Found almost-accidentally with my 3 y/o caching assistant while visiting the festival today. We’d parked in the field and I’d just thought to look at my GPSr to see if there were any
caches in the vicinity, and this one flagged up as being right next to us! Didn’t even have to see the description: the hiding place just jumped out at us! TFTC.
All secure crypto on the Internet assumes that the DNS lookup from names to IP addresses are insecure. Securing those DNS lookups therefore enables no meaningful security. DNSSEC does
make some attacks against insecure sites harder. But it doesn’t make those attacks infeasible, so sites still need to adopt secure transports like TLS. With TLS properly
configured, DNSSEC adds nothing…
That’s it – I’m calling it – HTTPS adoption has now reached the moment of critical mass where it’s gathering enough
momentum that it will very shortly become “the norm” rather than the exception it so frequently was in the past. In just the last few months, there’s been some really significant
things happen that have caused me to make this call, here’s why I think we’re now at that tipping point…
People with extremely sunny attitudes find it difficult to empathize with people who are recounting a negative experience, according to a study recently published at PLOS ONE. Ironically, positive people also reported being better at empathizing than did people
who labelled themselves as slightly less than bubbly…
Programmers in our startup usually put 8 hours and go home. I keep reading stories about 80+ hour weeks. How do you make them work longer hours? Do we have to pay overtime? We gave
few of them some equity, but it doesn’t seem to work.
My Answer:
I’m going to tell you a secret, so please listen closely.
No programmers really work 60-80 hours a week, especially in a 5 day span. That is a 12-16 hour day, 5 days a week.
I promise you that any company that has programmers “working” that many hours is really only getting 2-4 hours of real work out of them each day. The rest of the time will be filled
with pointless meetings, a fair amount of web browsing, and then a whole lot of looking busy…
I’m not a big fan of job titles. I’ve always had trouble defining what I do as a noun—I
much prefer verbs (“I make websites” sounds fine, but “website maker” sounds kind of weird).
Mind you, the real issue is not finding the right words to describe what I do, but rather figuring out just what the heck it is that I actually do in the first place…
I am a survivor of an abusive relationship, and parts of that experience affect the way that I engage in romantic relationships… but I have difficulty quantifying exactly how
much. Insert obvious (minor) trigger warning here, and scroll past the kitten if you want to read more.
Mew.
I’m fine, by the way. It took… a long, long time, like in the region of a decade, to be completely fine about it, and I appreciate that compared to many people, I got
lucky. Like many victims (and especially among men), my recovery was hampered by the fact that I found it difficult to see the relationship as having been abusive in the first place:
that first step took many years all by itself. I’m not kidding when I say I’m fine, by the way: no, I don’t need to talk about it (with many of my circles of friends made up of current
and former helpline volunteers of various types, I feel the need to make that doubly-clear: sometimes, one just can’t escape from people who care
about you so much that they’ll offer you a cup of tea even if they’ve only got saltwater to make it with, if you catch the drift of my needless in-joke).
But I wanted to share with you something that I’ve gradually realised about how I was changed as a result of that relationship. Something that still affects me today and, for all I
know, probably always will: a facet of my personality whose origins I eventually traced back to that dreadful relationship.
Earlier this year, I finally got around to reading the (brilliant) Stories of Your Life and Others by Ted Chiang. As somebody who loves to take apart his own brain to see how it
works, I loved the story of an automaton who more-literally does exactly that.
A major factor in my attraction to people, for the last decade and a half, has been whether or not they demonstrate being attracted to me. I’m sure that’s the case for
everybody, at least to some extent – there’s a necessary reciprocity for a relationship to work, of course – but in my case there’ve been times in my past when the entirety of my
attraction to somebody could be described in terms of their attraction to me… and that’s a level that definitely isn’t healthy! It stems from a lack of belief in my own worth as
relationship material, which had grown to such an extent that feeling as if I were even-remotely attractive in somebody else’s eyes has, regardless of whether or not I’d be interested
in them under other circumstances, made me feel as though I ought to “give them a shot”. Again: not healthy.
This, in turn, comes from a desperation of considering myself fundamentally unattractive, undateable, and generally unworthy of the attention of anybody else in any
relationship capacity… which is highly tied-up in the fact that I had a relationship in which my partner repeatedly and methodically taught me exactly that: that I was lucky to be in a
relationship with them or indeed with anybody, etc.
Given enough time, persuasion, and coercive tactics, this is the kind of shit that sinks in and, apparently, sticks.
If this picture makes you sad… then you shouldn’t have scrolled past the kitten, should you?
I don’t mind that I’m a product of my environment. But it bugs me a little that I’m still, to a small (and easily managable, nowadays) extent the product of somebody else’s deliberate
and manipulative efforts to control me, a decade and a half after the fact.
Now I’ll stress once again that I’m fine now: I’ve recovered by as much as I need (or at least expect) to. Some years ago, I finally got to the point that if you let me know that you’re
attracted to me then that isn’t by itself something that makes me completely infatuated with you. Nowadays, I’m capable of actually engaging my brain and thinking “Hmm: would I
be interested in this person if it weren’t for the fact that they’d just validated my worth in some way?” But I’m still aware of the sensation – that nagging feeling that I’m acting
according to a manipulative bit of programming – even though I’m pretty confident that it doesn’t influence how I behave any more.
It’s funny how our brains work. At the end of the relationship, I made a reasonably-rapid bounceback/recovery in terms of my general self-worth, but it took far, far longer to
get control over this one specific thing. I guess we all react to particular stresses in different ways. For me, somebody who’d spent his childhood and teen years with perhaps, if
anything, a little much self-worth, it might have been inevitable that I’d be unable to rebuild the part of that self-image that was most-effectively demolished by somebody
else: the bit that is dependent upon somebody else’s validation.
But who knows… as I said, I have difficulty quantifying how much that abusive relationship impacted me. Because it is, of course, true to say that every single thing I’ve
ever experienced will have affected me in some way or another – made me the person I subsequently became. How can I justify blaming a single relationship? I know that I wasn’t
“like this” back when I first started my dating life, but I can’t conclusively prove that it was the result of any one particular relationship: for all I can claim, perhaps it was
something else? Maybe this was always who I’d become? Or maybe, of course, this entire paragraph is simply the result of the fact that my brain still has difficulty with the
term “abusive relationship” and is more-than-happy to keep trying to reach for whatever alternative explanations it can find.
Once again though, I’ll stress that I’m okay now and I have been for many years. I just wanted to share with you an observation I’d made about my own psychology… and the long
tail that even the “tamest” of abusive relationships can leave.
As you may know, I’ve lately found an excuse to play with some new web technologies, and I’ve also taken the opportunity to try to gain a deeper
understanding of some less bleeding-edge technologies that I think have some interesting potential. And so it was that, while I was staffing the Three Rings stall at last week’s NCVO conference, I made use of the
time that the conference delegates were all off listening to a presentation to throw together a tech demo I call Steer!
A player uses their mobile phone to steer a car on a desktop computer, using nothing more than a web browser.
As you can see from the GIF above, Steer! is a driving game. The track and your car are displayed in a web browser on a large screen,
for example a desktop or laptop computer, television, or tablet, and your mobile phone is used to steer the car by tilting it to swerve around a gradually-narrowing weaving road. It’s
pretty fun, but what really makes it interesting to me is the combination of moderately-new technologies I’ve woven together to make it possible, specifically:
The Device Orientation API, which enables a web application to detect the angle at which
you’re holding your mobile phone
Websockets as a mechanism to send that data in near-real-time from the phone to the browser, via a web server: for the
fastest, laziest possible development, I used Firebase for this, but I’m aware that I could probably get better performance by running a
local server on the LAN shared by both devices
The desktop browser does all of the real work: it takes the orientation of the device and uses that, and the car’s current speed, to determine how it’s position changes over the time
that’s elapsed since the screen was last refreshed: we’re aiming for 60 frames a second, of course, but we don’t want the car to travel slower when the game is played on a
slower computer, so we use requestAnimationFrame to get the fastest rate possible and calculate the time between renderings to work out how much of a change has
occurred this ‘tick’. We leave the car’s sprite close to the bottom of the screen at all times but change how much it rotates from side to side, and we use it’s rotated to decide how
much of its motion is lateral versus the amount that’s “along the track”. The latter value determines how much track we move down the screen “behind” it.
The track is generated very simply by the addition of three sine waves of different offset and frequency – a form of very basic procedural generation. Despite the predictability of mathematical curves, this results in a moderately organic-feeling road
because the player only sees a fraction of the resulting curve at any given time: the illustration below shows how these three curves combine to make the resulting road. The difficulty
is ramped up the further the player has travelled by increasing the amplitude of the resulting wave (i.e. making the curves gradually more-agressive) and by making the road itself
gradually narrower. The same mathematics are used to determine whether the car is mostly on the tarmac or mostly on the grass and adjust its maximum speed accordingly.
In order to help provide a visual sense of the player’s speed, I added dashed lines down the road (dividing it into three lanes to begin with and two later on) which zip past the car
and provide a sense of acceleration, deceleration, overall speed, and the impact of turning ‘sideways’ (which of course reduces the forward momentum to nothing).
This isn’t meant to be a finished game: it’s an experimental prototype to help explore some technologies that I’d not had time to look seriously at before now. However, you’re welcome
to take a copy – it’s all open source – and adapt or expand it. Particular ways in which it’d be fun to improve it might include:
Allowing the player more control, e.g. over their accelerator and brakes
Adding hazards (trees, lamp posts, and others cars) which must be avoided
Adding bonuses like speed boosts
Making it challenging, e.g. giving time limits to get through checkpoints
Day and night cycles (with headlights!)
Multiplayer capability, like a real race?
Smarter handling of multiple simultaneous users: right now they’d share control of the car (which is the major reason I haven’t given you a live online version to play
with and you have to download it yourself!), but it’d be better if they could “queue” until it was their turn, or else each play in their own split-screen view or something
Improving the graphics with textures
Increasing the entropy of the curves used to generate the road, and perhaps adding pre-scripted scenery or points of interest on a mathematically-different procedural generation
algorithm
Switching to a local LAN websocket server, allowing better performance than the dog-leg via Firebase
Greater compatibility: I haven’t tried it on an iPhone, but I gather than iOS devices report their orientation differently from Android ones… and I’ve done nothing to try to make
Steer! handle more-unusual screen sizes and shapes
Anything else? (Don’t expect me to have time to enhance it, though: but if you do so, I’d love to hear about it!)