Cheating Hangman

A long while ago, inspired by Nick Berry‘s analysis of optimal Hangman strategy, I worked it backwards to find the hardest words to guess when playing Hangman. This week, I showed these to my colleague Grace – who turns out to be a fan of word puzzles – and our conversation inspired me to go a little deeper. Is it possible, I thought, for me to make a Hangman game that cheats by changing the word it’s thinking of based on the guesses you make in order to make it as difficult as possible for you to win?

Play “Cheating Hangman”

The principle is this: every time the player picks a letter, but before declaring whether or not it’s found in the word –

  1. Make a list of all possible words that would fit into the boxes from the current game state.
  2. If there are lots of them, still, that’s fine: let the player’s guess go ahead.
  3. But if the player’s managing to narrow down the possibilities, attempt to change the word that they’re trying to guess! The new word must be:
    • Legitimate: it must still be the same length, have correctly-guessed letters in the same places, and contain no letters that have been declared to be incorrect guesses.
    • Harder: after resolving the player’s current guess, the number of possible words must be larger than the number of possible words that would have resulted otherwise.
Gallows on a hill.
Yeah, you’re screwed now.

You might think that this strategy would just involve changing the target word so that you can say “nope” to the player’s current guess. That happens a lot, but it’s not always the case: sometimes, it’ll mean changing to a different word in which the guessed letter also appears. Occasionally, it can even involve changing from a word in which the guessed letter didn’t appear to one in which it does: that is, giving the player a “freebie”. This may seem counterintuitive as a strategy, but it sometimes makes sense: if saying “yeah, there’s an E at the end” increases the number of possible words that it might be compared to saying “no, there are no Es” then this is the right move for a cheating hangman.

Playing against a cheating hangman also lends itself to devising new strategies as a player, too, although I haven’t yet looked deeply into this. But logically, it seems that the optimal strategy against a cheating hangman might involve making guesses that force the hangman to bisect the search space: knowing that they’re always going to adapt towards the largest set of candidate words, a perfect player might be able to make guesses to narrow down the possibilities as fast as possible, early on, only making guesses that they actually expect to be in the word later (before their guess limit runs out!).

Cheating Hangman
The game is brutally-difficult, but surprisingly fun, and you can have it tell you when and how it cheats so you can begin to understand its strategy.

I also find myself wondering how easily I could adapt this into a “helpful hangman”: a game which would always change the word that you’re trying to guess in order to try to make you win. This raises the possibility of a whole new game, “suicide hangman”, in which the player is trying to get themselves killed and so is trying to pick letters that can’t possibly be in the word and the hangman is trying to pick words in which those letters can be found, except where doing so makes it obvious which letters the player must avoid next. Maybe another day.

In the meantime, you’re welcome to go play the game (and let me know what you think, below!) and, if you’re of such an inclination, read the source code. I’ve used some seriously ugly techniques to make this work, including regular expression metaprogramming (using regular expressions to write regular expressions), but the code should broadly make sense if you want to adapt it. Have fun!

Play “Cheating Hangman”

Update 26 September 2019, 16:23: I’ve now added “helpful mode”, where the computer tries to cheat on your behalf rather than against you, but it’s not as helpful as you’d think because it assumes you’re playing optimally and have already memorised the dictionary!

Update 1 October 2019, 06:40: Now featured on MetaFilter; hi, MeFites!

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Dan Q found GC4R0WX 2 Penguins Conniving

This checkin to GC4R0WX 2 Penguins Conniving reflects a geocaching.com log entry. See more of Dan's cache logs.

Threw together a quick computer program to help decipher the description, only to realise that I actually needed to have paid attention to the steps I took in deciphering it, too! A quick do-over and I was on the way to the cache. The nearby vegetation put up a bit of a fight, but eventually let me have it. TFTC!

Dan Q found GC703ZD Chocolate Chip Doughnuts

This checkin to GC703ZD Chocolate Chip Doughnuts reflects a geocaching.com log entry. See more of Dan's cache logs.

Recognised this style of recipe right away; I’ve been cooking things like this for years: maybe I’ve even got the same recipe book as you?

Anyway, it didn’t take me long to have a doughnut in one hand and the cache in the other. I was slowed down a little by the discovery that I accidentally left my GPSr on charge in my hotel room this morning, but luckily my phone did well enough to get me to the GZ.

Neat hiding place: you couldn’t manage a spot like that back in the UK, where I do most of my caching! TFTC!

Update: I later found my GPSr in the wrong pocket of my bag: it had been with me the entire time…

css-only-chat/README.md at master · kkuchta/css-only-chat · GitHub

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

CSS-Only Chat

A truly monstrous async web chat using no JS whatsoever on the frontend.

Wait what

This is an asynchronous chat that sends + receives messages in the browser with no reloads and no javascript.

Ok so how

Background-images loaded via pseudoselectors + a forever-loading index page (remember Comet?).

Say that again?

Ok, so there are two things we need the browser to do: send data and receive data. Let’s start with the first.

Sending Data

CSS is really limited in what it can do. However, we can use it to effectively detect button presses:

.some-button:active {
  background-image: url('some_image.jpg')
}

What’s cool is that a browser won’t actually load that background image until this selector is used – that is, when this button is pressed. So now we have a way to trigger a request to a server of our choice on a button press. That sounds like data sending!

Now, of course, this only works once per button (since a browser won’t try to load that image twice), but it’s a start.

Receiving Data

Since we can’t use JS, it’s really hard to change a page after it’s already been loaded. But it is possible.

Back before websockets were widely supported, we had to use clever hacks if we wanted to push data from a server to a client in an ongoing basis. One such hack was just to make the page never finish loading. It turns out that you can tell the browser to start rendering a page before it’s finished loading (using the Transfer-Encoding: chunked http header). And when you do that, you don’t actually have to stop loading the page. You can just keep adding stuff to the bottom of the html forever, at whatever rate you want.

So, for example, you could start sending a normal html page, then just stop sending html (while still telling the client you’re sending) until you’re ready to deliver another message.

Now, all this lets us do is periodically append html to the page. What can we do with that? How about, when you load the index page, this happens:

  1. We load up the first pile of html we want to show. A welcome message, etc.
  2. We stop loading html for a while until we want to send some sort of update.
  3. Now we load up a <style> element that display: none‘s all the previous html
  4. Then we load up whatever new html we want to show
  5. Finally we wait until the next update we want to send and GOTO 3.

Single-use buttons?

Ok, so we have that problem earlier where each button is only single-use. It tries to send a get request once, then never will again.

Thankfully, our method of receiving data fixes that for us. Here’s what happens:

  1. We show an “a” button whose background image is like “img/a”.
  2. When you press it, the server receives the image request for “a”
  3. The server then pushes an update to the client to hide the current button and replace it with one whose background images is “image/aa”.

If the buttons you pressed were “h”, “e”, and “l”, then the “a” button’s background image url would be “img/hela”. And since we’re replacing all buttons every time you press one, the single-use button problem goes away!

Misc other details

  • We actually encode a bit more info into the button urls (like each client’s id)
  • Because the data-sending and data-receiving happens on different threads, we need inter-thread communication. That sounds like work, so we’ll just use Redis pubsub for that.

FAQ

What inspired this? Chernobyl, Hindenburg, The Tacoma Narrows Bridge…

Really? No, it was this clever tweet by davywtf.

Why’s your code suck Why do you suck?

No but really Because I was mostly making this up as I went. There’s a lot of exploratory coding here that I only minimally cleaned up. If I rebuilt it I’d store the UI state for a client in redis and just push it out in its entirety when needed via a single generic screen-updating mechanism.

What could go wrong with this technique? Broken by browser bg-image handling changes; long-request timeouts; running out of threads; fast-clicking bugs; generic concurrency headaches; poor handling by proxies; it’s crazy inaccessible; etc etc

Should I use this in real life? Dear god yes.

I have an idea for how this could be made better/worse/hackier Tweet at me (@kkuchta). I’m always down to see a terrible idea taken further!

Practical Details

If you want to install and use this locally you should:

  1. Re-evaluate your life choices
  2. If you simply must continue, check out INSTALL.md

If you want to contribute, see number 1 above. After that, just fork this repo, make a change, and then open a PR against this repo.

BBC News… without the sport

I love RSS, but it’s a minor niggle for me that if I subscribe to any of the BBC News RSS feeds I invariably get all the sports news, too. Which’d be fine if I gave even the slightest care about the world of sports, but I don’t.

Sports on the BBC News site
Down with Things Like This!

It only takes a couple of seconds to skim past the sports stories that clog up my feed reader, but because I like to scratch my own itches, I came up with a solution. It’s more-heavyweight perhaps than it needs to be, but it does the job. If you’re just looking for a BBC News (UK) feed but with sports filtered out you’re welcome to share mine: https://f001.backblazeb2.com/file/Dan–Q–Public/bbc-news-nosport.rss https://fox.q-t-a.uk/bbc-news-no-sport.xml.

If you’d like to see how I did it so you can host it yourself or adapt it for some similar purpose, the code’s below or on GitHub:

#!/usr/bin/env ruby

# # Sample crontab:
# # At 41 minutes past each hour, run the script and log the results
# 41 * * * * ~/bbc-news-rss-filter-sport-out.rb > ~/bbc-news-rss-filter-sport-out.log 2>&1

# Dependencies:
# * open-uri - load remote URL content easily
# * nokogiri - parse/filter XML
# * b2       - command line tools, described below
require 'bundler/inline'
gemfile do
  source 'https://rubygems.org'
  gem 'nokogiri'
end
require 'open-uri'

# Regular expression describing the GUIDs to reject from the resulting RSS feed
# We want to drop everything from the "sport" section of the website
REJECT_GUIDS_MATCHING = /^https:\/\/www\.bbc\.co\.uk\/sport\//

# Assumption: you're set up with a Backblaze B2 account with a bucket to which
# you'd like to upload the resulting RSS file, and you've configured the 'b2'
# command-line tool (https://www.backblaze.com/b2/docs/b2_authorize_account.html)
B2_BUCKET = 'YOUR-BUCKET-NAME-GOES-HERE'
B2_FILENAME = 'bbc-news-nosport.rss'

# Load and filter the original RSS
rss = Nokogiri::XML(open('https://feeds.bbci.co.uk/news/rss.xml?edition=uk'))
rss.css('item').select{|item| item.css('guid').text =~ REJECT_GUIDS_MATCHING }.each(&:unlink)

begin
  # Output resulting filtered RSS into a temporary file
  temp_file = Tempfile.new
  temp_file.write(rss.to_s)
  temp_file.close

  # Upload filtered RSS to a Backblaze B2 bucket
  result = `b2 upload_file --noProgress --contentType application/rss+xml #{B2_BUCKET} #{temp_file.path} #{B2_FILENAME}`
  puts Time.now
  puts result.split("\n").select{|line| line =~ /^URL by file name:/}.join("\n")
ensure
  # Tidy up after ourselves by ensuring we delete the temporary file
  temp_file.close
  temp_file.unlink
end

bbc-news-rss-filter-sport-out.rb

When executed, this Ruby code:

  1. Fetches the original BBC news (UK) RSS feed and parses it as XML using Nokogiri
  2. Filters it to remove all entries whose GUID matches a particular regular expression (removing all of those from the “sport” section of the site)
  3. Outputs the resulting feed into a temporary file
  4. Uploads the temporary file to a bucket in Backblaze‘s “B2” repository (think: a better-value competitor S3); the bucket I’m using is publicly-accessible so anybody’s RSS reader can subscribe to the feed

I like the versatility of the approach I’ve used here and its ability to perform arbitrary mutations on the feed. And I’m a big fan of Nokogiri. In some ways, this could be considered a lower-impact, less real-time version of my tool RSSey. Aside from the fact that it won’t (easily) handle websites that require Javascript, this approach could probably be used in exactly the same ways as RSSey, and with significantly less set-up: I might look into whether its functionality can be made more-generic so I can start using it in more places.

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Non Stop Hammer Ti.me

You know how sometimes I make a thing and, in hindsight, it doesn’t make much sense? And at best, all it can be said to do is to make the Internet more fun and weird?

Hammer Logo

I give you: NonStopHammerTi.me.

Things that make it awesome:

  • Well, the obvious.
  • Vanilla Javascript.
  • CSS animations timed to every-other-beat.
  • Using an SVG stroke-dasharray as a progress bar.
  • Progressively-enhanced; in the worst case you just get to download the audio.
  • PWA-enhanced; install it to your mobile!
  • Open source!
  • Decentralised (available via the peer-web at dat://nonstophammerti.me/ / dat://0a4a8a..00/)
  • Accessible to screen readers, keyboard navigators, partially-sighted users, just about anybody.
  • Compatible with digital signage at my workplace…
Digital signage showing NonStopHammerTi.me
My office aren’t sick of this… yet.

That is all.

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Codecademy vs. The BBC Micro

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

If you google “learn to code,” the first result you see is a link to Codecademy’s website. If there is a modern equivalent to the Computer Literacy Project, something with the same reach and similar aims, then it is Codecademy.

“Learn to code” is Codecademy’s tagline. I don’t think I’m the first person to point this out—in fact, I probably read this somewhere and I’m now ripping it off—but there’s something revealing about using the word “code” instead of “program.” It suggests that the important thing you are learning is how to decode the code, how to look at a screen’s worth of Python and not have your eyes glaze over. I can understand why to the average person this seems like the main hurdle to becoming a professional programmer. Professional programmers spend all day looking at computer monitors covered in gobbledygook, so, if I want to become a professional programmer, I better make sure I can decipher the gobbledygook. But dealing with syntax is not the most challenging part of being a programmer, and it quickly becomes almost irrelevant in the face of much bigger obstacles. Also, armed only with knowledge of a programming language’s syntax, you may be able to read code but you won’t be able to write code to solve a novel problem.

So very much this! I’ve sung a song many times about teaching people (and especially children) to code and bemoaned the barriers in the way of the next (and current!) generation of programmers, but a large part of it – in this country at least – seems to come down to this difference in attitude. Today, we’ve stopped encouraging people to try to learn to “use computers” (which was, for the microcomputer era, always semi-synonymous with programming owing to the terminal interface) and to “program”, but we’ve instead started talking about “learning to code”. And that’s problematic, because programming != coding!

I’m a big fan of understanding the fundamentals, and sometimes that means playing with things that aren’t computers: looms, recipe cards, board games, pencils and paper, algebra, envelopes… all of these things can be excellent tools for teaching programming but have nothing to do with learning coding.

Let’s stop teaching people to code and start teaching them to program, again, okay?

Generating More of My Favorite Aphex Twin Track

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

“aisatsana” is the final track off Aphex Twin’s 2012 release, Syro. A departure from the synthy dance tunes which make up the majority of Aphex Twin’s catalog, aisatsana is quiet, calm, and perfect for listening to during activities which require concentration. But with a measly running time just shy of five and a half minutes, the track isn’t nearly long enough to sustain a session of reading or coding. Playing the track on repeat isn’t satisfactory; exact repetition becomes monotonous quickly. I wished there were an hour-long version of the track, or even better, some system which could generate an endless performance of the track without repetition. Since I build software for a living, I decided to try creating such a system.

If you’d like to try the experience before you read this whole article (although you should read the article), listen here. I’m sure you’ll agree that it sounds like “more aistsana” without being aistsana.

Spoiler: the secret is Markov chains of musical phrases.

Enigma, the Bombe, and Typex

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

How to guides

How to encrypt/decrypt with Enigma

We’ll start with a step-by-step guide to decrypting a known message. You can see the result of these steps in CyberChef here. Let’s say that our message is as follows:

XTSYN WAEUG EZALY NRQIM AMLZX MFUOD AWXLY LZCUZ QOQBQ JLCPK NDDRW F

And that we’ve been told that a German service Enigma is in use with the following settings:

Rotors III, II, and IV, reflector B, ring settings (Ringstellung in German) KNG, plugboard (Steckerbrett)AH CO DE GZ IJ KM LQ NY PS TW, and finally the rotors are set to OPM.

Enigma settings are generally given left-to-right. Therefore, you should ensure the 3-rotor Enigma is selected in the first dropdown menu, and then use the dropdown menus to put rotor III in the 1st rotor slot, II in the 2nd, and IV in the 3rd, and pick B in the reflector slot. In the ring setting and initial value boxes for the 1st rotor, put K and O respectively, N and P in the 2nd, and G and M in the 3rd. Copy the plugboard settings AH CO DE GZ IJ KM LQ NY PS TW into the plugboard box. Finally, paste the message into the input window.

The output window will now read as follows:

HELLO CYBER CHEFU SERST HISIS ATEST MESSA GEFOR THEDO CUMEN TATIO N

The Enigma machine doesn’t support any special characters, so there’s no support for spaces, and by default unsupported characters are removed and output is put into the traditional five-character groups. (You can turn this off by disabling “strict input”.) In some messages you may see X used to represent space.

Encrypting with Enigma is exactly the same as decrypting – if you copy the decrypted message back into the input box with the same recipe, you’ll get the original ciphertext back.

Plugboard, rotor and reflector specifications

The plugboard exchanges pairs of letters, and is specified as a space-separated list of those pairs. For example, with the plugboard AB CD, A will be exchanged for B and vice versa, C for D, and so forth. Letters that aren’t specified are not exchanged, but you can also specify, for example, AA to note that A is not exchanged. A letter cannot be exchanged more than once. In standard late-war German military operating practice, ten pairs were used.

You can enter your own components, rather than using the standard ones. A rotor is an arbitrary mapping between letters – the rotor specification used here is the letters the rotor maps A through Z to, so for example with the rotor ESOVPZJAYQUIRHXLNFTGKDCMWB, A maps to E, B to S, and so forth. Each letter must appear exactly once. Additionally, rotors have a defined step point (the point or points in the rotor’s rotation at which the neighbouring rotor is stepped) – these are specified using a < followed by the letters at which the step happens.

Reflectors, like the plugboard, exchange pairs of letters, so they are entered the same way. However, letters cannot map to themselves.

How to encrypt/decrypt with Typex

The Typex machine is very similar to Enigma. There are a few important differences from a user perspective:

  • Five rotors are used.
  • Rotor wirings cores can be inserted into the rotors backwards.
  • The input plugboard (on models which had one) is more complicated, allowing arbitrary letter mappings, which means it functions like, and is entered like, a rotor.
  • There was an additional plugboard which allowed rewiring of the reflector: this is supported by simply editing the specified reflector.

Like Enigma, Typex only supports enciphering/deciphering the letters A-Z. However, the keyboard was marked up with a standardised way of representing numbers and symbols using only the letters. You can enable emulation of these keyboard modes in the operation configuration. Note that this needs to know whether the message is being encrypted or decrypted.

How to attack Enigma using the Bombe

Let’s take the message from the first example, and try and decrypt it without knowing the settings in advance. Here’s the message again:

XTSYN WAEUG EZALY NRQIM AMLZX MFUOD AWXLY LZCUZ QOQBQ JLCPK NDDRW F

Let’s assume to start with that we know the rotors used were III, II, and IV, and reflector B, but that we know no other settings. Put the ciphertext in the input window and the Bombe operation in your recipe, and choose the correct rotors and reflector. We need one additional piece of information to attack the message: a “crib”. This is a section of known plaintext for the message. If we know something about what the message is likely to contain, we can guess possible cribs.

We can also eliminate some cribs by using the property that Enigma cannot encipher a letter as itself. For example, let’s say our first guess for a crib is that the message begins with “Hello world”. If we enter HELLO WORLD into the crib box, it will inform us that the crib is invalid, as the W in HELLO WORLD corresponds to a W in the ciphertext. (Note that spaces in the input and crib are ignored – they’re included here for readability.) You can see this in CyberChef here

Let’s try “Hello CyberChef” as a crib instead. If we enter HELLO CYBER CHEF, the operation will run and we’ll be presented with some information about the run, followed by a list of stops. You can see this here. Here you’ll notice that it says Bombe run on menu with 0 loops (2+ desirable)., and there are a large number of stops listed. The menu is built from the crib you’ve entered, and is a web linking ciphertext and plaintext letters. (If you’re maths inclined, this is a graph where letters – plain or ciphertext – are nodes and states of the Enigma machine are edges.) The machine performs better on menus which have loops in them – a letter maps to another to another and eventually returns to the first – and additionally on longer menus. However, menus that are too long risk failing because the Bombe doesn’t simulate the middle rotor stepping, and the longer the menu the more likely this is to have happened. Getting a good menu is a mixture of art and luck, and you may have to try a number of possible cribs before you get one that will produce useful results.

Bombe menu diagram

In this case, if we extend our crib by a single character to HELLO CYBER CHEFU, we get a loop in the menu (that U maps to a Y in the ciphertext, the Y in the second cipher block maps to A, the A in the third ciphertext block maps to E, and the E in the second crib block maps back to U). We immediately get a manageable number of results. You can see this here. Each result gives a set of rotor initial values and a set of identified plugboard wirings. Extending the crib further to HELLO CYBER CHEFU SER produces a single result, and it has also recovered eight of the ten plugboard wires and identified four of the six letters which are not wired. You can see this here.

We now have two things left to do:

  1. Recover the remaining plugboard settings.
  2. Recover the ring settings.

This will need to be done manually.

Set up an Enigma operation with these settings. Leave the ring positions set to A for the moment, so from top to bottom we have rotor III at initial value E, rotor II at C, and rotor IV at G, reflector B, and plugboard DE AH BB CO FF GZ LQ NY PS RR TW UU.

You can see this here. You will immediately notice that the output is not the same as the decryption preview from the Bombe operation! Only the first three characters – HEL – decrypt correctly. This is because the middle rotor stepping was ignored by the Bombe. You can correct this by adjusting the ring position and initial value on the right-hand rotor in sync. They are currently A and G respectively. Advance both by one to B and H, and you’ll find that now only the first two characters decrypt correctly.

Keep trying settings until most of the message is legible. You won’t be able to get the whole message correct, but for example at F and L, which you can see here, our message now looks like:

HELLO CYBER CHEFU SERTC HVSJS QTEST KESSA GEFOR THEDO VUKEB TKMZM T

At this point we can recover the remaining plugboard settings. The only letters which are not known in the plugboard are J K V X M I, of which two will be unconnected and two pairs connected. By inspecting the ciphertext and partially decrypted plaintext and trying pairs, we find that connecting IJ and KM results, as you can see here, in:

HELLO CYBER CHEFU SERST HISIS ATEST MESSA GEFOR THEDO CUMEO TMKZK T

This is looking pretty good. We can now fine tune our ring settings. Adjusting the right-hand rotor to G and M gives, as you can see here,

HELLO CYBER CHEFU SERST HISIS ATEST MESSA GEFOR THEDO CUMEN WMKZK T

which is the best we can get with only adjustments to the first rotor. You now need to adjust the second rotor. Here, you’ll find that anything from D and F to Z and B gives the correct decryption, for example here. It’s not possible to determine the exact original settings from only this message. In practice, for the real Enigma and real Bombe, this step was achieved via methods that exploited the Enigma network operating procedures, but this is beyond the scope of this document.

What if I don’t know the rotors?

You’ll need the “Multiple Bombe” operation for this. You can define a set of rotors to choose from – the standard WW2 German military Enigma configurations are provided or you can define your own – and it’ll run the Bombe against every possible combination. This will take up to a few hours for an attack against every possible configuration of the four-rotor Naval Enigma! You should run a single Bombe first to make sure your menu is good before attempting a multi-Bombe run.

You can see an example of using the Multiple Bombe operation to attack the above example message without knowing the rotor order in advance here.

What if I get far too many stops?

Use a longer or different crib. Try to find one that produces loops in the menu.

What if I get no stops, or only incorrect stops?

Are you sure your crib is correct? Try alternative cribs.

What if I know my crib is right, but I still don’t get any stops?

The middle rotor has probably stepped during the encipherment of your crib. Try a shorter or different crib.

How things work

How Enigma works

We won’t go into the full history of Enigma and all its variants here, but as a brief overview of how the machine works:

Enigma uses a series of letter->letter conversions to produce ciphertext from plaintext. It is symmetric, such that the same series of operations on the ciphertext recovers the original plaintext.

The bulk of the conversions are implemented in “rotors”, which are just an arbitrary mapping from the letters A-Z to the same letters in a different order. Additionally, to enforce the symmetry, a reflector is used, which is a symmetric paired mapping of letters (that is, if a given reflector maps X to Y, the converse is also true). These are combined such that a letter is mapped through three different rotors, the reflector, and then back through the same three rotors in reverse.

To avoid Enigma being a simple Caesar cipher, the rotors rotate (or “step”) between enciphering letters, changing the effective mappings. The right rotor steps on every letter, and additionally defines a letter (or later, letters) at which the adjacent (middle) rotor will be stepped. Likewise, the middle rotor defines a point at which the left rotor steps. (A mechanical issue known as the double-stepping anomaly means that the middle rotor actually steps twice when the left hand rotor steps.)

The German military Enigma adds a plugboard, which is a configurable pair mapping of letters (similar to the reflector, but not requiring that every letter is exchanged) applied before the first rotor (and thus also after passing through all the rotors and the reflector).

It also adds a ring setting, which allows the stepping point to be adjusted.

Later in the war, the Naval Enigma added a fourth rotor. This rotor does not step during operation. (The fourth rotor is thinner than the others, and fits alongside a thin reflector, meaning this rotor is not interchangeable with the others on a real Enigma.)

There were a number of other variants and additions to Enigma which are not currently supported here, as well as different Enigma networks using the same basic hardware but different rotors (which are supported by supplying your own rotor configurations).

How Typex works

Typex is a clone of Enigma, with a few changes implemented to improve security. It uses five rotors rather than three, and the rightmost two are static. Each rotor has more stepping points. Additionally, the rotor design is slightly different: the wiring for each rotor is in a removable core, which sits in a rotor housing that has the ring setting and stepping notches. This means each rotor has the same stepping points, and the rotor cores can be inserted backwards, effectively doubling the number of rotor choices.

Later models (from the Mark 22, which is the variant we simulate here) added two plugboards: an input plugboard, which allowed arbitrary letter mappings (rather than just pair switches) and thus functioned similarly to a configurable extra static rotor, and a reflector plugboard, which allowed rewiring the reflector.

How the Bombe works

The Bombe is a mechanism for efficiently testing and discarding possible rotor positions, given some ciphertext and known plaintext. It exploits the symmetry of Enigma and the reciprocal (pairwise) nature of the plugboard to do this regardless of the plugboard settings. Effectively, the machine makes a series of guesses about the rotor positions and plugboard settings and for each guess it checks to see if there are any contradictions (e.g. if it finds that, with its guessed settings, the letter A would need to be connected to both B and C on the plugboard, that’s impossible, and these settings cannot be right). This is implemented via careful connection of electrical wires through a group of simulated Enigma machines.

A full explanation of the Bombe’s operation is beyond the scope of this document – you can read the source code, and the authors also recommend Graham Ellsbury’s Bombe explanation, which is very clearly diagrammed.

Implementation in CyberChef

Enigma/Typex

Enigma and Typex were implemented from documentation of their functionality.

Enigma rotor and reflector settings are from GCHQ’s documentation of known Enigma wirings. We currently simulate all basic versions of the German Service Enigma; most other versions should be possible by manually entering the rotor wirings. There are a few models of Enigma, or attachments for the Service Enigma, which we don’t currently simulate. The operation was tested against some of GCHQ’s working examples of Enigma machines. Output should be letter-for-letter identical to a real German Service Enigma. Note that some Enigma models used numbered rather than lettered rotors – we’ve chosen to stick with the easier-to-use lettered rotors.

There were a number of different Typex versions over the years. We implement the Mark 22, which is backwards compatible with some (but not completely with all, as some early variants supported case sensitivity) older Typex models. GCHQ also has a partially working Mark 22 Typex. This was used to test the plugboards and mechanics of the machine. Typex rotor settings were changed regularly, and none have ever been published, so a test against real rotors was not possible. An example set of rotors have been randomly generated for use in the Typex operation. Some additional information on the internal functionality was provided by the Bombe Rebuild Project.

The Bombe

The Bombe was likewise implemented on the basis of documentation of the attack and the machine. The Bombe Rebuild Project at the National Museum of Computing answered a number of technical questions about the machine and its operating procedures, and helped test our results against their working hardware Bombe, for which the authors would like to extend our thanks.

Constructing menus from cribs in a manner that most efficiently used the Bombe hardware was another difficult step of operating the real Bombes. We have chosen to generate the menu automatically from the provided crib, ignore some hardware constraints of the real Bombe (e.g. making best use of the number of available Enigmas in the Bombe hardware; we simply simulate as many as are necessary), and accept that occasionally the menu selected automatically may not always be the optimal choice. This should be rare, and we felt that manual menu creation would be hard to build an interface for, and would add extra barriers to users experimenting with the Bombe.

The output of the real Bombe is optimised for manual verification using the checking machine, and additionally has some quirks (the rotor wirings are rotated by, depending on the rotor, between one and three steps compared to the Enigma rotors). Therefore, the output given is the ring position, and a correction depending on the rotor needs to be applied to the initial value, setting it to W for rotor V, X for rotor IV, and Y for all other rotors. We felt that this would require too much explanation in CyberChef, so the output of CyberChef’s Bombe operation is the initial value for each rotor, with the ring positions set to A, required to decrypt the ciphertext starting at the beginning of the crib. The actual stops are the same. This would not have caused problems at Bletchley Park, as operators working with the Bombe would never have dealt with a real or simulated Enigma, and vice versa.

By default the checking machine is run automatically and stops which fail silently discarded. This can be disabled in the operation configuration, which will cause it to output all stops from the actual Bombe hardware instead. (In this case you only get one stecker pair, rather than the set identified by the checking machine.)

Optimisation

A three-rotor Bombe run (which tests 17,576 rotor positions and takes about 15-20 minutes on original Turing Bombe hardware) completes in about a fifth of a second in our tests. A four-rotor Bombe run takes about 5 seconds to try all 456,976 states. This also took about 20 minutes on the four-rotor US Navy Bombe (which rotates about 30 times faster than the Turing Bombe!). CyberChef operations run single-threaded in browser JavaScript.

We have tried to remain fairly faithful to the implementation of the real Bombe, rather than a from-scratch implementation of the underlying attack. There is one small deviation from “correct” behaviour: the real Bombe spins the slow rotor on a real Enigma fastest. We instead spin the fast rotor on an Enigma fastest. This means that all the other rotors in the entire Bombe are in the same state for the 26 steps of the fast rotor and then step forward: this means we can compute the 13 possible routes through the lower two/three rotors and reflector (symmetry means there are only 13 routes) once every 26 ticks and then save them. This does not affect where the machine stops, but it does affect the order in which those stops are generated.

The fast rotors repeat each others’ states: in the 26 steps of the fast rotor between steps of the middle rotor, each of the scramblers in the complete Bombe will occupy each state once. This means we can once again store each state when we hit them and reuse them when the other scramblers rotate through the same states.

Note also that it is not necessary to complete the energisation of all wires: as soon as 26 wires in the test register are lit, the state is invalid and processing can be aborted.

The above simplifications reduce the runtime of the simulation by an order of magnitude.

If you have a large attack to run on a multiprocessor system – for example, the complete M4 Naval Enigma, which features 1344 possible choices of rotor and reflector configuration, each of which takes about 5 seconds – you can open multiple CyberChef tabs and have each run a subset of the work. For example, on a system with four or more processors, open four tabs with identical Multiple Bombe recipes, and set each tab to a different combination of 4th rotor and reflector (as there are two options for each). Leave the full set of eight primary rotors in each tab. This should complete the entire run in about half an hour on a sufficiently powerful system.

To celebrate their centenary, GCHQ have open-sourced very-faithful reimplementations of Enigma, Typex, and Bombe that you can run in your browser. That’s pretty cool, and a really interesting experimental toy for budding cryptographers and cryptanalysts!

The “Backendification” of Frontend Development

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

https://hackernoon.com/the-backendification-of-frontend-development-62f218a773d4 (hackernoon.com)

Asynchronous JavaScript in the form of Single Page Applications (SPA) offer an incredible opportunity for improving the user experience of your web applications. CSS frameworks like Bootstrap enable developers to quickly contribute styling as they’re working on the structure and behaviour of things.

Unfortunately, SPA and CSS frameworks tend to result in relatively complex solutions where traditionally separated concerns – HTML-structure, CSS-style, and JS-behaviour – are blended together as a matter of course — Counter to the lessons learned by previous generations.

This blending of concerns can prevent entry level developers and valued specialists (Eg. visual design, accessibility, search engine optimization, and internationalization) from making meaningful contributions to a project.

In addition to the increasing cost of the few developers somewhat capable of juggling all of these concerns, it can also result in other real world business implications.

What is a front-end developer? Does anybody know, any more? And more-importantly, how did we get to the point where we’re actively encouraging young developers into habits like writing (cough React cough) files containing a bloaty, icky mixture of content, HTML (markup), CSS (style), and Javascript (behaviour)? Yes, I get that the idea is that individual components should be packaged together (if you’re thinking in a React-like worldview), but that alone doesn’t justify this kind of bullshit antipattern.

It seems like the Web used to have developers. Then it got complex so we started differentiating back-end from front-end developers and described those who, like me, spanned the divide, as full-stack developers We gradually became a minority as more and more new developers, deprived of the opportunity to learn each new facet organically in this newly-complicated landscape, but that’s fine. But then… we started treating the front-end as the only end, and introducing all kinds of problems as a result… and most people don’t seem to have noticed, yet, exactly how much damage we’re doing to Web applications’ security, maintainability, future-proofibility, archivability, addressibility…

Modern CSS on DanQ.me

The current iteration of my blog diverges from an architectural principle common to most of previous versions of the last 20 years. While each previous change in design and layout was intended to provide a single monolithic upgrade, this version tries to provide me with a platform for continuous ongoing experimentation and change.

Debug console on DanQ.me showing Dan's head and a speech bubble.
Earlier this year I added experimental console art, for example. Click through for more details.

I’ve been trying to make better use of my blog as a vehicle for experimenting with web technologies, as I used to with personal sites back in the 1990s and early 2000s; to see a vanity site like this one as a living playground rather than something that – like most of the sites I’m paid to work on – something whose design is, for the most part, static for long periods of time.

"Blog" dropdown menu on DanQ.me.
The “popular” flag and associated background colour in the “Blog” top-level menu became permanent after a period of A/B testing. Thanks, unwitting testers!

Among the things I’ve added prior to the initial launch of this version of the design are gracefully-degrading grids, reduced-motion support, and dark-mode support – three CSS features of increasing levels of “cutting edge”-ness but each of which is capable of being implemented in a way that does not break the site’s compatibility. This site’s pages are readable using (simulations of) ancient rendering engines or even in completely text-based browsers, and that’s just great.

Here’s how I’ve implemented those three features:

Gracefully-degrading grids

Grid of recent notes and shares on DanQ.me
I’m not entirely happy with the design of these boxes, but that’s a job for another day.

The grid of recent notes, shares, checkins and videos on my homepage is powered by the display: grid; CSS directive. The number of columns varies by screen width from six on the widest screens down to three or just one on increasingly small screens. Crucially, grid-auto-flow: dense; is used to ensure an even left-to-right filling of the available space even if one of the “larger” blocks (with grid-column: span 2; grid-row: span 2;) is forced for space reasons to run onto the next line. This means that content might occasionally be displayed in a different order from that in which it is written in the HTML (which is reverse order of publication), but in exchange the items are flush with both sides.

Grid sample showing impact of dense flow.
The large “5 Feb” item in this illustration should, reverse-chronologically, appear before the “3 Feb” item, but there isn’t room for it on the previous line. grid-auto-flow: dense; means that the “3 Feb” item is allowed to bubble-up and fill the gap, appearing out-of-order but flush with the edge.

Not all web browsers support display: grid; and while that’s often only one of design and not of readability because these browsers will fall back to usually-very-safe default display modes like block and inline, as appropriate, sometimes there are bigger problems. In Internet Explorer 11, for example, I found (with thanks to @_ignatg) a problem with my directives specifying the size of these cells (which are actually <li> elements because, well, semantics matter). Because it understood the directives that ought to impact the sizing of the list items but not the one that redeclared its display type, IE made… a bit of a mess of things…

Internet Explorer scrambles a list/grid combination.
Thanks, Internet Explorer. That’s totally what I was looking for.

Do websites need to look the same in every browser? No. But the content should be readable regardless, and here my CSS was rendering my content unreadable. Given that Internet Explorer users represent a little under 0.1% of visitors to my site I don’t feel the need to hack it to have the same look-and-feel: I just need it to have the same content readability. CSS Feature Queries to the rescue!

CSS Feature Queries – the @supports selector – make it possible to apply parts of your stylesheet if and only if the browser supports specific CSS features, for example grids. Better yet, using it in a positive manner (i.e. “apply these rules only if the browser supports this feature”) is progressive enhancement, because browsers that don’t understand the  @supports selector act in the same way as those that understand it but don’t support the specified feature. Fencing off the relevant parts of my stylesheet in a @supports (display: grid) { ... } block instructed IE to fall back to displaying that content as a boring old list: exactly what I needed.

Internet Explorer's view of the "grid" on the DanQ.me homepage.
It isn’t pretty, but it’s pretty usable!

Reduced-motion support

I like to put a few “fun” features into each design for my blog, and while it’s nowhere near as quirky as having my head play peek-a-boo when you hover your cursor over it, the current header’s animations are in the same ballpark: hover over or click on some of the items in the header menu to see for yourself..

Main menu with "Dan Q" title in it's "bounced" position.
I’m most-pleased with the playful “bounce” of the letter Q when you hover over my name.

These kinds of animations are fun, but they can also be problematic. People with inner ear disorders (as well as people who’re just trying to maximise the battery life on their portable devices!) might prefer not to see them, and web designers ought to respect that choice where possible. Luckily, there’s an emerging standard to acknowledge that: prefers-reduced-motion. Alongside its cousins inverted-colors, prefers-reduced-transparency, prefers-contrast and prefers-color-scheme (see below for that last one!), these new CSS tools allow developers to optimise based on the accessibility features activated by the user within their operating system.

Motion-reducing controls in Windows 10 and MacOS X.
In Windows you turn off animations while in MacOS you turn on not-having animations, but the principle’s the same.

If you’ve tweaked your accessibility settings to reduce the amount of animation your operating system shows you, this website will respect that choice as well by not animating the contents of the title, menu, or the homepage “tiles” any more than is absolutely necessary… so long as you’re using a supported browser, which right now means Safari or Firefox (or the “next” version of Chrome). Making the change itself is pretty simple: I just added a @media screen and (prefers-reduced-motion: reduce) { ... } block to disable or otherwise cut-down on the relevant animations.

Dark-mode support

DanQ.me in dark mode.

Similarly, operating systems are beginning to support “dark mode”, designed for people trying to avoid eyestrain when using their computer at night. It’s possible for your browser to respect this and try to “fix” web pages for you, of course, but it’s better still if the developer of those pages has anticipated your need and designed them to acknowledge your choice for you. It’s only supported in Firefox and Safari so far and only on recent versions of Windows and MacOS, but it’s a start and a helpful touch for those nocturnal websurfers out there.

Enabling Dark Mode on Windows 10 and MacOS X
Come to the dark side, Luke. Or just get f.lux, I suppose.

It’s pretty simple to implement. In my case, I just stacked some overrides into a @media (prefers-color-scheme: dark) { ... } block, inverting the background and primary foreground colours, softening the contrast, removing a few “bright” borders, and darkening rather than lightening background images used on homepage tiles. And again, it’s an example of progressive enhancement: the (majority!) of users whose operating systems and/or browsers don’t yet support this feature won’t be impacted by its inclusion in my stylesheet, but those who can make use of it can appreciate its benefits.

This isn’t the end of the story of CSS experimentation on my blog, but it’s a part of the it that I hope you’ve enjoyed.

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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…

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WorldWideWeb, 30 years on

This month, a collection of some of my favourite geeks got invited to CERN in Geneva to participate in a week-long hackathon with the aim of reimplementing WorldWideWeb – the first web browser, circa 1990-1994 – as a web application. I’m super jealous, but I’m also really pleased with what they managed to produce.

DanQ.me as displayed by the reimagined WorldWideWeb browser circa 1990
With the exception of a few character entity quirks, this site remains perfectly usable in the simulated WorldWideWeb browser. Clearly I wasn’t the only person to try this vanity-check…

This represents a huge leap forward from their last similar project, which aimed to recreate the line mode browser: the first web browser that didn’t require a NeXT computer to run it and so a leap forward in mainstream appeal. In some ways, you might expect reimplementing WorldWideWeb to be easier, because its functionality is more-similar that of a modern browser, but there were doubtless some challenges too: this early browser predated the concept of the DOM and so there are distinct processing differences that must be considered to get a truly authentic experience.

Geeks hacking on WorldWideWeb reborn
It’s just like any other hackathon, if you ignore the enormous particle collider underneath it.

Among their outputs, the team also produced a cool timeline of the Web, which – thanks to some careful authorship – is as legible in WorldWideWeb as it is in a modern browser (if, admittedly, a little less pretty).

WorldWideWeb screenshot by Sir Tim Berners-Lee
When Sir Tim took this screenshot, he could never have predicted the way the Web would change, technically, over the next 25-30 years. But I’m almost more-interested in how it’s stayed the same.

In an age of increasing Single Page Applications and API-driven sites and “apps”, it’s nice to be reminded that if you develop right for the Web, your content will be visible (sort-of; I’m aware that there are some liberties taken here in memory and processing limitations, protocols and negotiation) on machines 30 years old, and that gives me hope that adherence to the same solid standards gives us a chance of writing pages today that look just as good in 30 years to come. Compare that to a proprietary technology like Flash whose heyday 15 years ago is overshadowed by its imminent death (not to mention Java applets or ActiveX <shudders>), iOS apps which stopped working when the operating system went 64-bit, and websites which only work in specific browsers (traditionally Internet Explorer, though as I’ve complained before we’re getting more and more Chrome-only sites).

The Web is a success story in open standards, natural and by-design progressive enhancement, and the future-proof archivability of human-readable code. Long live the Web.

Update 24 February 2019: After I submitted news of the browser to MetaFilter, I (and others) spotted a bug. So I came up with a fix…

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