[x]Blackmoor Vituperative

Monday, 2015-07-20

Self awareness in machines

Filed under: Society,Technology — bblackmoor @ 09:01

How long do you think it will take for us to get from this

To this

Thursday, 2015-03-05

Asus RT-AC87R router port forwarding stops working

Filed under: Technology — bblackmoor @ 07:58

I was having a problem with my home network. I have a static IP address from my ISP, and I have that IP address mapped to a domain name through DynDNS. Yet, periodically, I would discover that the network was no longer accessible.

Initially, I thought it was due to a recent server upgrade, and that I had my firewall settings or selinux settings wrong. But those were correct. I looked at the port forwarding settings in the router (Advanced Settings >> WAN >> Virtual Server / Port Forwarding), and those seemed correct, too. On a lark, I clicked the “Apply” button on the port forward settings page in the router’s administration screen, and suddenly the network was externally accessible again.

A few hours later, it happened again. This time, I logged into the router’s port forwarding screen and clicked “Apply”. It worked. Then again, this morning, it happened again.

A great deal of searching later, I have discovered that there is a bug in the Asus RT-AC87R router port forwarding — it simply stops working from time to time. Why, I do not know. I have the most recent firmware, so there is no fix to be found there. The only way to prevent this from happening appears to be by disabling the “NAT Acceleration” (which is called “Hardware Acceleration” in some routers): go to Advanced Settings >> LAN >> Switch Control >> NAT Acceleration, and set it to “Disable”.

This also applies to the Asus RT-AC87U router (which is the same router in slightly different packaging).

Friday, 2015-01-23

Do not stretch 4:3 images to fit 16:9 screens

Filed under: Technology,Television — bblackmoor @ 09:15

I was at a restaurant once, and the widescreen TVs were set to non-widescreen stations, with the image squashed vertically (or stretched horizontally, potayto potahto) to fit. That was bad enough. But then the show itself had a person standing in front of a TV (it was some kind of “news” show or something), and THAT TV was a widescreen TV showing a squashed 4:3 image.

How can anyone not notice how wrong this is?

WHY ARE YOU DOING THIS? STOP DOING IT!

Do not stretch 4:3 images to fit 16:9 screens

Saturday, 2014-05-24

Campaign Cartographer Tutorials by Joe Sweeney

Filed under: Gaming,Software — bblackmoor @ 12:33

Campaign CartographerI purchased Campaign Cartographer years ago, and have purchased many of the Annuals and add-ons from ProFantasy, yet I have never made the time to actually learn to use the program. I intend to change that. This is a list of tutorials by Joe Sweeney. Unfortunately, YouTube makes it difficult to view these tutorials in order, so I have compiled this list for my own reference. This list is based on a blog post by Mike Summers.

Setting Up Your Mapping Environment

Note 1: When you install Campaign Cartographer, right click on CC3Setup.exe and choose Run as administrator (don’t just use an Admin account).

Note 2: Do not install Campaign cartographer under “Program Files” or “Program Files (x86)”. Doing so will make it more difficult to add or modify symbol libraries later. I suggest that you install CC3 under “C:\Profantasy\CC3\”.

Part 1: Installation of CC3 and patches [2009-09-22]
Part 2: Installing DD3 [2009-09-22]
Part 3a: Installing Legacy CC2 add-ons to CC3 [2009-09-24] (superseded by Cosmographer 3)
Part 3b: Installing the CSUAC files [2009-12-17] (superseded by these instructions)

Overland Mapping with Campaign Cartographer

Part A: Introduction [2008-09-15]
Part B: New Maps and Creating Land [2008-11-02]
Part C: Contours [2008-11-02]
Part D: Automate Artistic Talents with Sheets [2008-11-02]
Part E: Adding Mountains with the Symbols Function [2008-11-02]
Part F: Adding Rivers [2008-11-02]
Part G: Vegetation [2008-11-02]
Part H: Rivers using Sheets and Effects [2008-11-02]
Part I: Structures using Symbols [2008-11-02]
Part J1: Text [2008-11-04]
Part J2: Text [2008-11-04]
Part K: Borders and Political Symbols [2008-11-04]
Part L: Handout Maps [2008-11-04]
Part M: Handout Maps, part 2 [2008-11-04]
Part N: Finishing Up [2008-11-04]

Mapping an Entire Fantasy World with Fractal Terrains and Campaign Cartographer

Part 1: The Basics [2010-04-05]
Part 2: Outputting Multiple Maps at Different Levels of Scale [2010-07-26]
Part 3: Customizing Exported Maps [2010-08-02]

Dungeon Mapping with Dungeon Designer

Tutorial 1a: Basics [2008-11-04]
Tutorial 1b: Basics [2008-11-04]
Tutorial 1c: Basics [2008-11-04]
Tutorial 2a: Making a Battlemap [2008-12-02]
Tutorial 2b: Making a Battlemap [2008-12-02]
Tutorial 3a: Advanced Techniques [2009-01-12]
Tutorial 3b: Advanced Techniques [2009-01-13]
Tutorial 3c: Advanced Techniques [2009-01-13]
Tutorial 3d: Advanced Techniques [2010-01-31]
Mapping Dungeons, Part 1 [2013-08-18]
Mapping Dungeons, Part 2: Traps and Secret Rooms [2013-08-19]
Mapping Dungeons, Part 3: Grids [2013-08-20]

Battle Tiles

Essentials Part 1 (The New Templates) [2009-12-07]
Essentials Part 2 (Finishing Your First Room) [2009-12-07]
Essentials Part 3 (Printing) [2009-12-07]
The Crypt – Part 1 (The Entrance & Multipoly Tool) [2009-12-09]
The Crypt – Part 2 (Inner Walls & Adding Symbols) [2009-12-09]
The Crypt – Part 3 (Complex Room with Curved Alcoves) [2009-12-09]
The Crypt – Part 4 (Manually Drawing Walls) [2009-12-10]
The Crypt – Part 5 (Creating Secret Layers) [2009-12-10]
The Crypt – Part 6 (Last Two Rooms & Putting it All Together) [2009-12-10]
Raised Floors [2009-12-13]

Old School D&D Mapping

Part 1 [2013-02-15]
Part 2: Control Points [2013-02-20]
Part 3: Varicolor [2013-02-26]
Part 4: Exporting a Symbol Catalog [2013-02-27]
Part 5: Using Your New Symbols [2013-03-04]
Part 6: Creating Mapping Tools [2013-03-19]
Part 7: Create a Tool That Creates Floors and Walls [2013-03-20]
Part 8: Automating Grids [2013-04-04]

Starship Design and Mapping using Campaign Cartographer and Cosmographer

Part 1 [2010-12-26]
Part 2 [2010-12-26]

Star System Maps using Campaign Cartographer and Cosmographer

Part 1 [2011-01-15]
Part 2 [2011-01-15]
Part 3 [2011-01-16]
High-Space System Mapping Tutorial [2013-08-06]

High Space Battlemaps

Part 1: Creating A Guide Map [2012-06-19]
Part 2: Mapping the Command Deck [2012-06-19]
Part 3: Mapping The Bridge [2012-06-19]
Part 4: Printing and Outputting Maps for Play [2012-06-19]

Symbol Management

Changing the Size of Symbols [2010-03-31]
Creating custom symbol catalogs from PNG files [2012-06-01]
Attaching custom symbol catalogs to mapping buttons in Campaign Cartographer [2012-06-01]
Importing PNG files [2013-07-10]

Techniques

Aligning side view and floor plans [2013-01-26]
Understanding Layers and Sheets in Campaign Cartographer [2013-03-07]

Mapping Master Class for Campaign Cartographer

Sheets and Effects, Part 1 [2010-12-31]
Sheets and Effects, Part 2 [2011-01-01]
Sheets and Effects, Part 3 [2011-01-12]
Sheets and Effects, Part 4 [2011-01-12]
Sheets and Effects, Part 5 [2011-01-13]
Sheets and Effects, Part 6 [2011-01-13]

Speed Mapping

Creating an Sino-Block Orbital [2013-03-06]
Treasure Map [2014-01-22]
Into the Remnant [2014-01-26]
Creating a draft Dieselpunk Star Map [2014-01-27]
Creating a Space Station Construction Symbol Library [2014-01-31]

Monday, 2014-03-03

Ruminations on web design and system administration

Filed under: Programming,Work — bblackmoor @ 10:18

Now that the Kickstarter is over, I can go back to talking about other things. For example, how happy I am that I am no longer working in web design. The work I would like to do, in decreasing order of preference, is:

  • system administration
  • database administration
  • back-end programming (i.e., not Javascript)
  • project management
  • front end programming (i.e., Javascript)
  • web design

There are reasons why web design is at the bottom of the list. The biggest one is that the people who pay to have that done are too often operating under the false assumption that they know how to do it, and that they just need someone else to do the grunt work of actually using the software. Oatmeal has a pretty funny cartoon on what that’s like for a web designer.

That’s an exaggeration, of course. I am lucky that back when I did web design as my primary profession, I very rarely had clients quite that clueless. A more frequent occurrence was the “we need to Do Something” problem. Smashing Magazine has a pretty decent article on that, but if you have been a user of YahooGroups or FaceBook for any length of time, you have seen that phenomenon in action.

System administration is at the top of the list for even better reasons. For one thing, I simply enjoy it. I like making things work. It’s like working on a car and getting it to run smoothly, but you don’t bang your knuckles or get your hands dirty. Also, success is generally objective: if the system works, that’s success. None of the “that color is too aggressive” type feedback you get when doing web design (I actually had a client say that phrase to me). Of course, there are some subjective measurements of success, even in system administration. For example, you can continue throwing time and money at a database server to increase performance, and the point at which the performance is good enough is a subjective call. Even so, generally speaking, the line between “working” and “not working” is pretty clear. I like that.

Sunday, 2013-12-01

ProFantasy Cartographer’s Annual: December

Filed under: Art,Gaming,Software — bblackmoor @ 10:41
ProFantasy Cartographer's Annual: December

I still haven’t taught myself to use Campaign Cartographer 3, but I really enjoy ProFantasy’s monthly special maps. Check out the December Annual issue for 1930s travel guide-style maps.

Saturday, 2013-11-23

Accounting for Kickstarter

Filed under: Gaming,The Internet,Work — bblackmoor @ 19:47
Wallet

When it comes to accounting for the money raised through Kickstarter etc., most people seem aware of the 5% Kickstarter fee, the ~4% Amazon fee, the 1%-5% billing failure, and the potential for as much as 10% to be lost in chargebacks. What I don’t see many people mentioning is the amount of income tax the IRS is going to take of the amount raised (if you are a US citizen). In Europe, you may have VAT, which is even more complicated. Established businesses already know about this, of course, but since many people who start a Kickstarter campaign are hobbyists and startups, I thought this was a worthwhile thing to point out: keep taxes in mind when you are estimating how much you will need to raise to complete your project.

Wednesday, 2013-11-20

Peer Review Lessons from Open Source

Filed under: Programming — bblackmoor @ 09:43

I recently found an article in the Nov/Dec 2012 issue of IEEE Software that sounded interesting, “Contemporary Peer Review in Action: Lessons from Open Source Development“. (Rigby, P., Cleary, B., Painchaud, F., Storey, M., & German, D. (n.d). Contemporary Peer Review in Action: Lessons from Open Source Development. Ieee Software, 29(6), 56-61.)

The authors examined the peer reviews of approximately 100,000 open source projects, including Apache httpd server, Subversion, Linux, FreeBSD, KDE, and Gnome. They compared these to more formal methods of software inspection and quality control, traditional used in complex, proprietary (non-open source) projects.

The open source reviews are minimal, and reviewers self-select what sections they will review. This results in people reviewing sections of code they are most competent to review (or at least, most interested in reviewing). The formal code inspections for proprietary projects are cumbersome, and the reviewers are assigned their sections, meaning they are often unfamiliar with the code they are reviewing. The peer reviews are completed more efficiently and are more likely to catch inobvious errors, but they lack traceability.

As a result of their research an analysis, the authors have five lessons that they have taken from open source projects which can benefit proprietary projects.

  1. Asynchronous reviews: Asynchronous reviews support team discussions of defect solutions and find the same number of defects as co-located meetings in less time. They also enable developers and passive listeners to learn from the discussion.
  2. Frequent reviews: The earlier a defect is found, the better. OSS developers conduct all-but-continuous, asynchronous reviews that function as a form of asynchronous pair programming.
  3. Incremental reviews: Reviews should be of changes that are small, independent, and complete.
  4. Invested, experienced reviewers: Invested experts and codevelopers should conduct reviews because they already understand the context in which a change is being made.
  5. Empower expert reviewers: Let expert developers self-select changes they’re interested in and competent to review. Assign reviews that nobody selects.

The authors go on to make three specific recommendations:

  1. Light-weight review tools: Tools can increase traceability for managers and help integrate reviews with the existing development environment.
  2. Nonintrusive metrics: Mine the information trail left by asynchronous reviews to extract light-weight metrics that don’t disrupt developer workflow.
  3. Implementing a review process: Large, formal organizations might benefit from more frequent reviews and more overlap in developers’ work to produce invested reviewers. However, this style of review will likely be more amenable to agile organizations that are looking for a way to run large, distributed software projects.

To be honest, I don’t have enough experience to have an informed opinion on these recommendations as they pertain to complex, proprietary projects. Virtually all of the projects I have worked on have been distributed, open-source projects, and nearly all of those had less peer review than I think they should have. That being said, the author’s recommendations and the “lessons” on which they’ve based them seem reasonable to me, and do not contradict with my own experience.

Wednesday, 2013-11-13

Remembering Xanadu

Filed under: Programming,The Internet,Work — bblackmoor @ 23:05
Xanadu

I was reminded recently of an interesting article from the June 1995 issue of Wired magazine. I subscribed to Wired back then: this was during the early days of the internet, while the 1990s tech bubble was inflating like gangbusters. The article is “The Curse of Xanadu“, by Gary Wolf.

It was the most radical computer dream of the hacker era. Ted Nelson’s Xanadu project was supposed to be the universal, democratic hypertext library that would help human life evolve into an entirely new form. Instead, it sucked Nelson and his intrepid band of true believers into what became the longest-running vaporware project in the history of computing – a 30-year saga of rabid prototyping and heart-slashing despair. The amazing epic tragedy.

The article begins with a brief description of the mind behind Xanadu, Ted Nelson. He is described as a very smart man with many ideas, but who has difficulty finishing his projects. Later in the article, we learn that Nelson has an extreme case of Attention Deficit Disorder.

The article then goes on to describe the goals of the Xanada project, which Nelson began working on in 1965:

Xanadu was meant to be a universal library, a worldwide hypertext publishing tool, a system to resolve copyright disputes, and a meritocratic forum for discussion and debate. By putting all information within reach of all people, Xanadu was meant to eliminate scientific ignorance and cure political misunderstandings. And, on the very hackerish assumption that global catastrophes are caused by ignorance, stupidity, and communication failures, Xanadu was supposed to save the world.

Yet Nelson, who invented the concept of hypertext, is not a programmer. He is a visionary. He is also appearently immensely persuasive. He convinced people to spend millions of dollars on Xanada (long before the tech bubble made that irrational behaviour seem normal), and years working on it. And it does seem that Nelson was a true visionary. In 1969, he already foresaw that technology would “overthrow” conventional publishing, and that paper would be replaced by the screen (in his mind, it already had). But he was limited by the technology of his day. “Even [in 1995], the technology to implement a worldwide Xanadu network does not exist.” In the 1970s, “[the] notion of a worldwide network of billions of quickly accessible and interlinked documents was absurd, and only Nelson’s ignorance of advanced software permitted him to pursue this fantasy.”

In the early 1970s, Nelson worked with a group of young hackers called the RESISTORS, in addition to a couple of programmers he had hired. During this period, the first real work on Xanadu was accomplished: a file access invention called the “enfilade”. What the enfilade is or exactly what it does is a mystery: unlike another famous iconoclast, Richard Stallman, Ted Nelson did not believe that “information wants to be free”. The nature of Xanadu’s enflilade, what it does, and how it is implemented is a mystery: everyone who has worked on the project has been sworn to secrecy.

In 1974, Nelson met programmer and hacker Roger Gregory. According to the article, if Nelson is the father of Xanadu, Roger Gregory is its mother. “Gregory had exactly the skills Nelson lacked: an intimate knowledge of hardware, a good amount of programming talent, and an obsessive interest in making machines work. […] through all the project’s painful deaths and rebirths, Gregory’s commitment to Nelson’s dream of a universal hypertext library never waned.” Gregory’s tale is a sad one: it’s difficult to see his involvement in Xanadu as anything other than a tragic waste of his life.

As the years go by and the 1970s become the 1980s, Nelson continued to work on Xanadu, and Xanadu continued not to be completed. By the late 1980s, the project team had dwindled and support for it was difficult to find. Nelson and Gregory would not admit failure, although Gregory struggled with thoughts of suicide. However, in 1988 Xanadu was rescued by John Walker, the founder of Autodesk. It seemed that Xanadu would at last have the benefit of serious commercial development. “In 1964,” Walker said in a 1988 press release, “Xanadu was a dream in a single mind. In 1980, it was the shared goal of a small group of brilliant technologists. By 1989, it will be a product. And by 1995, it will begin to change the world.”

It turned out that was easier said than done.

I find it interesting that one of the technical obstacles to Xanadu’s development was due to its profoundly non-free approach to the information it would make available.

The key to the Xanadu copyright and royalty scheme was that literal copying was forbidden in the Xanadu system. When a user wanted to quote a portion of document, that portion was transcluded. With fee for every reading.

Transclusion was extremely challenging to the programmers, for it meant that there could be no redundancy in the grand Xanadu library. Every text could exist only as an original.

In my opinion, this philosophy of restricting information is a key reason that Xanadu failed.

By the early 1990’s, control of the project shifted away from Gregory and the original development team, and all of the existing code was discarded. This also made Walker’s 18-month timeline explicitly unattainable.

John Walker, in retrospect, blames the failure of Xanadu on the unrealistic goals of the (new) development team.

John Walker, Xanadu’s most powerful protector, later wrote that during the Autodesk years, the Xanadu team had “hyper-warped into the techno-hubris zone.” Walker marveled at the programmers’ apparent belief that they could create “in its entirety, a system that can store all the information in every form, present and future, for quadrillions of individuals over billions of years.” Rather than push their product into the marketplace quickly, where it could compete, adapt, or die, the Xanadu programmers intended to produce their revolution ab initio.

“When this process fails,” wrote Walker in his collection of documents from and about Autodesk, “and it always does, that doesn’t seem to weaken the belief in a design process which, in reality, is as bogus as astrology. It’s always a bad manager, problems with tools, etc. – precisely the unpredictable factors which make a priori design impossible in the first place.”

In 1992, just before the release of Mosaic and the popularization of the World Wide Web, Autodesk crashed and burned, and the pipeline of funding that kept the Xanadu project going came to an end. Ownership of Xanadu reverted to Ted Nelson, Roger Gregory, and a few other long-time supporters.

A glint of hope appeared. Kinko’s (remember Kinko’s?) was interested in funding the project for their own use. But Nelson chose this time to attempt to seize control of the project. The programmers who had been subjected to Nelson’s attention-deficit management style resisted. Again, Nelson’s desire for control was destructive to the accomplishment of his dream. “By the time the battle was over, Kinko’s senior management had stopped returning phone calls, most of Autodesk’s transitional funding had been spent on lawyers fees, and the Xanadu team had managed to acquire ownership of a company that had no value.”

There was a brief respite from an insurance company, but that too soon ended in failure. After not being paid for six months, the last few developers took the hardware and quit. “With the computers gone, Xanadu was more than dead. It was dead and dismembered.”

As of 1995 (the date of the article), Nelson was in Japan, still pushing his idea of “transclusion”, still hostile to the very freedom and chaos that has made the World Wide Web the enormous success it is. I think he’s a perfect example of how someone can be both brilliant and utterly clueless.

In 2007, Project Xanadu released XanaduSpace 1.0. There is a video on YouTube of Ted Nelson demonstrating XanaduSpace. As far as I know, that was the end of the project.

Some other links that you might also find of interest:

http://xanadu.com/

http://xanadu.com.au/

http://www.wired.com/wired/archive/3.09/rants.html

http://www.xanadu.com.au/ararat

http://www.theatlantic.com/magazine/archive/1945/07/as-we-may-think/303881/

http://web.archive.org/web/20090413174805/http://calliq.googlepages.com/”Xanadu Products Due Next Year”

https://archive.org/details/possiplexvideo

Thursday, 2013-08-29

One small step toward sanity

Filed under: Intellectual Property,Politics,Software — bblackmoor @ 10:15

New Zealand has finally passed a new Patents Bill that will effectively outlaw software patents after five years of debate, delay, and intense lobbying from multinational software vendors.
What’s hot on ZDNet

Aptly named Commerce Minister Craig Foss welcomed the modernisation of the patents law, saying it marked a “significant step towards driving innovation in New Zealand”.

“By clarifying the definition of what can be patented, we are giving New Zealand businesses more flexibility to adapt and improve existing inventions, while continuing to protect genuine innovations,” Foss said.

The nearly unanimous passage of the Bill was also greeted by Institute of IT Professionals (IITP) chief executive Paul Matthews, who congratulated Foss for listening to the IT industry and ensuring that software patents were excluded.

Matthews said it was a breakthrough day “where old law met modern technology and came out on the side of New Zealand’s software innovators”.

(from New Zealand bans software patents, ZDNet)

One small step on the long road to sanity. A few more steps I would like seen taken:

  • Eliminate patents on life forms or portions of life forms
  • Eliminate trademarks on fictional characters (copyright covers those)
  • Eliminate “works for hire” (the abuse of which has been rampant for decades)
  • Shorten copyright protection to a reasonable period (20 to 30 years is more than generous)

Of course, if these steps are ever taken, the USA will be the last to take them. When it comes to sanity with respect to patent, trademark, and copyright, I look toward New Zealand and the European Union to lead the way to a more reasonable future.

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