Werewolves and Wanderer

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This blog post is also available as a video. Would you prefer to watch/listen to me tell you about the video game that had the biggest impact on my life?

Of all of the videogames I’ve ever played, perhaps the one that’s had the biggest impact on my life1 was: Werewolves and (the) Wanderer.2

This simple text-based adventure was originally written by Tim Hartnell for use in his 1983 book Creating Adventure Games on your Computer. At the time, it was common for computing books and magazines to come with printed copies of program source code which you’d need to re-type on your own computer, printing being significantly many orders of magnitude cheaper than computer media.3

Front cover of The Amazing Amstrad Omnibus, by Martin Fairbanks, with its bright yellow text on a red background.
Werewolves and Wanderer was adapted for the Amstrad CPC4 by Martin Fairbanks and published in The Amazing Amstrad Omnibus (1985), which is where I first discovered it.
When I first came across the source code to Werewolves, I’d already begun my journey into computer programming. This started alongside my mother and later – when her quantity of free time was not able to keep up with my level of enthusiasm – by myself.

I’d been working my way through the operating manual for our microcomputer, trying to understand it all.5

Scan of a ring-bound page from a technical manual. The page describes the use of the "INPUT" command, saying "This command is used to let the computer know that it is expecting something to be typed in, for example, the answer to a question". The page goes on to provide a code example of a program which requests the user's age and then says "you look younger than [age] years old.", substituting in their age. The page then explains how it was the use of a variable that allowed this transaction to occur.
The ring-bound 445-page A4 doorstep of a book quickly became adorned with my pencilled-in notes, the way a microcomputer manual ought to be. It’s strange to recall that there was a time that beginner programmers still needed to be reminded to press [ENTER] at the end of each line.
And even though I’d typed-in dozens of programs before, both larger and smaller, it was Werewolves that finally helped so many key concepts “click” for me.

In particular, I found myself comparing Werewolves to my first attempt at a text-based adventure. Using what little I’d grokked of programming so far, I’d put together a series of passages (blocks of PRINT statements6) with choices (INPUT statements) that sent the player elsewhere in the story (using, of course, the long-considered-harmful GOTO statement), Choose-Your-Own-Adventure style.

Werewolves was… better.

Photograph of Dan in his mid-teens, with shoulder-length bleached-blonde hair and wearing a t-shirt with a picture of a snarling wolf, sits in front of a running PC (with its beige case open) on which an external modem is precariously balanced.
By the time I was the model of a teenage hacker, I’d been writing software for years. Most of it terrible.

Werewolves and Wanderer was my first lesson in how to structure a program.

Let’s take a look at a couple of segments of code that help illustrate what I mean (here’s the full code, if you’re interested):

10 REM WEREWOLVES AND WANDERER

20 GOSUB 2600:REM INTIALISE
30 GOSUB 160
40 IF RO<>11 THEN 30

50 PEN 1:SOUND 5,100:PRINT:PRINT "YOU'VE DONE IT!!!":GOSUB 3520:SOUND 5,80:PRINT "THAT WAS THE EXIT FROM THE CASTLE!":SOUND 5,200
60 GOSUB 3520
70 PRINT:PRINT "YOU HAVE SUCCEEDED, ";N$;"!":SOUND 5,100
80 PRINT:PRINT "YOU MANAGED TO GET OUT OF THE CASTLE"
90 GOSUB 3520
100 PRINT:PRINT "WELL DONE!"
110 GOSUB 3520:SOUND 5,80
120 PRINT:PRINT "YOUR SCORE IS";
130 PRINT 3*TALLY+5*STRENGTH+2*WEALTH+FOOD+30*MK:FOR J=1 TO 10:SOUND 5,RND*100+10:NEXT J
140 PRINT:PRINT:PRINT:END

...

2600 REM INTIALISE
2610 MODE 1:BORDER 1:INK 0,1:INK 1,24:INK 2,26:INK 3,18:PAPER 0:PEN 2 
2620 RANDOMIZE TIME
2630 WEALTH=75:FOOD=0
2640 STRENGTH=100
2650 TALLY=0
2660 MK=0:REM NO. OF MONSTERS KILLED

...

3510 REM DELAY LOOP
3520 FOR T=1 TO 900:NEXT T
3530 RETURN
Locomotive BASIC had mandatory line numbering. The spacing and gaps (...) have been added for readability/your convenience.

What’s interesting about the code above? Well…

  • The code for “what to do when you win the game” is very near the top. “Winning” is the default state. The rest of the adventure exists to obstruct that. In a language with enforced line numbering and no screen editor7, it makes sense to put fixed-length code at the top… saving space for the adventure to grow below.
  • Two subroutines are called (the GOSUB statements):
    • The first sets up the game state: initialising the screen (2610), the RNG (2620), and player characteristics (26302660). This also makes it easy to call it again (e.g. if the player is given the option to “start over”). This subroutine goes on to set up the adventure map (more on that later).
    • The second starts on line 160: this is the “main game” logic. After it runs, each time, line 40 checks IF RO<>11 THEN 30. This tests whether the player’s location (RO) is room 11: if so, they’ve exited the castle and won the adventure. Otherwise, flow returns to line 30 and the “main game” subroutine happens again. This broken-out loop improving the readability and maintainability of the code.8
  • A common subroutine is the “delay loop” (line 3520). It just counts to 900! On a known (slow) processor of fixed speed, this is a simpler way to put a delay in than relying on a real-time clock.

The game setup gets more interesting still when it comes to setting up the adventure map. Here’s how it looks:

2680 REM SET UP CASTLE
2690 DIM A(19,7):CHECKSUM=0
2700 FOR B=1 TO 19
2710   FOR C=1 TO 7
2720     READ A(B,C):CHECKSUM=CHECKSUM+A(B,C)
2730   NEXT C:NEXT B
2740 IF CHECKSUM<>355 THEN PRINT "ERROR IN ROOM DATA":END

...

2840 REM ALLOT TREASURE
2850 FOR J=1 TO 7
2860   M=INT(RND*19)+1
2870   IF M=6 OR M=11 OR A(M,7)<>0 THEN 2860
2880   A(M,7)=INT(RND*100)+100
2890 NEXT J

2910 REM ALLOT MONSTERS
2920 FOR J=1 TO 6
2930   M=INT(RND*18)+1
2940   IF M=6 OR M=11 OR A(M,7)<>0 THEN 2930
2950   A(M,7)=-J
2960 NEXT J
2970 A(4,7)=100+INT(RND*100)
2980 A(16,7)=100+INT(RND*100)

...

3310 DATA   0,  2,  0,  0,  0,  0,  0
3320 DATA   1,  3,  3,  0,  0,  0,  0
3330 DATA   2,  0,  5,  2,  0,  0,  0
3340 DATA   0,  5,  0,  0,  0,  0,  0
3350 DATA   4,  0,  0,  3, 15, 13,  0
3360 DATA   0,  0,  1,  0,  0,  0,  0
3370 DATA   0,  8,  0,  0,  0,  0,  0
3380 DATA   7, 10,  0,  0,  0,  0,  0
3390 DATA   0, 19,  0,  8,  0,  8,  0
3400 DATA   8,  0, 11,  0,  0,  0,  0
3410 DATA   0,  0, 10,  0,  0,  0,  0
3420 DATA   0,  0,  0, 13,  0,  0,  0
3430 DATA   0,  0, 12,  0,  5,  0,  0
3440 DATA   0, 15, 17,  0,  0,  0,  0
3450 DATA  14,  0,  0,  0,  0,  5,  0
3460 DATA  17,  0, 19,  0,  0,  0,  0
3470 DATA  18, 16,  0, 14,  0,  0,  0
3480 DATA   0, 17,  0,  0,  0,  0,  0
3490 DATA   9,  0, 16,  0,  0,  0,  0
Again, I’ve tweaked this code to improve readability, including adding indention on the loops, “modern-style”, and spacing to make the DATA statements form a “table”.

What’s this code doing?

  • Line 2690 defines an array (DIM) with two dimensions9 (19 by 7). This will store room data, an approach that allows code to be shared between all rooms: much cleaner than my first attempt at an adventure with each room having its own INPUT handler.
  • The two-level loop on lines 2700 through 2730 populates the room data from the DATA blocks. Nowadays you’d probably put that data in a separate file (probably JSON!). Each “row” represents a room, 1 to 19. Each “column” represents the room you end up at if you travel in a given direction: North, South, East, West, Up, or Down. The seventh column – always zero – represents whether a monster (negative number) or treasure (positive number) is found in that room. This column perhaps needn’t have been included: I imagine it’s a holdover from some previous version in which the locations of some or all of the treasures or monsters were hard-coded.
  • The loop beginning on line 2850 selects seven rooms and adds a random amount of treasure to each. The loop beginning on line 2920 places each of six monsters (numbered -1 through -6) in randomly-selected rooms. In both cases, the start and finish rooms, and any room with a treasure or monster, is ineligible. When my 8-year-old self finally deciphered what was going on I was awestruck at this simple approach to making the game dynamic.
  • Rooms 4 and 16 always receive treasure (lines 29702980), replacing any treasure or monster already there: the Private Meeting Room (always worth a diversion!) and the Treasury, respectively.
  • Curiously, room 9 (the lift) defines three exits, even though it’s impossible to take an action in this location: the player teleports to room 10 on arrival! Again, I assume this is vestigal code from an earlier implementation.
  • The “checksum” that’s tested on line 2740 is cute, and a younger me appreciated deciphering it. I’m not convinced it’s necessary (it sums all of the values in the DATA statements and expects 355 to limit tampering) though, or even useful: it certainly makes it harder to modify the rooms, which may undermine the code’s value as a teaching aid!
Map showing the layout of the castle in video game "Werewolves and the Wanderer". Entering from outside the castle, to the West, the player must progress through the ground floor, up the stairwell in the Inner Hallway, into the Lift, and then East to the exit, but there are several opportunities to diverge from this path and e.g. explore the dungeons or various dead ends on the ground or first floors.
By the time I was 10, I knew this map so well that I could draw it perfectly from memory. I almost managed the same today, aged 42. That memory’s buried deep!

Something you might notice is missing is the room descriptions. Arrays in this language are strictly typed: this array can only contain integers and not strings. But there are other reasons: line length limitations would have required trimming some of the longer descriptions. Also, many rooms have dynamic content, usually based on random numbers, which would be challenging to implement in this way.

As a child, I did once try to refactor the code so that an eighth column of data specified the line number to which control should pass to display the room description. That’s a bit of a no-no from a “mixing data and logic” perspective, but a cool example of metaprogramming before I even knew it! This didn’t work, though: it turns out you can’t pass a variable to a Locomotive BASIC GOTO or GOSUB. Boo!10

An experimental program being run that attempts to GOSUB a variable, failing with a syntax error on the relevant line.
In hindsight, I could have tested the functionality before I refactored with a very simple program, but I was only around 10 or 11 and still had lots to learn!

Werewolves and Wanderer has many faults11. But I’m clearly not the only developer whose early skills were honed and improved by this game, or who hold a special place in their heart for it. Just while writing this post, I discovered:

A decade or so later, I’d be taking my first steps as a professional software engineer. A couple more decades later, I’m still doing it.

And perhaps that adventure -the one that’s occupied my entire adult life – was facilitated by this text-based one from the 1980s.

Footnotes

1 The game that had the biggest impact on my life, it might surprise you to hear, is not among the “top ten videogames that stole my life” that I wrote about almost exactly 16 years ago nor the follow-up list I published in its incomplete form three years later. Turns out that time and impact are not interchangable. Who knew?

2 The game is variously known as Werewolves and Wanderer, Werewolves and Wanderers, or Werewolves and the Wanderer. Or, on any system I’ve been on, WERE.BAS, WEREWOLF.BAS, or WEREWOLV.BAS, thanks to the CPC’s eight-point-three filename limit.

3 Additionally, it was thought that having to undertake the (painstakingly tiresome) process of manually re-entering the source code for a program might help teach you a little about the code and how it worked, although this depended very much on how readable the code and its comments were. Tragically, the more comprehensible some code is, the more long-winded the re-entry process.

4 The CPC’s got a fascinating history in its own right, but you can read that any time.

5 One of my favourite features of home microcomputers was that seconds after you turned them on, you could start programming. Your prompt was an interface to a programming language. That magic had begun to fade by the time DOS came to dominate (sure, you can program using batch files, but they’re neither as elegant nor sophisticated as any BASIC dialect) and was completely lost by the era of booting directly into graphical operating systems. One of my favourite features about the Web is that it gives you some of that magic back again: thanks to the debugger in a modern browser, you can “tinker” with other people’s code once more, right from the same tool you load up every time. (Unfortunately, mobile devices – which have fast become the dominant way for people to use the Internet – have reversed this trend again. Try to View Source on your mobile – if you don’t already know how, it’s not an easy job!)

6 In particular, one frustration I remember from my first text-based adventure was that I’d been unable to work around Locomotive BASIC’s lack of string escape sequences – not that I yet knew what such a thing would be called – in order to put quote marks inside a quoted string!

7 “Screen editors” is what we initially called what you’d nowadays call a “text editor”: an application that lets you see a page of text at the same time, move your cursor about the place, and insert text wherever you feel like. It may also provide features like copy/paste and optional overtyping. Screen editors require more resources (and aren’t suitable for use on a teleprinter) compared to line editors, which preceeded them. Line editors only let you view and edit a single line at a time, which is how most of my first 6 years of programming was done.

8 In a modern programming language, you might use while true or similar for a main game loop, but this requires pushing the “outside” position to the stack… and early BASIC dialects often had strict (and small, by modern standards) limits on stack height that would have made this a risk compared to simply calling a subroutine from one line and then jumping back to that line on the next.

9 A neat feature of Locomotive BASIC over many contemporary and older BASIC dialects was its support for multidimensional arrays. A common feature in modern programming languages, this language feature used to be pretty rare, and programmers had to do bits of division and modulus arithmetic to work around the limitation… which, I can promise you, becomes painful the first time you have to deal with an array of three or more dimensions!

10 In reality, this was rather unnecessary, because the ON x GOSUB command can – and does, in this program – accept multiple jump points and selects the one referenced by the variable x.

11 Aside from those mentioned already, other clear faults include: impenetrable controls unless you’ve been given instuctions (although that was the way at the time); the shopkeeper will penalise you for trying to spend money you don’t have, except on food, presumably as a result of programmer laziness; you can lose your flaming torch, but you can’t buy spares in advance (you can pay for more, and you lose the money, but you don’t get a spare); some of the line spacing is sometimes a little wonky; combat’s a bit of a drag; lack of feedback to acknowledge the command you enterted and that it was successful; WHAT’S WITH ALL THE CAPITALS; some rooms don’t adequately describe their exits; the map is a bit linear; etc.

× × × × ×

Solitary Nouns

The other night, Ruth and I were talking about collective nouns (y’know, like a herd of cows or a flock of sheep) and came up with the somewhat batty idea of solitary nouns. Like collective nouns, but for a singular subject (one cow, sheep, or whatever).

Then, we tried to derive what the words could be. Some of the results write themselves.1

Captioned photos showing "a HERD of COWS" and "a HER of COW".
Mooving right on…
Captioned photos showing "a PRIDE of LIONS" and "a PROUD of LION".
I’d be lion if I said I wasn’t proud of this one.
Captioned photos showing "a COLONY of BEES" and "a COLONIST of BEE".
I’m pollen out all the collective nouns now!

Some of them involve removing one or more letters from the collective noun to invent a shorter word to be the solitary noun.

Captioned photos showing "an ARMY of ANTS" and "an ARM of ANT". The latter picture shows an ant lifting a stick many times its size.
They stay healthy by working out and getting vaccinated, both of which give them tough anty bodies.
Captioned photos showing "a COVEN of WITCHES" and "an OVEN of WITCH" (the latter picture shows a scene from Handsel & Gretel in which the witch is pushed into the oven).
The sound of an oven is a cackling: “When shall I one meet again?”
Captioned photos showing "a MURMURATION of STARLINGS" and "a MURMUR of STARLING".
Eventually it grows up into a star, which are a lot louder.2
For others, we really had to stretch the concept by mutating words in ways that “felt right”, using phoenetic spellings, or even inventing collective nouns so that we could singularise them:
Captioned photos showing "a GAGGLE of GEESE" and "a GIGGLE of GOOSE".
For more goose-related wordplay, take a gander at this blog post from a few years back.
Captioned photos showing "a ROUND of DRINKS" and "a ROW of DRINK": the latter photo shows a man drinking in a bar while fighting another man.
Getting smashed doesn’t have to end with bumps and boozers.3
Captioned photos showing "an 1812 of CANNONS" and "a 1 of CANNON".
Blast but not least.

Did I miss any obvious ones?

Footnotes

1 Also consider “parliament of owls” ➔ “politician of owl”, “troop of monkeys” ➔ “soldier of monkey”, “band of gorillas” ➔ “musician of gorilla”. Hey… is that where that band‘s name come from?

2 Is “cluster of stars” ➔ “luster of star” anything?

3 Ruth enjoyed the singularised “a low of old bollock”, too.

× × × × × × × × ×

Note #21687

Morning walk with Demmy, first of her name, Queen of Stealing Your Spot On The Sofa, Empress of the Farts Of Doom, rightful keeper of That Gross Chew Toy, bringer of snuggles, destroyer of rosebeds, scourge of the mailman.

A champagne-coloured French Bulldog with a dark face stands on a dirt path in a young forest. She's wearing a red and black tartan harness and her long tongue is lolling out.

×

The Miracle Sudoku

This is a repost promoting content originally published elsewhere. See more things Dan's reposted.

I first saw this video when it was doing the rounds three years ago and was blown away. I was reminded of it recently when it appeared in a blog post about AI’s possible future role in research by Terence Eden.

I don’t even like sudoku. And if you’d told me in advance that I’d enjoy watching a man slowly solve a sudoku-based puzzle in real-time, I’d have called you crazy. But I watched it again today, for what must’ve been the third time, and it’s still magical. The artistry of puzzle creator Mitchell Lee is staggering.

If you somehow missed it the first time around, now’s your chance. Put this 25-minute video on in the background and prepare to have your mind blown.

Dan Q found GC3742 SP9

This checkin to GC3742 SP9 reflects a geocaching.com log entry. See more of Dan's cache logs.

Well this was a challenge! The woods threw off my GPS, but I’d brought a backup device so I averaged between them and found a likely GZ. The dog and I did an increasingly large spiral, checking all the obvious hiding spots, to no avail. Returning to our start point we began another pass, and something caught my eye! It was the cache!

A few things had made it challenging:

  • I put the coordinates 13m from where the CO does. Could be the woods, but I’m not the first to say about this distance.
  • This cache is by no means a “regular”. It’s not even a “small”. It would fit inside a 35mm film canister, which in my mind makes it clearly a “micro”!
  • It wasn’t in the hiding place indicated by the hint! I found in on the ground, beneath leaf litter, with thanks to my energetic leaf-kicking geohound!

Signed log and returned cache to the nearest hiding spot that fits the hint, hopefully others will find it more easily than we did! TFTC from Demmy the Dog and I!

Dan crouches in a forest; a French Bulldog is stretching up to lick his arm.

×

Local Expert

At school, our 9-year-old is currently studying the hsitory of human civilization from the late stone age through to the bronze age. The other week, the class was split into three groups, each of which was tasked with researching a different piece of megalithic architecture:

  • One group researched Stonehenge, because it’s a pretty obvious iconic choice
  • Another group researched the nearby Rollright Stones, which we’ve made a family tradition of visiting on New Year’s Day and have dragged other people along to sometimes
  • The final group took the least-famous monument, our very own local village henge The Devil’s Quoits
Dan, wearing a black t-shirt with the words "Let's make the web a better place" on, sits with his back to a standing stone. Four more standing stones can be seen stretching away into the bakground, atop a flowery meadow and beneath a slightly cloudy but bright sky.
Love me some ancient monuments, even those that are perhaps less authentically-ancient than others.

And so it was that one of our eldest’s classmates was searching on the Web for information about The Devil’s Quoits when they found… my vlog on the subject! One of them recognised me and said, “Hey, isn’t that your Uncle Dan?”1

On the school run later in the day, the teacher grabbed me and asked if I’d be willing to join their school trip to the henge, seeing as I was a “local expert”. Naturally, I said yes, went along, and told a bunch of kids what I knew!

A group of schoolchildren in a mixture of white and blue shirts, and with most wearing sunhats, sit on a pile of rocks alongside a ring ditch and listen intently to Dan.
I’ve presented to much-larger audiences before on a whole variety of subjects, but this one still might have been the most terrifying.

I was slightly intimidated because the class teacher, Miss Hutchins, is really good! Coupled with the fact that I don’t feel like a “local expert”2, this became a kick-off topic for my most-recent coaching session (I’ve mentioned how awesome my coach is before).

A young girl, her hair wild, sits at a kitchen table with a laptop and a homework book, writing.
I originally thought I might talk to the kids about the Bell Beaker culture people who are believed to have constructed the monument. But when I pitched the idea to our girl she turned out to know about as much about them as I did, so I changed tack.

I eventually talked to the class mostly about the human geography aspects of the site’s story. The area around the Devil’s Quoits has changed so much over the millenia, and it’s a fascinating storied history in which it’s been:

  • A prehistoric henge and a circle of 28 to 36 stones (plus at least one wooden building, at some point).
  • Medieval farms, from which most of the stones were taken (or broken up) and repurposed.
  • A brief (and, it turns out, incomplete) archeological survey on the remains of the henge and the handful of stones still-present.
  • A second world war airfield (a history I’ve also commemorated with a geocache).
  • Quarrying operations leaving a series of hollowed-out gravel pits.
  • More-thorough archeological excavation, backed by an understanding of the cropmarks visible from aircraft that indicate that many prehistoric people lived around this area.
  • Landfill use, filling in the former gravel pits (except for one, which is now a large lake).
  • Reconstruction of the site to a henge and stone circle again.3
Ultrawide panoramic picture showing a full circle of standing stones under a clear sky. The dry grass has been cut back, and the remains of a campfire can be seen.
It doesn’t matter to me that this henge is more a modern reconstruction than a preserved piece of prehistory. It’s still a great excuse to stop and learn about how our ancestors might have lived.

It turns out that to be a good enough to pass as a “local expert”, you merely have to know enough. Enough to be able to uplift and inspire others, and the humility to know when to say “I don’t know”.4

That’s a lesson I should take to heart. I (too) often step back from the opportunity to help others learn something new because I don’t feel like I’m that experienced at whatever the subject is myself. But even if you’re still learning something, you can share what you’ve learned so far and help those behind you to follow the same path. I’m forever learning new things, and I should try to be more-open to sharing “as I learn”. And to admit where I’ve still got a long way to go.

Footnotes

1 Of course, I only made the vlog because I was doing a videography course at the time and needed subject matter, and I’d recently been reading a lot about the Quoits because I was planning on “hiding” a virtual geocache at the site, and then I got carried away. Self-nerdsniped again!

2 What is a local expert? I don’t know, but what I feel like is just a guy who read a couple of books because he got distracted while hiding a geocache!

3 I’ve no idea what future archeologists will make of this place when they finda reconstructed stone circle and then, when they dig nearby, an enormous quantity of non-biodegradable waste. What was this strange stone circle for, they’ll ask themselves? Was it a shrine to their potato-based gods, to whom they left crisp packets as a sacrifice?

4 When we’re talking about people from the neolithic, saying “I don’t know” is pretty easy, because what we don’t know is quite a lot, it turns out!

× × × ×

Some Days the School Run is Easy

A video, in which I rant about the challenges of carrying two-childrensworth of school gear while dragging our dog, herding somebody else’s dog, and trying to stop the kids from fighting. Some mornings it’s easy. Today… it was not. Also available on YouTube.

Pencil sketch, on lined paper, showing a scooter, rucksack, guitar case, two book bags, two water bottles, filled poop bag, and a small dog. Above is handwritten "You took your time!"
A friend said that this story sounded like it belonged in an illustrated children’s book and sketched this while on her first call of the morning.

Full transcript of the audio (except for the ocassional snorting sounds of our noisy Frenchie as she snuffles about in the background):

The morning school run is never effortless. But some days it’s easy.

Today was not one of those days.

It’s a Wednesday. So, for some strange reason, that’s the heaviest-laden day. And so, with the eldest child on her bike and the youngest on his scooter I set off, pulling the dog, and carrying a PE kit, two book bags, two water bottles, and a guitar.

I should have realised early on that today wasn’t going to be a day that the universe smiled on me when the dog immediately ran off into a ditch to take a dump and I had to clamber down into the ditch with a poop bag to fill it.

But while I’m coming out of the ditch I discover that the youngest child has zipped off up ahead in an effort to ram into his older sister and in doing so has inevitably flipped himself over the handlebars of his scooter and is now lying, crying, in the middle of the road.

So I go over to him dragging the dog and carrying a PE kit and two book bags and two water bottles and a guitar and a bag full of poop and as best I can, carrying all those things, console him and eventually, with some encouragement he’s able to get back up and carry on walking to school, but says he can no longer scoot, so I have to carry the scooter.

Now I’m dragging a dog and carrying a poop bag and a PE kit and two water bottles and two book bags and guitar… and a scooter… and that’s when the oldest child manages to throw the chain off her bike.

Now she’s had little experience, in her defence, of the chain coming off her bike. And so she does the absolute worst thing possible which is tries to pedal as hard as possible to solve the problem which makes it much worse. By the time I get there the chain is royally snarled between some of the sprockets and their housing, so I put down the guitar and the bag of poop and I hand the lead to the younger child so that I can try to unpick the older child’s chain from her bike, getting myself covered in oil.

And that’s when I notice the commotion up ahead. There are some workmen who are rebuilding the wall outside Letterbox Cottage, and – up ahead of them – barking furiously, is a small dog. This dog is Lovey, and she belongs to a friend of ours. And she’s probably the best example of whatever the opposite of nominative determinism is. Because Lovey is a truculent little bitch. Lovey is a tiny small yappy dog who will start a fight with other dogs, try to see off workmen (which is what she’s doing at the time), and she’ll bark at passing cars. And right now she’s running free, unattended, in the middle of the road. And one of the workmen says to me, “Oh, do you know who’s dog that is?” and I have to admit that yes, I do.

So, dragging our dog and carrying a PE kit and two book bags and two water bottles, a guitar, a scooter, and a bag of poop, I have to help round up this lost dog, who – if it gets too close to our dog will start a fight – and get it back to the house where it lives.

So the younger child and I manage to succeed in our mission and return this lost dog and get back on our way to school and it’s there that we finally catch up with the older child who’s gotten bored and cycled ahead. And when we catch up to the older child with me dragging the dog and carrying a PE kit and two book bags and two water bottles and a guitar and a scooter and a bag of poop… she looks up at me and says, “Ugh! You took your time!”

Suffice to say, it’s a good job I Iove those children.

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Making a Home of Each Other (The Eggs)

This is a repost promoting content originally published elsewhere. See more things Dan's reposted.

I dislike recipe posts that, before you get anywhere near the list of ingredients, tell you what feels like the entire life story of the author and their family.

“Every morning my mother would warm up the stove, and this was a wood-fired stove back in the day, and make these. We lived in Minnosota…” I don’t care. I can’t begin to tell you how much I don’t care. Just tell me how to make the damn muffins ‘cos the picture’s got me drooling.

This is different. This is the latest and so-far only exception. This, I care about:

When we moved into a house of our own, I bought us a tea kettle that whistled in harmony when it boiled. Rent was cheap, and we were happy. Those were the days of sweet potato hash, wilted kale, and increasingly exotic baked goods. There was the Me-Making-You-Tea-in-the-Morning-Because-You-Hated-Mornings Phase, but also the You-Making-Me-Tea-in-the-Morning-Because-You-Went-to-Work-at-5am Phase.

Lucy tells a story so rich and personal about her and her wife’s experience of life, cohabitation, food, and the beauty of everyday life. I haven’t even read the recipe for The Eggs, even though it sounds pretty delicious.

Over the years I’ve found words for people who have done what we’re doing now, but I’ve also found a deeper truth: our queer community doesn’t demand a definition. They know that chili oil can change a life just as much as a marriage. That love is in the making and unmaking of beds. The candlelit baths. The laughter. The proffered feast that nourishes.

Queerness makes room within it for these relationships, or rather: queerness spirals outward. It blooms and embraces. That is the process by which we broaden our palates, welcoming what might seem new to us, but which is actually older than we know.

It’s a great reminder about focussing on what’s important. About the value of an ally whether the world’s working with you or against you. And, of course, about how every relationship, no matter what shape, size, or form, can enjoy a little more queering once in a while. Go read it.

Dan Q performed maintenance for GC9GTV3 Drive Slowly; Fox Crossing

This checkin to GC9GTV3 Drive Slowly; Fox Crossing reflects a geocaching.com log entry. See more of Dan's cache logs.

Maintenance check while walking the dog. Cleared some overgrown plants, but watch out because the nearby nettles ate still a little fierce (cache can be retrieved without a sting though!). Cache itself intact and healthy.

How cool are Silo’s credits?

I’ve long been a fan of Hugh Howey‘s Wool series of books (especially the first and third; the second’s a bit weaker); in fact I’ve been enjoying re-reading them as a bedtime story for our eldest!1

Naturally, when I heard that it would become a TV series I was really excited! I’m enjoying the series so far, especially thanks to its epic casting. It diverges a lot from the books – sometimes in ways I love, sometimes in ways that confuse me – but that’s not what I wanted to talk about. I wanted to share how cool the opening credits sequence is!

Spoiler warning: even if you’re following the TV series there are likely to be major spoilers below based on my recollection of the books!

Sun shining through yellow clouds.

We open on the sun shining above a thick layer of all-obscuring clouds, tinted sickly yellow like poison gas, then descend into the darkness below. This hints at the uninhabitability of the world above, foreshadows Lukas stargazing through gaps in the clouds2, and foreshadows revelations about the argon gas used to flush the airlocks. The descent feels representative of humanity’s migration from the sunlit surface to the underground silos.

A star-shaped structure seen from above, through thick clouds.

Looking down, we see the silo from above in a desolate landscape, introducing the world and its setting. The area around it is shrouded and hostile, reflecting the residents’ view of the outside world as unsurvivable, but also masking our view of the other nearby silos that we might otherwise be able to see.

Dark circle on a yellow background with random radial spokes.

Descending “into” this representation of the silo, we get a view for only a split second that looks distinctly like the platter and spindle of a magnetic hard disk drive, broken-up as if to represent corruption. This reflects a number of major plot points in the first season relating to the destruction and recovery of secret information from ancient storage devices.

Sepia view "down" into a deep silo, with landings and skywalks visible.

Truly within the silo now, we see the spokes of landings radiating out from the great stairwell. The shape is reminiscient of a cog: a motif we’ll return to later. Humanoid shapes made of light, like you get in a long exposure, move around, giving both the idea of a surveillance state, and setting us up to think of all such “glowing spots” as people (relevant later in the credits).

Spiral, shaking, with illuminated gaseos shapes whipping around it.

A representation of the stairwell itself appears, with a lit gaseous substance whipping up and down it. Given that we’ve just been shown that this kind of “light” represents people, it’s easy to see this as showing us the traffic that grinds up and down the silo, but it also feels like looking at part of a great machine, pumping gas through a condenser: notice that there’s no landings any more: this is all about the never-ending traffic.

Skewed camera angle showing a dark bridge with ghostly gaseous figures crossing.

A landing appears, and the gaseous forms are now more-clearly humanoid, almost as if they’re ghosts (perhaps pointing to the number of generations who’ve lived before, in this place, or else a reference to Juliette’s investigation into the lives of those who lived before her).

A swirling mass of luminescent gas around a central pillar, with a fenced balcony visible.

More swirling gas-people, this time below an empty balconette: perhaps a nod to the source of Juliette’s uncommon name (in the books, it’s taken from Romeo & Juliet, a possibly-illicit copy of which is retained by the silo and performed prior to Juliette’s birth and for at least a short while afterwards: she writes mechanical notes on the back of a playscript), or perhaps a reference to George’s death after “falling” from a balcony.

Blue-white gas wirls around a pillar.

Seen from a different angle, the colour shifts, and the gas/ghosts become white like the argon spray of the airlock. The people are all part of a machine: a machine that sends people outside to clean and die. But more than that, the blue comes to represent a clean/perfect view of what a silo can be: a blueprint representation of the goals of its creators to shape the inhabitants into their vision of the future:

Partial X-ray of a human spine?

We refocus on the shape of the silo itself, but just for a split second the view looks more like an x-ray… of a human spine? As if to remind us that it’s people who upload the system of the silo, just as its concrtete uploads its physical structure. Also a reminder that the silo is treated (by those who manage it, both within and beyond it) as an organic thing that can be nurtured, grown, or if necessary killed.

Bridges seen semi-transparently.

This becomes the structure of the silo, but it almost looks architectural: a “clean” look, devoid of people or signs of life, like a blueprint, perhaps foreshadowing Donald’s role in designing the structures that will eventually become the silos. The “space” between the arms is emphasised, showing how the social system that this structure imposes serves to separate and segregate people: classism is a recurring theme in both the books and the TV series, and it eventually becomes apparent that the silos are specifically organised to reduce communication between interdependent groups.

Swirling spiral of gaseous light with a nautillus shell shape at its centre.

Returning to the “populated” silo – swirls of gas spiralling away down (or up: it’s no longer clear!), we catch a glimpse of a nautilus shell at the centre. The nautilus is a “living fossil”, a creature from a bygone era that continues to survive in our modern world, which is an excellent metaphor for the population of the dead world who go on living beneath its surface. The nautilus shell is a recurring image within the TV series: Gloria’s visions of the world that came before see her clutching one and tracing its shape, for example.

A seed in a yellow cloud.

We cut to what appears to be a seed, representing both the eventual conclusion of the story (Juliette, Charlotte and the Silo 18 survivors’ discovery of the cache of supplies that will allow them to begin rebuilding the world) and also the nature of the silo3. The seed we see initially appears to fail and degrade, becoming nothing at all, before eventually growing into the beginnings of a strong new plant. This could represent the eventual and inevitable collapse of silo 18, among others, but the eventual flourishing of those that survive, or on a broader scale the collapse of modern civilization to be replaced by the silos, or even of the silo system to be replaced with that which follows it after the conclusion of the story. Lots of options!

A seedling grows in harsh conditions.

It’s also possibly a reflection of the harsh and opaque eugenics/population control mechanism imposed by the “lottery”, which becomes a major plot point in the TV series much earlier than in the books.

Trees in a yellow fog.

We cut to trees, thriving despite a yellow fog. The sky can’t be seen, which is a reminder that all of humanity’s resources must now be produced underground (trees are especially rare and prized, leading to a shortage of paper4. It seems to be deliberately left unclear whether the trees we see are on the surface before the fall of humanity, on the surface after the fall, or grown underground.

Fruit falling from a tree.

A fruit falls from the tree, which links back to the seed we saw geminate earlier but also seems likely to be a representation of the concept of original sin. The grand idea of the silos was to create a better world on the other side of a man-made catastrophe, but this idea is inherently flawed because the systems that are constructed by the same people who are complicit in the destruction of the world that came before. The structure that’s put in place through the Pact carries the weight of the sins of its creators: even though the inhabitants of silo 1 ultimately intend to destroy themselves, they’re unable to create a new world that is both better than the one that came before and free from their influence: it’s an impossibility.

It’s also possibly a representation of the religious beliefs of some inhabitants that the creators of the silo should be revered as gods. This was a recurring plot point in the books but has been somewhat muted in the TV series so far.

Rotting fruit falls.

The metaphor continues when we see that this falling fruit is already beginning to rot, degrading as it tumbles towards the earth. We don’t see it strike the ground: it almost seems to hover in the air, uncertain and undecided, and reflective of the eventual end when the inhabitants of the silos break free from the shackles of the system that’s been constructed for them and can choose their own destiny. Or perhaps we don’t see the collision simply because the camera continues to fall down into the earth and below the surface again?

Heavy industrial machinery, smoke, and fumes.

This time, wer’e very deep: all the way down in the depths of Mechanical, at the bottom of the silo: home to our heroine and source of many aspects of the story. In the centre, a shaft descends, connecting us back to the “spine” of the silo – the great staircase – but it’s harder to see as a wealth of machinery appears to support it, occluding our view. From down here in Mechanical it appears that the machines keep the silo running, whereas further up it looked like humans pumped through it like blood, which reflects Juliette’s disagreements with many of those up-top about their priorities during her time as Sheriff and, later, as Mayor.

A cloud of steam, some of it with humanoid shapes.

We see a cloud of steam, like that used to drive the generator that brings life to the silo, and for a moment it’s impossible to differentiate it from the cloud of people we saw earlier, rushing up and down the stairs. Look closely at the steam, though, and you’ll see that it too contains the ghosts of people.

Many cogs whirl in a firey light.

Deeper still, the cog motif returns and we’re buried in an impossible number of interconnected gears. The machine that they support is impossible to comprehend from within: How big is it? What is it for? Who made it and why?

A cog crossfades into a top-down view of a spiral staircase.

The final cog mutates into the staircase again, winding away from us and hammering the point home.

A spiral staircase becomes encased in outlines of blue-white light.

The staircase changes again, first becoming an outline of itself (a callback to the “blueprint” design we saw earlier, reminding us that this thing was designed to be like this)…

A double-helix shape cast in light, being made from the alternating-steps of a staircase.

…but this becomes a double-helix, representing the chaos of life. Again, the metaphor is of a perfect idea constructed to achieve a goal, but the unpredictability of humans leads to a different outcome.

The ends of spiraling lights appear to spin around.

Seen from above, the staircase now looks like an enormous clock, a machine of cogs each turning slower than the one beneath, counting down until the end of the silo experiment in accordance with the whim of its creators. Except, of course, if something were to break this machine.

Cross-section of different-sized circular floors with ghostly people moving around.

Seen from the side, the silo is a hive of activity, but the shape the levels form in this depiction are exactly like the rotors of a steam turbine, and this is reflected by an image of steam, almost in the shape of a growing tree – passing behind it in the background. The generator and its rotor blades is a significant early plot point in both the books and the TV series, and the books in particular use engine metaphors to explain Juliette’s interpretation of different situations she finds herself in, even those which are distinctly interpersonal rather than mechanical.

Cog-like shape.

Looking back up the silo, towards the light, we can now see its shape and structure for what it is: just another cog – a part of an even bigger machine that is the whole Operation Fifty silo network. The people are the lifeblood of this machine, but they’re as replaceable and interchangable as any other part.

The word "SILO" in a stab-serif font, black on a yellow background.

Finally, we crossfade to the title, looking like a stencil. Each letter is more-degraded than the one before it, representing the impossibility of building a perfect system.

The credits sequence is less than 90 seconds long, but so much is packed into it. It’s just great.

Footnotes

1 We’re into the final act of Dust now and it’s been amazing to experience the characters – loveable and hateable – of the series.

2 Curiously, in the TV series Lukas is only ever seen stargazing on clear nights, which is one of those confusing choices I mentioned. I suspect it’s for aesthetic reasons and to help add some romance to Juliette and Lukas’s courtship.

3 A silo is, of course, a place to store something valuable through the hard times. This is exactly what the silos in this story are for.

4 The shortage of paper shows up many times in the books but is somewhat glossed-over in the TV series. I’m not sure how they’ll reconcile that with the impact of the discovery of the Legacy, later.

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Note #21487

Toast popup, reading: FreshRSS: new articles! There are -26 new articles to read on FreshRSS. (unread: 1148) via rss.fox.q-t-a.uk

I have minus 26 new articles in my RSS reader! Either I’m a time traveller, or there’s a wraparound bug when you neglect your unreads for long enough.

Both seem equally likely, if I’m honest.

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WCEU23 – Day 2

My second day of the main conference part of WordCamp Europe 2023 was hampered slightly by a late start on my part.

Dan, sweating, with an actively-used dancefloor in the background.
I can’t say for certain why I woke up mildly hungover and with sore knees, but I make an educated guess that it might be related to the Pride party I found myself at last night.

Still, I managed to get to all the things I’d earmarked for my attention, including:


Gutenberg collaborative editing experience

I’m sure I can’t be the only person who’s been asked “why can’t the (or ‘shouldn’t the’) WordPress post editor let multiple people edit post at the same time”. Often, people will compare it to e.g. Google Docs.

A man in a blue shirt stands on a large stage.
I can’t begin to speculate how often people must ask this supposedly-trivial question of Dawid Urbański, possibly the world’s expert on this very question.

Dawid summarised the challenging issues in any effort to implement this much-desired feature. Some of them are examples of those unsolved problems that keep rearing their heads in computer science, like the two generals’ problem, but even the solvable problems are difficult: How does one handle asynchronous (non-idempotent) commutative operations? How is the order of disparate actions determined? Which node is the source of truth? If a server is used, where is that server (with a nod to quite how awful the experience of implementing a Websockets server in PHP can be…)? And so on…

Slide showing a timeline in which two participants A and B send an update to one another, but neither can be sure whose update was made first.
Slides showing simplified timelines of parties communicating with one another in ambigous ways

I really appreciated Dawid’s reference to the various bits of academic literature that’s appeared over the last four decades (!) about how these problems might be solved. It’s a strong reminder that these things we take for granted in live-updating multi-user web applications are not trivial and every question you can answer raises more questions.

There’s some great early proof-of-concepts, so we’re “getting there”, and it’s an exciting time. Personally, I love the idea of the benefits this could provide for offline editing (perhaps just because I’m still a huge fan of a well-made PWA!).


The future of work is open

James Giroux’s goal: that we all become more curious about and more invested in our team’s experiences, from a humanistic standpoint. His experience of companies with organic growth of software companies is very, very familiar: you make a thing and give it away, then you need more people, then you’ve somehow got a company and it’s all because you just had an idea once. Sounds like Three Rings!

A man in a white t-shirt and dark jacket stands on a stage in front of a screen; the bottom line of the words on the screen can be seen to read "Work is Open".
Financial success is not team success, as Twitter shows, with their current unsustainable and unhappy developer culture, James reminds us.

James was particularly keen to share with us the results of his Team Experience Index research, and I agree that some of the result are especially exciting, in particularly the willingness of underrepresented groups, especially women, to enagage with the survey: this provides hugely valuable data about the health of teams working in the WordPress space.

A slide showing demographic details: 28% say that they represent a historically underrepresented group, 55% are in North America, 67% provided a gender that was not "male".
The statistician in me immediately wanted to know how the non-response rate to these (optional) questions varied relative to one another (if they’re very different, putting these pie charts alongside one another could be disingenuous!), but I’m tentatively excited by the diversity represented anyway.

“We have this project that we work with and contribute to, that we love,” says James, in an attempt to explain the highly-positive feedback that his survey respondents gave when asked questions about the authenticity of their purpose and satisfaction in their role.

A man on a stage stands in front of a slide listing strengths and opportunities resulting from the survey.
Again, my inner statistician wants to chirp up about the lack of a control group. The data from the survey may well help companies working within the WordPress ecosystem to identify things we’re doing well and opportunities for growth, but it’d also be cool to compare these metrics to those in companies outside of the WordPress world!

So, what do we do with these findings? How do WordPress-ey companies improve? James recommends that we:

  • Get better are showing what recognition, celebration, and career growth looks like,
  • Improve support and training for team leaders to provide them with the tools to succeed and inspire, and
  • Bridge the gap between leadership and team members with transparent, open dialogue.

Good tips, there.


The Big Photo

A WordCamp tradition is to try to squeeze every willing participant into a photo. Clearly with the size that these events are, nowadays, this requires some wrangling (and, in this case, the photographers standing atop the roof of a nearby building to get everybody into frame).

An enormous crowd shuffles tightly into a courtyard. A trio of blue-shirted photographers stands atop a building opposite them.
Like herding cats, trying to get several hundred people to line up where you want them for a photograph is an exercise in patience.

I’ll have to keep an eye out for the final picture and see if I can find myself in it.


What is new in CSS?

I always find that learning about bleeding edge CSS techniques makes me feel excited and optimistic, perhaps because CSS lends itself so well towards a progressive enhancement approach to development: often, you can start using a new technique today and it’ll only benefit, say, people using a beta version of a particular browser (and perhaps only if they opt-in to the applicable feature flag). But if you’ve designed your site right then the lack of this feature won’t impact anybody else, and eventually the feature will (hopefully) trickle-down into almost everybody’s Web experience.

Anyway, that’s what Fellyph Cintra says too, but he adds that possibly we’ve still not grown out of thinking that browsers take a long time between versions. 5 years passed between the release of Internet Explorer 6 and Internet Explorer 7, for example! But nowadays most browsers are evergreen with releases each month! (Assuming we quietly ignore that Apple don’t sent new versions of Safari to old verisons of MacOS, continuing to exacerbate a problem that we used to see with Internet Explorer on Windows, ahem.)

A man on a stage with his arm out in greeting to the crowd in front of him.
Fellyph told us about how he introduced <dialog> to his team and they responded with skepticism that they’d be able to use it within the next 5 years. But in fact it’s already stable in every major browser.

An important new development may come from Baseline, a project to establish a metric of what you can reliably use on the Web today. So a bit like Can I Use, I guess, but taken from the opposite direction: starting from the browsers and listing the features, rather than the other way around.

Anyway, Fellyph went on to share some exciting new ideas that we should be using, like:

  • object-fit and object-position, which can make the contents of any container “act like” a background
  • aspect-ratio, which I’m already using and I love, but I enjoyed how Fellyph suggested combining the two to crop images to a fluid container on the client side
  • scroll-behavior: smooth, which I’ve used before; it’s pretty good
  • clamp, which I use… but I’m still not sure I fully grok it: I always have to load some documentation with examples when I use it
  • @container queries, which can apply e.g. (max-width: ...) rules to things other than the viewport, which I’ve not found a need for yet but I can see the value of it
  • @layers, which grant an additional level of importance in the cascade: for example, you might load a framework into a layer (with @import url(...) layer(framework)) which is defined as a lower-priority than your override layer, meaning you won’t have to start slapping !important all over the shop
  • @media (400px <= width <= 600px)-style media queries, which are much easier to understand than min-width: if you’re used to thinking in a more-procedural programming language (I assume they work in container queries too!)
Fellyph Cintra stands in front of a large screen showing a slide that introduces himself to his audience: "Front-end Lead at Digitale Methode & Google Developer Expert @fellyph"

It’s also worth remembering:

  • @supports, which is badass and I love and use it already (it was especially useful as display: grid began to roll out and I wanted to start using it but needed to use a fallback method for browsers that didn’t support it yet
  • :has(), which I’ve long thought is game-changing: styling something based on what it contains is magical; not really suitable for mainstream use yet without Firefox support, though (it’s still behind a feature flag)! Fellyph sold me on the benefit of :not(:has(...)), though!
  • Nesting, which again doesn’t have Firefox support yet but provides SCSS-like nesting in CSS, which is awesome
  • Scroll-driven animations, which can e.g. do parallax effects without JavaScript (right now it’s Canary only, mind…), using e.g. animation-timeline: and animation-range: to specify that it’s the scroll position within the document that provides the timeline for the animation

And keeping an eye on upcoming things like text-balanced (which I’m already excited by), popover, selectmenu, view transitions (which I’ve been experimenting with because they’re cool), and scoped style.

Fellyph was at least as inspiring as I’d hoped.


Stop blocking my thread

For my second workshop, I joined Google’s Adam Silverstein to watch him dissect a few participants’ websites performance using Core Web Vitals as a metric. I think I already know the basics of Core Web Vitals, but when it comes to improving my score (especially on work-related sites with unpleasant reliance on heavyweight frameworks like React, in my experience).

A man stands at a podium.
In an early joke, Adam pointed out that you can reduce JavaScript thread blocking by removing JavaScript from your site. A lot of people laughed, but frankly I think it’s a great idea.

We talked a lot about render blocking (thanks to JS and CSS in the <head>), thread blocking (by scripts, especially those reacting to user input), TTFB (relating to actual network and server performance, or at least server-side processing), TBT (the time between FCP and TTI), and the upcoming change to measure INP rather than FID. That’s a lot of acronyms.

The short of it is that there are three pillars to Core Web Vitals: loading (how long until the page renders), interactivity (how long until the page responds to user interaction), and stability (how long it takes for the page to cease layout shifts as a result of post-load scripts and stylesheets). I was pleased that Adam acknowledged the major limitation of lab testing resulting from developers often using superior hardware and Internet connections to typical users, and how if you’re serious about performance metrics you’ll want to collect RUM data.

Adam explaining Render-Blocking CSS.
The fastest way to improve rendering performance is to put fewer obstacles in the way of rendering.

I came away with a few personalised tips, but they’re not much use for your site: I paid attention to the things that’ll be helpful for the sites I look after. But I’ll be taking note of his test pages so I can play with some of the tools he demonstrated later on.


Variations on a theme: 20 years of WordPress

I couldn’t liveblog this because I spent too much of the session applauding. A few highlights from memory:

  • Phase 2 (of 4) of Gutenberg is basically complete, which is cool. Some back-and-forth about the importance of phase 4 (bringing better multilingual support to WordPress) and how it feels like it’s a long way away.
  • Lots of plugging for Five for the Future, which I can get behind.
  • In the same vein as his 2016 statement that WordPress developers should “learn JavaScript deeply”, Matt leant somewhat into the idea that from today they should “watch AI carefully”; I’m not 100% convinced, but it’s not been stopping me from getting involved with a diversity of AI experiments (including some WordPress-related ones) anyway.
  • Musings about our community being a major part of why WordPress succeeded (and continues to thrive) unlike some other open source projects of its era. I agree that’s a factor, but I suspect that being in the right place at the right time was also important. Perhaps more on that another time.
  • Announcement of the next WordCamp Europe location.

Here’s looking forward to WordCamp Europe 2024 in Turin!

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