = "C:\Program Files (x86)\Windows Kits\10\" $env:VCIDEInstallDir = "C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\VC\" $env:VCINSTALLDIR = "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\" $env:VCPKG_ROOT = "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\vcpkg" $env:VCToolsInstallDir = "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\" $env:VCToolsRedistDir = "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Redist\MSVC\14.44.35112\" $env:VCToolsVersion = "14.44.35207" $env:VisualStudioVersion = "17.0" $env:VS170COMNTOOLS = "C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\Tools\" $env:VSCMD_ARG_app_plat = "Desktop" $env:VSCMD_ARG_HOST_ARCH = "x64" $env:VSCMD_ARG_TGT_ARCH = "x64" $env:VSCMD_VER = "17.14.24" $env:VSINSTALLDIR = "C:\Program Files\Microsoft Visual Studio\2022\Community\" $env:WindowsLibPath = "C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.26100.0;C:\Program Files (x86)\Windows Kits\10\References\10.0.26100.0" $env:WindowsSdkBinPath = "C:\Program Files (x86)\Windows Kits\10\bin\" $env:WindowsSdkDir = "C:\Program Files (x86)\Windows Kits\10\" $env:WindowsSDKLibVersion = "10.0.26100.0\" $env:WindowsSdkVerBinPath = "C:\Program Files (x86)\Windows Kits\10\bin\10.0.26100.0\" $env:WindowsSDKVersion = "10.0.26100.0\" $env:WindowsSDK_ExecutablePath_x64 = "C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\x64\" $env:WindowsSDK_ExecutablePath_x86 = "C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.8 Tools\" $env:__DOTNET_ADD_64BIT = "1" $env:__DOTNET_PREFERRED_BITNESS = "64" $env:__VSCMD_PREINIT_PATH = "C:\Program Files\PowerShell\7;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\Windows\System32\OpenSSH\;C:\Program Files\Microsoft VS Code\bin;c:\Users\kjk\AppData\Local\Programs\cursor\resources\app\bin;C:\Program Files\gs\gs10.03.1\bin;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Program Files\GitHub CLI\;C:\Program Files (x86)\Windows Kits\10\Windows Performance Toolkit\;C:\Program Files\Rust stable MSVC 1.88\bin;C:\Program Files\PowerShell\7\;C:\Program Files\nodejs\;C:\Program Files\dotnet\;C:\Program Files\CMake\bin;C:\Program Files\Go\bin;C:\Program Files\RedHat\Podman\;C:\Program Files\Tailscale\;C:\Program Files\Git\cmd;C:\Program Files\Docker\Docker\resources\bin;C:\Users\kjk\AppData\Local\Microsoft\WindowsApps;C:\Users\kjk\AppData\Local\Microsoft\WinGet\Links;C:\Users\kjk\.bun\bin;C:\Users\kjk\.dotnet\tools;C:\Users\kjk\go\bin;C:\Users\kjk\AppData\Local\Programs\superfile\;C:\Users\kjk\AppData\Local\Microsoft\WindowsApps;C:\Users\kjk\AppData\Local\GitHubDesktop\bin;C:\Users\kjk\AppData\Local\Programs\cursor\resources\app\bin;C:\Users\kjk\AppData\Roaming\npm;C:\Users\kjk\.dotnet\tools;C:\Users\kjk\AppData\Local\Programs\Antigravity\bin;C:\Users\kjk\AppData\Local\Programs\Zed\bin;C:\Users\kjk\go\bin;C:\Users\kjk\OneDrive\bin;C:\Users\kjk\.bin\jai\bin;C:\Users\kjk\.bin\mupdf-1.27.0;C:\Users\kjk\.local\bin;C:\Users\kjk\AppData\Local\Programs\WinMerge;C:\Users\kjk\AppData\Local\Packages\PythonSoftwareFoundation.Python.3.12_qbz5n2kfra8p0\LocalCache\local-packages\Python312\Scripts;C:\Users\kjk\OneDrive\bin\sublime_text" Write-Host "Visual Studio 2022 Developer Environment configured for x64." -ForegroundColor Green }

16th Jan 2026 • 1 votes

More in programming

TokyoDev Welcomes Its Head of Operations

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

18 hours ago • 1 votes
Speeding up Kidz Fun Art &#038; making Google love it

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

19 hours ago • 1 votes
Why we're moving our warehouse off DuckDB

Five months ago, we rebuilt our warehouse on DuckDB instead of ClickHouse. We did it because a shared ClickHouse cluster couldn't handle hours-long…

19 hours ago • 1 votes
My new digital home

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

yesterday • 1 votes
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