Once You’re Asking the Right Question, You Don’t Need To Ask!

Folks at work have been encouraging to make more use of generative AI in my workflow1; going beyond my current “fancy autocomplete” use and giving my agents more autonomy. My experience of such “vibe coding” so far has been… mixed2, but I promised I’d revisit it.

One thing that these models are usually effective at is summarisation3. This is valuable if you’re faced with a large and unfamiliar codebase and you’re looking to trace a particular thing but you’re not certain where it is or what it’ll be called. While they’re not always fast, these tools can at least work in the background, which allows the developer to get on with something else while the agent trawls logs, code, and configuration to find and explain a fuzzily-defined thing.

Recently, I had a moment which I thought might be such an instance… but it didn’t turn out quite the way I expected. Here’s the story4:

The broken dev env

I’d been drafted into an established and ongoing project to provide more hands, following a coworker’s departure last week. This project touches parts of our (sprawling, microsevices-based) infrastructure that I hadn’t looked at before, so there was a lot I didn’t yet know.

I picked an issue that had belonged to my former colleague that QA had rejected and set out to retrace their steps: to replicate the problem that the QA engineers had identified and in doing so learn more about the underlying process.  I spun up my development environment and tried to follow the steps.

A popup error message saying "Oops, something went wrong. Please try again."
The process failed… but much earlier than QA had said it would. Clearly my development environment was at fault, or at least not representative of their setup.

But I couldn’t even get as far as their problem before my frontend barfed out an error message. Sigh! Probably there’s some configuration I’ve missed somewhere in the myriad microservices, or else the data I’m testing with isn’t a fair reflection on what they’re doing as-standard.

Following some staff changes, I have no teammates on this side of the Atlantic who could help me decipher this: a “quick question on Slack” wouldn’t solve this one until hours from now. It was time to start debugging!

But… maybe Claude could help? It’s got access to almost all the same code, logs, tools and browser windows I do. I started typing:

✨ What’s up next, Dan?

In my development environment for https://service.dev/asset/new, when I click “Save”, I see the error “Oops, something went wrong.” Why?

Context is key

It’s quite possible that Claude would have gone away, had a “think”, done some tests, and then come back to me with a believable answer. It might even have been correct, and I’d have been able to short-cut my way back to productivity (and I’d have time to make a mug of coffee and finish reading my emails while it did so). Then, I’d just have to check that it was right, make the change, and get on with things.

But I realised that it’d probably work faster (and cheaper, and using less energy) if it had slightly more context from the get-go, so I elaborated. The first thing I’d want to know if I were debugging this is what was actually happening behind the scenes. I dipped into my browser’s Network debugger and extracted the relevant output, adding it to my prompt:

✨ What’s up next, Dan?

In my development environment for https://service.dev/asset/new, when I click “Save”, I see the error “Oops, something went wrong.” Why?The payload POSTed to the server is { content: 'test1', audience: [ 'one' ], status: 'draft' } and the response is a HTTP 500 with the following stack trace: pasted 94 lines

That’s more like it, now I could let it get on with its work. But wait…

Rubberducking

There’s a concept in computer programming called “rubberducking”. The name comes from an anecdote in The Pragmatic Programmer about a developer who, when stuck on a problem, would explain the code line-by-line to a rubber duck. The thinking is that talking-through a problem, even to someone (or something) who doesn’t understand it, can lead the speaker to insights they were otherwise missing.

I’ve done it myself many, many times: recruiting a convenient colleague or friend and talking them through the technical problem I was faced with, and inviting them to ask me to go into greater detail if I seemed to be skimming over anything, and I can promise that it can work.

A witch is happy and proud of her invention - a rubber duck. She explains to her friend: I just figured that formulating my questions out loud helps me to solve them, and finally that's all I needed.
I discovered Mini Fantasy Theater recently and loved this episode from its backlog.

The panel above is part of a series in which a sorceress called Cepper who’s coerced by her university into using Avian Intelligence (“AI”) – a robotic parrot5 that her headmaster insists is the future of magic. She experiments with it, finds it occasionally useful but more-often frustrating, attempts to implement her own local version but find that troublesome in different ways, and eventually settles on using an inanimate rubber duck instead. I get it, Cepper!

Let’s put that distraction aside for a moment and get back to the story of my broken development environment.

Clues in the stack trace

The top entry in the stack trace was an unsuccessful call to a different microservice, so I figured I’d pull its logs too, in order to further help direct the AI in the right direction6:

✨ What’s up next, Dan?

In my development environment for https://service.dev/asset/new, when I click “Save”, I see the error “Oops, something went wrong.” Why?The payload POSTed to the server is { content: 'test1', audience: [ 'one' ], status: 'draft' } and the response is a HTTP 500 with the following stack trace: pasted 94 linesThe stack trace suggests that a call is being made to the dojo backend service, where the following error log looks relevant: pasted 9 lines

I haven’t tried it, but I’m pretty confident that the LLM, after much number-crunching and a little warming-up of some datacentre somewhere, would get to the answer. But again, I found something niggling inside me: the second-from top line in the dojo logs suggested that a connection was being made to a further, deeper microservice.

I should pull its logs too, I figured.

The final puzzle piece

As an aide mémoire – in a way I’ve taken to doing when taking notes or when talking to AI – I first typed what I was going to provide. This is useful if, for example, somebody distracts me at a key moment: it means you’ve got a jumping-off point predefined by my past self:

✨ What’s up next, Dan?

In my development environment for https://service.dev/asset/new, when I click “Save”, I see the error “Oops, something went wrong.” Why?The payload POSTed to the server is { content: 'test1', audience: [ 'one' ], status: 'draft' } and the response is a HTTP 500 with the following stack trace: pasted 94 linesThe stack trace suggests that a call is being made to the dojo backend service, where the following error log looks relevant: pasted 9 lines. It’s calling osiris, which says:

I dipped into the directory for osiris, and before I even got to the logs I spotted a problem: that microservice was on an old feature branch. How odd! I switched to the main branch and… everything started working.

The entire event took only a few minutes. I’d find some information, type it into Claude’s input field, realise that more information could be valuable, and repeat.

By the time I’d finished describing the problem, I’d discovered the solution. That’s the essence of successful rubberducking. I didn’t need the AI at all. All I needed was the illusion of something that might be able to help if I just talked through what I was thinking.

I don’t know what the moral is, here.

I wonder if I’d have been as effective had I just typed into my text editor. I suppose I would have, but I wonder if I’d have been motivated to do so in the first place? I’ve tried rubberducking before by talking to an imaginary person, but I’ve never tried typing to one7; maybe I should start?

Footnotes

1 I’m pretty sure every engineering department nowadays has it’s rabid fanboys, but I’m pleased that for the most part my colleagues take a more-pragmatic and realistic outlook: balancing the potential benefits of LLM-assisted coding with its many shortfalls, downsides, and risks.

2 My experience of vibe-coding in a nutshell: LLMs are great at knocking out the easy 80% of any engineering problem, but often in a way that makes the remaining 20% – already the hard part – harder than it would have been if a human had done the first 80% (especially if it’s the same human and they can bring their learnings with them)… and I’m definitely not the only one who’s found that. I also suspect that the unsatisfying and unimproving task of shepherding a flock of agents to write code and then casually reviewing it is not significantly more-productive (which research backs up) and results in a significantly increased regression rate… but I’m ready to be proven wrong when more studies come out. In short: I continue to think that GenAI isn’t useless, but neither is it necessarily always worthwhile.

3 So long as what you’ve got them summarising is something you can later verify!

4 I’ve taken huge liberties with the strict factual accuracy to make this more-readable as well as to to not-expose things I probably oughtn’t. So before you swoop in to criticise my prompt-fu (not that I asked you, but I know there’s somebody out there who’s thinking about doing this right now), please note that none of the text in this page are what I actually wrote to the AI; it’s a figurative example.

5 A literal stochastic parrot, one might say!

6 I’d had an experience just the previous week in which it’d gone off on completely the wrong track, attempting to change code in order to “fix” what was ultimately a configuration or data problem, and so I thought it might be useful to give it some rails to follow, to start with.

7 Except insofar as this AI agent is an “imaginary person”, which it possibly already a step-too-far in implying personhood for my liking!

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Why does SSH send 100 packets per keystroke?

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

Further analysis on a smaller pcap pointed to these mysterious packets arriving ~20ms apart.

This was baffling to me (and to Claude Code). We kicked around several ideas like:

  • SSH flow control messages
  • PTY size polling or other status checks
  • Some quirk of bubbletea or wish

One thing stood out – these exchanges were initiated by my ssh client (stock ssh installed on MacOS) – not by my server.

In 2023, ssh added keystroke timing obfuscation. The idea is that the speed at which you type different letters betrays some information about which letters you’re typing. So ssh sends lots of “chaff” packets along with your keystrokes to make it hard for an attacker to determine when you’re actually entering keys.

That makes a lot of sense for regular ssh sessions, where privacy is critical. But it’s a lot of overhead for an open-to-the-whole-internet game where latency is critical.

Keystroke timing obfuscation: I could’ve told you that! Although I wouldn’t necessarily have leapt to the possibility of mitigating it server-side by patching-out support for (or at least: the telegraphing of support for!) it; that’s pretty clever.

Altogether this is a wonderful piece demonstrating the whole “engineer mindset”. Detecting a problem, identifying it, understanding it, fixing it, all tied-up in an engaging narrative.

And after playing with his earlier work, ssh tiny.christmas – which itself inspired me to learn a little Bubble Tea/Wish (I’ve got Some Ideas™️) – I’m quite excited to see where this new ssh-based project of Royalty’s is headed!

Note #25337

My first task this International Volunteer Day is to test a pull request that aims to fix a bug with Three Rings’ mail merge fields functionality. As it’s planned to be a hotfix (direct into production) we require extra rigor and more reviewers than code that just goes into the main branch for later testing on our beta environment.

My concern is that fixing this bug might lead to a regression not described by our automated tests, so I’m rolling back to a version from a couple of months ago to compare the behaviour of the affected tool then and now. Sometimes you just need some hands-on testing!

Screenshot showing web application Three Rings viewed on a local development machine, being used to compose an email about International Volunteer Day. A merge field called 'first_name' is included in the email, and it's hand-annotated with the question 'working?'. Alongside, GitHub Desktop shows that we've rolled-back to a revision from two months ago.

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Quickly Solving JigsawExplorer Puzzles

Background

I was contacted this week by a geocacher called Dominik who, like me, loves geocaching…. but hates it when the coordinates for a cache are hidden behind a virtual jigsaw puzzle.

A popular online jigsaw tool used by lazy geocache owners is Jigidi: I’ve come up with several techniques for bypassing their puzzles or at least making them easier.

Dominik had been looking at a geocache hidden last week in Eastern France and had discovered that it used JigsawExplorer, not Jigidi, to conceal the coordinates. Let’s take a look…

 
Unsolved approx. 1000 piece jigsaw puzzle.
Not just any puzzle; the geocache used an ~1000 piece puzzle! Ugh!

I experimented with a few ways to work-around the jigsaw, e.g. dramatically increasing the “snap range” so dragging a piece any distance would result in it jumping to a neighbour, and extracting original image URLs from localStorage. All were good, but none were perfect.

For a while, making pieces “snap” at any range seemed to be the best hacky workaround.

Then I realised that – unlike Jigidi, where there can be a congratulatory “completion message” (with e.g. geocache coordinates in) – in JigsawExplorer the prize is seeing the completed jigsaw.

Dialog box reading "This puzzle's box top preview is disabled for added challenge."
You can click a button to see the “box” of a jigsaw, but this can be disabled by the image uploader.

Let’s work on attacking that bit of functionality. After all: if we can bypass the “added challenge” we’ll be able to see the finished jigsaw and, therefore, the geocache coordinates. Like this:

Hackaround

Here’s how it’s done. Or keep reading if you just want to follow the instructions!
  1. Open a jigsaw and try the “box cover” button at the top. If you get the message “This puzzle’s box top preview is disabled for added challenge.”, carry on.
  2. Open your browser’s debug tools (F12) and navigate to the Sources tab.
  3. Find the jigex-prog.js file. Right-click and select Override Content (or Add Script Override).
  4. In the overridden version of the file, search for the string – e&&e.customMystery?tt.msgbox("This puzzle's box top preview is disabled for added challenge."): – this code checks if the puzzle has the “custom mystery” setting switched on and if so shows the message, otherwise (after the :) shows the box cover.
  5. Carefully delete that entire string. It’ll probably appear twice.
  6. Reload the page. Now the “box cover” button will work.

The moral, as always, might be: don’t put functionality into the client-side JavaScript if you don’t want the user to be able to bypass it.

Or maybe the moral is: if you’re going to make a puzzle geocache, put some work in and do something clever, original, and ideally with fieldwork rather than yet another low-effort “upload a picture and choose the highest number of jigsaw pieces to cut it into from the dropdown”.

× ×

Solving Jigidi… Again

(Just want the instructions? Scroll down.)

A year and a half ago I came up with a technique for intercepting the “shuffle” operation on jigsaw website Jigidi, allowing players to force the pieces to appear in a consecutive “stack” for ludicrously easy solving. I did this partially because I was annoyed that a collection of geocaches near me used Jigidi puzzles as a barrier to their coordinates1… but also because I enjoy hacking my way around artificially-imposed constraints on the Web (see, for example, my efforts last week to circumvent region-blocking on radio.garden).

My solver didn’t work for long: code changes at Jigidi’s end first made it harder, then made it impossible, to use the approach I suggested. That’s fine by me – I’d already got what I wanted – but the comments thread on that post suggests that there’s a lot of people who wish it still worked!2 And so I ignored the pleas of people who wanted me to re-develop a “Jigidi solver”. Until recently, when I once again needed to solve a jigsaw puzzle in order to find a geocache’s coordinates.

Making A Jigidi Helper

Rather than interfere with the code provided by Jigidi, I decided to take a more-abstract approach: swapping out the jigsaw’s image for one that would be easier.

This approach benefits from (a) having multiple mechanisms of application: query interception, DNS hijacking, etc., meaning that if one stops working then another one can be easily rolled-out, and (b) not relying so-heavily on the structure of Jigidi’s code (and therefore not being likely to “break” as a result of future upgrades to Jigidi’s platform).

Watch a video demonstrating the approach:

It’s not as powerful as my previous technique – more a “helper” than a “solver” – but it’s good enough to shave at least half the time off that I’d otherwise spend solving a Jigidi jigsaw, which means I get to spend more time out in the rain looking for lost tupperware. (If only geocaching were even the weirdest of my hobbies…)

How To Use The Jigidi Helper

To do this yourself and simplify your efforts to solve those annoying “all one colour” or otherwise super-frustrating jigsaw puzzles, here’s what you do:

  1. Visit a Jigidi jigsaw. Do not be logged-in to a Jigidi account.
  2. Copy my JavaScript code into your clipboard.
  3. Open your browser’s debug tools (usually F12). In the Console tab, paste it and press enter. You can close your debug tools again (F12) if you like.
  4. Press Jigidi’s “restart” button, next to the timer. The jigsaw will restart, but the picture will be replaced with one that’s easier-to-solve than most, as described below.
  5. Once you solve the jigsaw, the image will revert to normal (turn your screen around and show off your success to a friend!).

What makes it easier to solve?

The replacement image has the following characteristics that make it easier to solve than it might otherwise be:

  • Every piece has written on it the row and column it belongs in.
  • Every “column” is striped in a different colour.
  • Striped “bands” run along entire rows and columns.

To solve the jigsaw, start by grouping colours together, then start combining those that belong in the same column (based on the second digit on the piece). Join whole or partial columns together as you go.

I’ve been using this technique or related ones for over six months now and no code changes on Jigidi’s side have impacted upon it at all, so it’s probably got better longevity than the previous approach. I’m not entirely happy with it, and you might not be either, so feel free to fork my code and improve it: the legiblity of the numbers is sometimes suboptimal, and the colour banding repeats on larger jigsaws which I’d rather avoid. There’s probably also potential to improve colour-recognition by making the colour bands span the gaps between rows or columns of pieces, too, but more experiments are needed and, frankly, I’m not the right person for the job. For the second time, I’m going to abandon a tool that streamlines Jigidi solving because I’ve already gotten what I needed out of it, and I’ll leave it up to you if you want to come up with an improvement and share it with the community.

Footnotes

1 As I’ve mentioned before, and still nobody believes me: I’m not a fan of jigsaws! If you enjoy them, that’s great: grab a bucket of popcorn and a jigsaw and go wild… but don’t feel compelled to share either with me.

2 The comments also include asuper-helpful person called Rich who’s been manually solving people’s puzzles for them, and somebody called Perdita who “could be my grandmother” (except: no) with whom I enjoyed a conversation on- and off-line about the ethics of my technique. It’s one of the most-popular comment threads my blog has ever seen.

Quickly Solving Jigidi Puzzles

tl;dr? Just want instructions on how to solve Jigidi puzzles really fast with the help of your browser’s dev tools? Skip to that bit.

This approach doesn’t work any more. Want to see one that still does (but isn’t quite so automated)? Here you go!

I don’t enjoy jigsaw puzzles

I enjoy geocaching. I don’t enjoy jigsaw puzzles. So mystery caches that require you to solve an online jigsaw puzzle in order to get the coordinates really don’t do it for me. When I’m geocaching I want to be outdoors exploring, not sitting at my computer gradually dragging pixels around!

A completed 1000-piece "Where's Wally?" jigsaw.
Don’t let anybody use my completion of this 1000-piece jigsaw puzzle over New Year as evidence that I’m lying and actually like jigsaws.

Many of these mystery caches use Jigidi to host these jigsaw puzzles. An earlier version of Jigidi was auto-solvable with a userscript, but the service has continued to be developed and evolve and the current version works quite hard to make it hard for simple scripts to solve. For example, it uses a WebSocket connection to telegraph back to the server how pieces are moved around and connected to one another and the server only releases the secret “you’ve solved it” message after it detects that the pieces have been arranged in the appropriate relative configuration.

A nine-piece jigsaw puzzle with the pieces numbered 1 through 9; only the ninth piece is detached.
I made a simple Jigidi puzzle for demonstration purposes. Do you think you can manage a nine-piece jigsaw?

If there’s one thing I enjoy more than jigsaw puzzles – and as previously established there are about a billion things I enjoy more than jigsaw puzzles – it’s reverse-engineering a computer system to exploit its weaknesses. So I took a dive into Jigidi’s client-side source code. Here’s what it does:

  1. Get from the server the completed image and the dimensions (number of pieces).
  2. Cut the image up into the appropriate number of pieces.
  3. Shuffle the pieces.
  4. Establish a WebSocket connection to keep the server up-to-date with the relative position of the pieces.
  5. Start the game: the player can drag-and-drop pieces and if two adjacent pieces can be connected they lock together. Both pieces have to be mostly-visible (not buried under other pieces), presumably to prevent players from just making a stack and then holding a piece against each edge of it to “fish” for its adjacent partners.
Javascirpt code where the truthiness of this.j affects whether or not the pieces are shuffled.
I spent some time tracing call stacks to find this line… only to discover that it’s one of only four lines to actually contain the word “shuffle” and I could have just searched for it…

Looking at that process, there’s an obvious weak point – the shuffling (point 3) happens client-side, and before the WebSocket sync begins. We could override the shuffling function to lay the pieces out in a grid, but we’d still have to click each of them in turn to trigger the connection. Or we could skip the shuffling entirely and just leave the pieces in their default positions.

An unshuffled stack of pieces from the nine-piece jigsaw. Piece number nine is on top of the stack.
An unshuffled jigsaw appears as a stack, as if each piece from left to right and then top to bottom were placed one at a time into a pile.

And what are the default positions? It’s a stack with the bottom-right jigsaw piece on the top, the piece to the left of it below it, then the piece to the left of that and son on through the first row… then the rightmost piece from the second-to-bottom row, then the piece to the left of that, and so on.

That’s… a pretty convenient order if you want to solve a jigsaw. All you have to do is drag the top piece to the right to join it to the piece below that. Then move those two to the right to join to the piece below them. And so on through the bottom row before moving back – like a typewriter’s carriage return – to collect the second-to-bottom row and so on.

How can I do this?

If you’d like to cheat at Jigidi jigsaws, this approach works as of the time of writing. I used Firefox, but the same basic approach should work with virtually any modern desktop web browser.

  1. Go to a Jigidi jigsaw in your web browser.
  2. Pop up your browser’s developer tools (F12, usually) and switch to the Debugger tab. Open the file game/js/release.js and uncompress it by pressing the {} button, if necessary.
  3. Find the line where the code considers shuffling; right now for me it’s like 3671 and looks like this:
    return this.j ? (V.info('board-data-bytes already exists, no need to send SHUFFLE'), Promise.resolve(this.j)) : new Promise(function (d, e) {

    Javascirpt code where the truthiness of this.j affects whether or not the pieces are shuffled.
    I spent some time tracing call stacks to find this line… only to discover that it’s one of only four lines to actually contain the word “shuffle” and I could have just searched for it…

  4. Set a breakpoint on that line by clicking its line number.
  5. Restart the puzzle by clicking the restart button to the right of the timer. The puzzle will reload but then stop with a “Paused on breakpoint” message. At this point the application is considering whether or not to shuffle the pieces, which normally depends on whether you’ve started the puzzle for the first time or you’re continuing a saved puzzle from where you left off.
    Paused on breakpoint dialog with play button.
  6. In the developer tools, switch to the Console tab.
  7. Type: this.j = true (this ensures that the ternary operation we set the breakpoint on will resolve to the true condition, i.e. not shuffle the pieces).
    this.j = true
  8. Press the play button to continue running the code from the breakpoint. You can now close the developer tools if you like.
  9. Solve the puzzle as described/shown above, by moving the top piece on the stack slightly to the right, repeatedly, and then down and left at the end of each full row.
    Jigsaw being solved by moving down-and-right.

Update 2021-09-22: Abraxas observes that Jigidi have changed their code, possibly in response to this shortcut. Unfortunately for them, while they continue to perform shuffling on the client-side they’ll always be vulnerable to this kind of simple exploit. Their new code seems to be named not release.js but given a version number; right now it’s 14.3.1977. You can still expand it in the same way, and find the shuffling code: right now for me this starts on line 1129:

Put a breakpoint on line 1129. This code gets called twice, so the first time the breakpoint gets hit just hit continue and play on until the second time. The second time it gets hit, move the breakpoint to line 1130 and press continue. Then use the console to enter the code d = a.G and continue. Only one piece of jigsaw will be shuffled; the rest will be arranged in a neat stack like before (I’m sure you can work out where the one piece goes when you get to it).

Update 2023-03-09: I’ve not had time nor inclination to re-“break” Jigidi’s shuffler, but on the rare ocassions I’ve needed to solve a Jigidi, I’ve come up with a technique that replaces a jigsaw’s pieces with ones that each show the row and column number they belong to, as well as colour-coding the rows and columns and drawing horizontal and vertical bars to help visual alignment. It makes the process significantly less-painful. It’s still pretty buggy code though and I end up tweaking it each and every time I use it, but it certainly works and makes jigsaws that lack clear visual markers (e.g. large areas the same colour) a lot easier.

An almost-solved Jigidi jigsaw striped and painted to make solving easier.

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Debugging WorldWideWeb

Earlier this week, I mentioned the exciting hackathon that produced a moderately-faithful reimagining of the world’s first Web browser. I was sufficiently excited about it that I not only blogged here but I also posted about it to MetaFilter. Of course, the very first thing that everybody there did was try to load MetaFilter in it, which… didn’t work.

MetaFilter failing to load on the reimagined WorldWideWeb.
500? Really?

People were quick to point this out and assume that it was something to do with the modernity of MetaFilter:

honestly, the disheartening thing is that many metafilter pages don’t seem to work. Oh, the modern web.

Some even went so far as to speculate that the reason related to MetaFilter’s use of CSS and JS:

CSS and JS. They do things. Important things.

This is, of course, complete baloney, and it’s easy to prove to oneself. Firstly, simply using the View Source tool in your browser on a MetaFilter page reveals source code that’s quite comprehensible, even human-readable, without going anywhere near any CSS or JavaScript.

MetaFilter in Lynx: perfectly usable browing experience
As late as the early 2000s I’d occasionally use Lynx for serious browsing, but any time I’ve used it since it’s been by necessity.

Secondly, it’s pretty simple to try browsing MetaFilter without CSS or JavaScript enabled! I tried in two ways: first, by using Lynx, a text-based browser that’s never supported either of those technologies. I also tried by using Firefox but with them disabled (honestly, I slightly miss when the Web used to look like this):

MetaFilter in Firefox (with CSS and JS disabled)
It only took me three clicks to disable stylesheets and JavaScript in my copy of Firefox… but I’ll be the first to admit that I don’t keep my browser configured like “normal people” probably do.

And thirdly: the error code being returned by the simulated WorldWideWeb browser is a HTTP code 500. Even if you don’t know your HTTP codes (I mean, what kind of weirdo would take the time to memorise them all anyway <ahem>), it’s worth learning this: the first digit of a HTTP response code tells you what happened:

  • 1xx means “everything’s fine, keep going”;
  • 2xx means “everything’s fine and we’re done”;
  • 3xx means “try over there”;
  • 4xx means “you did something wrong” (the infamous 404, for example, means you asked for a page that doesn’t exist);
  • 5xx means “the server did something wrong”.

Simple! The fact that the error code begins with a 5 strongly implies that the problem isn’t in the (client-side) reimplementation of WorldWideWeb: if this had have been a CSS/JS problem, I’d expect to see a blank page, scrambled content, “filler” content, or incomplete content.

So I found myself wondering what the real problem was. This is, of course, where my geek flag becomes most-visible: what we’re talking about, let’s not forget, is a fringe problem in an incomplete simulation of an ancient computer program that nobody uses. Odds are incredibly good that nobody on Earth cares about this except, right now, for me.

Dan's proposed "Geek Flag"
I searched for a “Geek Flag” and didn’t like anything I saw, so I came up with this one based on… well, if you recognise what it’s based on, good for you, you’re certainly allowed to fly it. If not… well, you can too: there’s no geek-gatekeeping here.

Luckily, I spotted Jeremy’s note that the source code for the WorldWideWeb simulator was now available, so I downloaded a copy to take a look. Here’s what’s happening:

  1. The (simulated) copy of WorldWideWeb is asked to open a document by reference, e.g. “https://www.metafilter.com/”.
  2. To work around same-origin policy restrictions, the request is sent to an API which acts as a proxy server.
  3. The API makes a request using the Node package “request” with this line of code: request(url, (error, response, body) => { ... }).  When the first parameter to request is a (string) URL, the module uses its default settings for all of the other options, which means that it doesn’t set the User-Agent header (an optional part of a Web request where the computer making the request identifies the software that’s asking).
  4. MetaFilter, for some reason, blocks requests whose User-Agent isn’t set. This is weird! And nonstandard: while web browsers should – in RFC2119 terms – set their User-Agent: header, web servers shouldn’t require that they do so. MetaFilter returns a 403 and a message to say “Forbidden”; usually a message you only see if you’re trying to access a resource that requires session authentication and you haven’t logged-in yet.
  5. The API is programmed to handle response codes 200 (okay!) and 404 (not found), but if it gets anything else back it’s supposed to throw a 400 (bad request). Except there’s a bug: when trying to throw a 400, it requires that an error message has been set by the request module and if there hasn’t… it instead throws a 500 with the message “Internal Server Fangle” and  no clue what actually went wrong. So MetaFilter’s 403 gets translated by the proxy into a 400 which it fails to render because a 403 doesn’t actually produce an error message and so it gets translated again into the 500 that you eventually see. What a knock-on effect!
Illustration showing conversation between simulated WorldWideWeb and MetaFilter via an API that ultimately sends requests without a User-Agent, gets a 403 in response, and can't handle the 403 and so returns a confusing 500.
If you’re having difficulty visualising the process, this diagram might help you to continue your struggle with that visualisation.

The fix is simple: simply change the line:

request(url, (error, response, body) => { ... })

to:

request({ url: url, headers: { 'User-Agent': 'WorldWideWeb' } }, (error, response, body) => { ... })

This then sets a User-Agent header and makes servers that require one, such as MetaFilter, respond appropriately. I don’t know whether WorldWideWeb originally set a User-Agent header (CERN’s source file archive seems to be missing the relevant C sources so I can’t check) but I suspect that it did, so this change actually improves the fidelity of the emulation as a bonus. A better fix would also add support for and appropriate handling of other HTTP response codes, but that’s a story for another day, I guess.

I know the hackathon’s over, but I wonder if they’re taking pull requests…

× × × × ×

CSS-driven console graphics

If you’re reading this post via my blog and using a desktop computer, try opening your browser’s debug console (don’t worry; I’ll wait). If you don’t know how, here’s instructions for Firefox and instructions for Chrome. Other browsers may vary. You ought to see something like this in your debugger:

Debug console on DanQ.me showing Dan's head and a speech bubble.
I’m in your console, eating your commands!

What sorcery is this?

The debug console is designed to be used by web developers so that they can write Javascript code right in their browser as well as to investigate any problems with the code run by a web page. The web page itself can also output to the console, which is usually used for what I call “hello-based debugging”: printing out messages throughout a process so that the flow and progress can be monitored by the developer without having to do “proper” debugging. And it gets used by some web pages to deliver secret messages to any of the site users who open their debugger.

Facebook console messaging advising against the use of the console.
Facebook writes to the console a “stop” message, advising against using the console unless you know what you’re doing in an attempt to stop people making themselves victims of console-based social engineering attacks.

Principally, though, the console is designed for textual content and nothing else. That said, both Firefox and Chrome’s consoles permit the use of CSS to style blocks of debug output by using the %c escape sequence. For example, I could style some of a message with italic text:

>> console.log('I have some %citalic %ctext', 'font-style: italic;', '');
   I have some italic text

Using CSS directives like background, then, it’s easy to see how one could embed an image into the console, and that’s been done before. Instead, though, I wanted to use the lessons I’d learned developing PicInHTML 8¾ years ago to use text and CSS (only) to render a colour picture to the console. First, I created my template image – a hackergotchi of me and an accompanying speech bubble, shrunk to a tiny size and posterised to reduce the number of colours used and saved as a PNG.

Hackergotchi of Dan with a speech bubble, "squashed".
The image appears “squashed” to compensate for console monospace letters not being “square”.

Next, I wrote a quick Ruby program, consolepic.rb, to do the hard work. It analyses each pixel of the image and for each distinct colour assigns to a variable the CSS code used to set the background colour to that colour. It looks for “strings” of like pixels and combines them into one, and then outputs the Javascript necessary to write out all of the above. Finally, I made a few hand-tweaks to insert the text into the speech bubble.

The resulting output weighs in at 31.6kB – about a quarter of the size of the custom Javascript on the frontend of my site and so quite a bit larger than I’d have liked and significantly less-efficient than the image itself, even base64-encoded for embedding directly into the code, but that really wasn’t the point of the exercise, was it? (I’m pretty sure there’s significant room for improvement from a performance perspective…)

Scatmania.org in 2012
I’ll be first to admit it’s not as cool as the “pop-up Dan” in the corner of my 2012 design. You might enjoy my blog post about my 20 years of blogging or the one about how “pop-up Dan” worked.

What it achieved was an interesting experiment into what can be achieved with Javascript, CSS, the browser console, and a little imagination. An experiment that can live here on my site, for anybody who looks in the direction of their debugger, for the foreseeable future (or until I get bored of it). Anybody with any more-exotic/silly ideas about what this technique could be used for is welcome to let me know!

Update: 17 April 2019 – fun though this was, it wasn’t worth continuing to deliver an additional 25% Javascript payload to every visitor just for this, so I’ve stopped it for now. You can still read the source code (and even manually run it in the console) if you like. And I have other ideas for fun things to do with the console, so keep an eye out for that…

× × × ×

Note #8034

Investigating a possible new bug in @firefox 57: after installing the service worker, going to an uncached page on a site like adactio.com (@adactio), danq.me, or 3r.org.uk results in a “NetworkError” and the offline page, even though the connection is fine…

Things you probably didn’t know you could do with Chrome’s Developer Console

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

Chrome comes with built-in developer tools. This comes with a wide variety of features, such as Elements, Network, and Security. Today, we’ll focus 100% on its JavaScript console.

When I started coding, I only used the JavaScript console for logging values like responses from the server, or the value of variables. But over time, and with the help of tutorials, I discovered that the console can do way more than I ever imagined…

Progress!

Working late. I’ve got Club 977 (best 80’s cheese on the ‘net!) playing as loud as this computer goes, slamming out code at a rate more productive than I’ve been all week. Finally got past a bug that’d been troubling me for days. Phew! Just in time for a meeting tomorrow!

I’ve been getting a lot of concerned attention after my post, “Stress!”, earlier (I didn’t think I had so many avid readers). Thanks, all of you; you concern means a lot, but really – I’ll be okay: I land on my feet, remember! Just need to get my head down and get on with some stuff, that’s all, and a little bit of de-stressing onto the web was good, too.

A few more lines of code, methinks, before Claire arrives (she’s kindly giving me lifts to and from work while I’m being a lazy bugger and not sorting out my bike, the star).

Take care, y’all;

Train Girl Fantasy

Take a look at the thread on Train Girl Fantasies that Andy has accidentally started. Participate! Tell us all about your Train Girl Fantasies. We all know you’ve had them.

Last night I fixed eight or so of the bugs that Paul and Kit found in my software project the night before. They’ve promised not to find any more before I’ve had a chance to fix these ones.