Showing posts with label Fire Fighter. Show all posts
Showing posts with label Fire Fighter. Show all posts

Thursday, 30 January 2020

Engineering in the Native Forest

Part 1 in a 2 part series about Artificial Intelligence and New Zealand native birds.

We’ve all heard that sound, and it is glorious. Native birds singing in pristine native forest.
NZ Southern Island forest

Then tragedy happens. It could be an introduced pest like possums or rats. Maybe the climate changes and the native birds cannot adapt. Maybe it’s just a really really really bad year for bird flu.

The once vibrant healthy forest falls quiet. The native bird population is in crisis.

Meanwhile, over on social media:

I think it’s awesome when people are passionate about their local environment. I think it’s amazing when folks break out of their comfort zone and try to bring about positive change.

We all know that blindly doing the first thing that pops into your head is rarely the best course of action. Even with the best of intentions, when it comes to the environment, there’s just far too many ways to make the situation worse.

Fortunately, we can use Engineering!

  • First, we measure the health of an ecosystem.

  • Next, we apply an intervention:
    • pest trapping
    • a breeding program
    • fences
    • [Your idea here]
  • Then, we measure the health of the ecosystem a second time.

Mix in a little bit of math, and now we can figure out which interventions are the most effective.

Those interventions which are more (cost) effective? We'll do more of those.

The interventions which have no effect, or worse, are damaging? Well, let's not do that again!

Simple right?

Well how do we measure ecosystem health?

Right now, in New Zealand, the gold standard is a manual process. Listeners walk out into the forest, and for five minutes, makes a record of all the birds they can hear on a piece of paper. Those pieces of paper are all brought together and another person manually enters all that data into a computer.

What if there was a way to estimate ecosystem health directly from an audio stream instead? Then we could leave recorders out in the forest, and monitor them remotely. More data, more timely, more consistency.

I'm good with computers and signal processing and things, maybe I can help...

Find out more over on the 2040 blog, or read Part 2

Saturday, 28 March 2015

Pixel Scaling

I'm converting the maps from the amiga version of Super Skidmarks to work on mobile devices for Skidmarks 2015.



Normally when we scale an image, we treat it as a continuous tone image, like a photograph:
Cubic
One option is to just leave the pixels as is. It gives it a retro feel, but doesn't really capture what computer monitors in the 90s used to look like. We used to call this mode "fatbits":

Fatbits

And yet a third way is to use a pixel-art rescaling algorithm, like xBRZ.
xBRZ

Click through on the images to see full res.

Which do you think I should use? Any other techniques I should consider?

Saturday, 21 March 2015

Time Pressure

A buddy of mine was sharing some cool ideas for a new game when we got to talking about Time Pressure. "Blog post!” I thought!

Time Pressure in Games


If you think of classic games, like Chess, or Tennis, you'll find that most classic games have some sort of time pressure mechanic. A skilled player can apply this pressure to increase the number of “unforced errors” of their opponent.



A great example of time pressure in Ice Hockey is the “Power Play”. When a player commits a penalty, they're sent to the penalty box, giving a 5-4 player advantage on the ice to the other team. As the penalty timer ticks down to zero, the attacking team is under increasing pressure to score a goal and take advantage of the situation.

For a hockey fan, watching at home on TV, the “Power Play” also increases pressure. Either there will be a goal, or the attacking team will make a mistake and squander the opportunity. In either case, the pressure is on the spectator to keenly observe and interpret the action before the penalty clock runs down to zero.

In the casual games, “Dumb Ways To Die” and “WarioWare”, the player must complete amusing tasks, but under tighter and tighter time constraints. At least in the early stages of play, the player actions would be easy to do, if not for the added pressure that comes from the timer.

Curiously, in these types of games, as the player skill increases, the gameplay shifts and becomes more reaction and twitch based. When played at this level, the time pressure is almost completely removed. It's similar to the way the rich, multi layered time pressures in a game like Tennis are largely absent from Ping Pong, which is essentially the twitch-based version of the same game.


My mobile game, ScooterBoy, is a mashup between two popular genres, the endless runner and slicing games. The twist is that when the player slices a spore to get points and combos, the same action also causes ScooterBoy to jump/duck/change lanes. In essence, you're playing two different games simultaneously. For skilled ScooterBoy players, the endless runner determines the length of time for each game, while it's your ability to make combos in the slicing game which most affect your score. In this way, in ScooterBoy, the endless runner acts to apply time pressure on the slicing game.

Time Pressure == A Complication

The common theme across all of these games is that time pressure adds a complication to an already fun activity.

As a game designer, we can turn this observation inside out. If we know that adding time pressure is equivalent to adding a complication, then we are obliged to verify that our game design is still fun, even when the time pressure is removed.

Indeed, if we're following the (so called) “Rational Game Design” principles, we should be able to strip our game down to it's core, removing all the complications... Then we add the complications back in, one at a time and in combinations, in order to maximise player enjoyment.

Under this framework, Time Pressure is just one of many different types of complications we could add, and this means (in general) we can assume a priori, that we could add and remove Time Pressure at any time to our game design, without affecting the strength of the design itself.


Phrased another way, Time Pressure acts as a multiplier to increases the intensity of your underlying experience.

Time Pressure and Difficulty

Lets drill down to the first few moments of your game. First impressions. In free-to-play, these first few minutes of gameplay is where you make or lose your players.

For players familiar with your genre, the time pressure does nothing. They zip through the first few levels with perfect scores, and your effort implementing and balancing the time pressure mechanic has contributed nothing.

For less skilled players, those unfamiliar with your genre, the time pressure adds confusion and failure, additional UI, and worst of all, the pressure increases unforced errors and perceived difficulty. All your hard work to implement time pressure serves to drive off more casual players.

A time-pressure mechanic (generally) makes things *harder* for weaker players, and leaves stronger players unchanged.

This is the exact opposite of how difficulty scaling is supposed to work.

You can compound this disaster by awarding the player a power-up for completing a level in a short amount of time. Here you are explicitly making the game easier for your most skilled players.

Sandbox games with broad market appeal, I'm thinking games like “Disney Infinity” and “Grand Theft Auto” here, commonly avoid these traps by making time pressure optional. There are timed challenges on the map which the player can initiate, but the player isn't required to complete them to advance the player's personal narrative.

Time Pressure as Exotic gameplay

So how do us Indies make time pressure fresh and original? We can take inspiration from some recent games which use the passage of time to completely subvert conventional notions of gameplay.


At first glance, “Braid” appears to be a platformer, but it's actually a puzzle game that explores all manner of time based mechanics.

I won't spoil it for you, but “Five Nights At Freddies” has some amazing time-pressure mechanics where the player has extremely minimal interaction with the game.

I'm sure there's lots more examples you can share with us in the comments below.

Time Pressure, it's been done! Time to do something different.

Saturday, 17 January 2015

Whitespace, you're doing it wrong.

What if there was a scientific, objective way to format the whitespace in your current programming language?

Received wisdom tells us that choice of formatting styles is a purely subjective choice. The same as choosing a coffee blend, or finding the best way to paint your bikeshed.

What if they lied?

What if it was indeed possible to develop a framework to measure, compare and contrast formatting styles in a rational, objective way by applying the Scientific Methodtm?

As a community, we could then migrate towards a formatting style based on a series of measurable scientific tests, such that every competent programmer would agree on the outcome, even when that outcome differed from their own personal preference.

We might even then invoke Stigler's law and name such a formatting style “The Kolmogorov Style” for formatting programming languages.

What would you do if your favourite subjective choice turned out to be different from the Kolmogorov Style? What would you be forced to do, if I could scientifically prove that your whitespace choices, what you thought was your subjective preference, was objectively wrong?

Read on if you're genuinely brave enough to challenge your preconceptions...

TRIGGER WARNINGS : Unicode, indentation, tabs, newlines, braces, Kolmogorov complexity

Warning : This post requires unicode to read correctly.  If your browser does not support unicode, please stop reading now.


  • Note 1 : This blogpost will be continuously updated in response to reader feedback.  Because Peer Review.
  • Note 2 : Formatting conventions and other terminology follow wikipedia.
  • Note 3 : I'm using C/C++ merely for convenience here. Obviously this extends to other (programming) languages in a natural way.
  • Note 4 : It seems some brave souls are actually attempting research of this sort : http://ppig.org/sites/default/files/2015-PPIG-26th-Sarkar.pdf Way to go guys!

Existence proof

This is going to take a little bit of work, so I'm going to proceed in stages.

First up, I'm going to construct what theoretical mathematicians call an 'existence proof'. That's a standalone proof where I show it is possible to find an objective test of a formatting style, such that 100% of programmers will reach the same conclusion. The objective test won't be convincing! It's not intended to be convincing. The point of this section merely illustrates that it is possible to construct at least one objective test to make a decision between alternative formatting options.  Only once we have our existence proof, will we be able start our search for the best objective tests to use.

As a pure hypothetical for this section, suppose we're starting a completely new project, purely for our own personal enjoyment, and we're trying to decide if we should indent using the TAB character, or indent using 4xSPACE.

For our objective metric, we will measure the disk space required to store the code, with smaller being better.

We know that the TAB character ('\t') is 1 byte, and 4xSPACE, ('    ') takes up 4 bytes.

Now, here's the part where I apply the scientific method! I select a representative source file from my hard drive, and prepare two versions, one with TAB indentation, and one with 4xSPACE indentation.

This particular file happened to have 2654 tabs, so we can cross-check :

RandomCPPFileTAB.cpp : 30,430 bytes
RandomCPPFile4xSPACE.cpp : 38,392 bytes

The results of my experiment showed the 4xSPACE version of this file is 26% larger than the TAB version.

I urge you to apply the scientific method and actually perform this experiment to determine if it is repeatable!

Extrapolating from this single data point(!), we expect that source files which use 4xSPACE would, on average, take up a larger amount of disk space, somewhere in the ballpark of 20% - 30% more.

Any competent C++ programmer can follow this chain of reasoning and agree that C++ files which use 4xSPACE are never smaller than the equivalent TAB version.

Crucially, my claim is that everybody who competently performs this particular objective test will obtain this same result (TAB beats 4xSPACE), even if they personally prefer 4xSPACE over TAB.

Now, before y'all start complaining that I chose an unfair metric, let me just repeat : This is an existence proof.

The entire point of this section is to establish the following hypothesis : “There exists at least one objective test which can be used to make a decision between alternative formatting options.”

Just to be 100% crystal clear, I'm not claiming this isolated test is sufficient for anyone to change spaces to tabs or vice versa!  

The only point that I've proved is that it is possible for at least one objective test for whitespace stylistic concerns to actually exist, and therefore, by extension, it is meaningful to look for more.

(However, I feel obliged to point out that Kolmogorov Style does indeed use tabs instead of spaces for the C++ language. I certainly haven't proved it...  But I think I can illustrate the fact by issuing the following challenge: If there exists even one objective scientific test against (i.e. 100% of competent C++ programmers would complete the test and choose 4xSPACE over TAB) then please post such a test in the comments below. I'll be sure to update this post if an objective scientific test does exist.)


Another example, Find in Files, :lgrep, Find in Workspace, M-x rgrep 

Here's another motivating example, again purely for illustrative purposes.  It's not intended to be convincing, the goal is simply to illustrate that it is possible to construct objective tests where 100% of competent programmers will reach the same conclusion about a formatting style, even if their personal preference is different.

Again, pure hypothetical, entirely new project, we're trying to decide between two ways to format a C++ class declarations:

class Allman
:
public Style
{
//...
};


class Stroustrup : public Style {
//...
};


Every programming environment provides some facility for matching lines within a codebase, so our objective test will be : Which formatting style gives us more information about the class hierarchy, as a result of performing 'grep class *.h'. (i.e. Look in all files which have a .h suffix, and print out any line which contain the string 'class')


Here's what the output might looks with the Allman style:

class Adams
class Jackson
class Garbo
class Greta
class Douglas
class Michael1
class Michael2
class Jackie
class Kennedy
class Sam

And the same code, formatted with Stroustrup style:

class Adams {
class Jackson {
class Garbo {
class Greta : private Garbo {
class Douglas {
class Michael1 : public Douglas {
class Michael2 : private Jackson {
class Jackie : public Kennedy, private Onassis {
class Kennedy {
class Sam : public Adams {

On this particular objective test, I claim that every competent C++ programmer will agree that the Stroustrup style gives more information, even if they personally prefer to use the Allman style.

Once again, if you're at all interested in the scientific method and have access to a C++ codebase, please do a 'find-in-files' or similar. Are you satisfied with the results? Would you have more or less information if your codebase was Allman/Stroustrup style? Please post your results below, especially if they are different!!








We're starting to get closer.  We now have two examples of objective tests, and maybe we can even start to see a trend (remove redundant encodings).

We're also beginning to suspect there's probably many families of objective tests, and almost all of them are contradictory.

Take the famous painting the bikeshed problem, how many coats of paint should we use?

  • Clearly 2 coats are objectively better than 1, because durability!
  • Clearly 2 coats are objectively worse than 1, because cost!

Suddenly our objective tests are starting to look awfully subjective - given a universe of objective tests, how do we choose which are the best objective tests to apply?

To answer that, I'm going to need to introduce “Coding Atoms”.

Introducing Coding Atoms

Atom – indivisible
The smallest, indivisible constituent part or unit of something.
from Ancient Greek ἄτομος (átomos, “indivisible”)




Allow me to introduce a simple C++ coding atom:
int

Just like in physics, we can look inside that 'atom', and see that it has 3 component parts, 'i', 'n', and 't'.

Let's look at the 6 possible permutations of those three parts, and verify that only one of them is valid C++:

int 
itn 
nit 
nti 
tin
tni

Here's another way of probing our atom, we'll insert a pair of brackets and confirm that only when the “i”, “n” and “t” are adjacent do we have valid C++.
()int
(i)nt 
(in)t
(int)
i()nt
i(n)t
i(nt)
in()t
in(t)
int()


The component parts of “int” are fused together in a special kind of way, we can't tear them apart, or insert things, or rearrange them and still have a meaningful C++ program.

That's what I'm talking about, when I use the term “coding atom”.



Coding Atoms : Variable Declarations

Allow me to present another atom, a variable declaration using the Resource Acquisition Is Initialization (RAII) principle:

int adams = 42;

Or if we substitute {■ : adams, □ : 42}, we can rewrite our atom like this :

int ■ = □;

Let's try permuting:
int ■ = □;
int ◻ = ■;
■ = int ◻;
; ■ int = ◻
■ int; = ◻

And inserting brackets:
int ■ = (□);
(int ■) = ◻;
(int ■) = ◻;
int (■ = ◻);

In the same way that 'int' is a coding atom, this declaration is 'fused' together. We can't insert or rearrange into it and still have a meaningful C++ program.


Look what happens when we break RAII and split our atom across two lines:

int ■;
■ = □;

And permute:

■ = □;
int ■;

Or insert a pair of braces:

{
int ■;
}
■ = □;

Compiler errors for everyone!


OK, lets try two atoms, this time with comments

int ▲ = △; // triangle
int ■ = □; // square

Permuting and everything is awesome:

int ■ = □; // square
int ▲ = △; // triangle

Rock on! Now braces! All good!

int ▲ = △; // triangle
{
int ■ = □; // square
}

But what if we split the atoms and try to write our comments like this.. maybe that's okay? :

// triangle
int ▲ = △;
// square
int ■ = □;

Permuting, perhaps as a result of sorting the lines alphabetically :

// triangle
// square
int ■ = □;
int ▲ = △;

Whoa, what just happened?!?! Did you just feel the cabin pressure drop? We've produced valid C++ code that compiles just fine, passes all our unit tests, and runs correctly … but our comments are disconnected from their roots and have become actively harmful to our understanding of the code.

These are some of the longest lived families of software defects – the ones where the executable isn't affected and our automatic tools don't notify us when a new problem has been created. This only happened because we allowed a newline to be inside our coding atom.

I know what you're thinking.. “Such a silly mistake would never make it into shipping code”.  Well, anecdotally, in the short time since preparing this blogpost as a draft and actually posting it, I've located and repaired defects of exactly this type (on a live production codebase) on at least 4 occasions.

The take home for this section is : At least on this somewhat contrived example (the “reducing defects as a result of random line permutations of variable declarations” test), every single programmer, regardless of their own personal variable declaration preference, who competently performs this experiment, will agree that the best way to declare a variable is with everything on the same line. i.e.:

int ▲ = △; // triangle



Coding Atoms : Mandatory Braces


You're not going to like this one. Not one bit.

Here's the coding atom for an if statement.

if(●){
}

What happens if we don't use braces at all?

if(●)

Disaster! Our ◎ atom has been torn apart!  Observe:

#define ◎ print(“Hello,  World“); log(“Hello, Log”); 

As a consequence of not using braces, we've opened ourselves to the possibility of splitting an atom and introducing bugs.  I'll formalise this principle more fully in just a moment.  But for right now, I'm just going to blurt out:

For any given pair of C++ formatting styles which differ only in their usage of mandatory braces, the style using mandatory braces will be objectively better.


(Oh, you think I'm wrong on this one? First, go read about the gotofail bug  Once you think you've understood that, let me know why you think $X is more important that having your code run correctly.)

Anyway, lets press forward!  There's an alternate way of formatting conditionals, where the opening brace occurs on a different line from the conditional.  I'll come back to the problems with this example very shortly, but for now, I just want to identify the coding atom and move forward.

if(●)
{
}


Coding Atoms (part 3)

Here's a short list of some of the frequently encountered (C++) coding atoms:

▵;//comment
int ▵=▵;
if(▵){▵}
while(▵){▵}
for(▵;▵;▵){▵}
class ▵:public ▵{▵};
int ▵(▵,▵,▵,...)const;


Hypothesis Time


So at this point, we hopefully have an intuitive feel for what a coding atom is (you can't split it up), and we have two examples of an objective test (100% of competent programmers reach the same conclusion, regardless of their personal preference) for formatting.

Allow my to present my central hypothesis:

Central Hypothesis:
For any given pair of formatting styles,
which differ only on the relative placement between the conditional and opening brace, 
the style where they are on the same line will be objectively better.

If we could prove this hypothesis, with just a little bit of imagination, we could use it to predict that the single-line family of styles (Stroustrup, BSD KNF, Lisp style, Ratliff, K&R, 1TBS) are objectively better than the multi-line variants (Kernel style, K&R style, Allman style, Whitesmiths, GNU style, Horstmann)

Edit: An earlier version of this blog used 'Theorem' instead of 'Hypothesis' in this section.  My apologies for any confusion this may have caused.

I suspect an actual proof for this hypothesis would make use of the following two observations :

Line-based world


We live in a line-based ecosystem. Find-In-Files, line numbers, the #line directive.  In unixland, we have grep, sort, uniq etc.

In this section I'm going to use 'git' as an example of a source code control system, but the same principle applies to perforce, mercurial, subversion, cvs etc ad infinitum

Here's an actual real world diff from my local repository :

diff --git a/Source/Base/Optimize.cpp b/Source/Base/Optimize.cpp
index d827540..7cd13b5 100644
--- a/Source/Base/Optimize.cpp
+++ b/Source/Base/Optimize.cpp
@@ -258,6 +258,8 @@ void SWOptimize::FindMinimumBFGS(){
                                }
                        }
                }
-//             swlog(SWRoleMin,"iter=%d\n",iter);
+               if(Verbosity>1){
+                       swlog(SWRoleMin,"BFGS iter=%d\n",iter);
+               }
                CalcNumericJacobian(&jacobian);

There's nothing surprising about this, one line was deleted and 3 lines were added.  That's how diffs work. There's nothing special about the choice of git here either.

Diffs are one thing. What happens when we merge?

Earlier, we looked at an objective test that took of the somewhat arbitrary form “reducing defects as a result of random line permutations”.  Well it turns out, when we merge, that's exactly what is happening. We take two sets of line based changes (Adds and Removes) and we try to apply them both at the same time.

A pecking order for Merge Problems.


Suppose we're trying to merge two diffs. There's a number of outcomes that could happen, from best case to worst case, they are:

✔✔ Automatic merge succeeds, code compiles, all tests pass! everything works! Success!
Automatic merge fails, manual fix.
✔✗ Automatic merge succeeds, code doesn't compile, manual fix.
✔✗✗✗ Automatic merge succeeds, code compiles, some tests fail, lengthy manual fix.
✔✔✗✗✗✗✗✗ Automatic merge succeeds, code compiles, all tests pass! dormant bug enters the system.

That last outcome is particularly insidious.  Your tools told you everything was fine, but they secretly created a bug.
Lets take a look at our '4-line if' statement, with the conditional and opening brace on separate lines:
if(●)
{
}

You see where this is going right? That newline between the conditional and the opening brace?  That's exactly the place where our merge tool will happily go ahead and insert new code.
if(●)
!
{
!
}

This is just horrible.  The merge reported success and our code compiles just fine – yet the bug exists!  We're down to our last lines of defence now such as unit tests and peer review.  If they fail to detect the problem, then we're silently putting bugs into our codebase, purely as a consequence of our C++ formatting style.

How often does this happen? When I've been working in active codebases that use this style, I probably see this type of “successful” merge at least once or twice per week. It takes time to clean up, and with any change, there's always the chance of making mistakes and introducing more problems.

Let's put this in context. Suppose github or bitbucket randomly inserted bugs into your code, but didn't notify you. Or if your IDE would occasionally insert extra characters into the middle of your file, and save it, and not tell you about it. Even if it was just once or twice a year per user, wouldn't you try hard to find some way to fix it?

Summary

Lets review:


  • I gave an existence proof, a simple objective test that every competent programmer can perform and get the same answer, even when it conflicts with their own personal opinion.


  • I highlighted coding atoms, and demonstrated why we should try hard to stop them spanning multiple lines.

So did I do it? Describe Kolmogorov Style, a profoundly new way of formatting programming languages, in a way that everyone can objectively agree on?  Well of course not! Such a thing can't be done in just one tiny blogpost.

Instead, I managed to show that it is most likely possible to construct such a formatting style, and gave some hints in the direction I think that such a style might look like.

Keep in mind, even if such a style were to be fully enumerated and justified, there would still be many excellent reasons not to follow it. Maintaining consistency for one. Retraining for another. The existence of an objective standard does not require us to ignore subjective factors.

However, if this is you:

  • Starting a new project.
  • Preparing your team's coding standard for the first time.
  • Developing the presentation layer of a text editor.
  • Creating the syntax for a new programming language. (Especially this one!)
Then I strongly suggest you take the time to understand the principles embodied in this post :

  • Reduce redundant encoding.
  • Don't split atoms across multiple lines.
  • Convert optional syntax to mandatory.


Appendix A: Aesthetics? They matter right?

Absolutely! Whitespace is integral to the appearance of code when displayed on a computer monitor. It's fundamental to readability to have adequate white space around your code. I think it's a great thing to be able to isolate individual elements and examine them!

We need familiar whitespace because we're all pattern matching machines.

But the thing is, code doesn't live on computer monitors.

As I write this in 2015, the vast bulk of code lives in source code repositories. It's a collection of disembodied diffs and their associated merge histories.

We take a snapshot of that repository at an arbitrary moment in time and use that to construct a bytestream on our hard disk.

No one is asking you to interpret that raw bytestream directly. All of us use integrated programming environments, built on top of a graphical windowing system, which reformats that bytestream into an aesthetically pleasing onscreen presentation.

Take this bytestream : “””for(int i=0;i<10;i++){\n\tprintf("%d",i);\n}\n”””

Here's just a sampling of 3 different ways you might convert that byte stream into pixels:







Look, I don't care if your IDE uses proportional fonts, or monospace fonts, or wingdings or braille.  I don't care about your color scheme, your choice of syntax highlighting, your latest emacs macro, oh-my-zsh github, which scrolling plugins you've got installed, or which keys on your DVORAK keyboard binds to autocomplete. #YOLO.

But here's the rub. All of those choices are local to your machine. None of your local choices can leak on to our team's shared perforce depot. None of your local configurations choices alter the bytestream that exists on my computer in any way.

Of course aesthetics matter to programmers.  But don't let that blind you to the reality that any aesthetic quality of your whitespace doesn't matter in the slightest to your compiler, continuous integration server, merge utility, source code repository, build server...

...and especially not to the users of your software.

My problem is that your subjective notions about aesthetics open the possibility for software defects to creep in.

To use a bad analogy:

You're trying to make the blueprints more pretty by drilling holes in the life raft.
(The users won't notice the water coming in until it's too late.)


Appendix B: Some common objections (FAQ style)


Q) Why don't we get a bunch of programmers, randomize formatting styles, and measure how long it takes them to identify software defects?
A) Great idea! That's an excellent procedure for choosing presentation defaults for an IDE! On the other hand, when choosing a formatting style for transporting code between programmers, it makes more sense to use a style which is friendlier to automated tools and reduces the incidence of hidden software defects.

Q) Our ten million line code base already uses ABC style. Should we convert everything to QRS style?
A) Are you crazy? Every change has a cost, consistency has value! Stick with ABC style!!!
However, for any new code, and for any incremental changes you make to existing code, I strongly advise you to adopt the following two guidelines:

  • Where braces are optional in your language ( if, while, do, ), make the usage of braces be mandatory.
  • int raii = 7; // Declare a single variable, initialize it once, (add an optional comment), all self-contained on one line.


Friday, 12 September 2014

Wi-Fi in Schools

A friend of mine asks :

OLPC Class - Mongolia Ulaanbaatar
Question : What's the effect on the human body, of 20 children in a classroom, each downloading a 3 minute youtube video over Wi-Fi?

An excellent question!


As with all good science, let's start with an experiment.  I happen to have a 3 minute HD video on my network, so I can time how long it takes to copy across to my laptop:

missingbytes:$ time copy /NetworkDrive/HDVideo.mp4 .
real   0m6.550s
user   0m0.001s
sys    0m0.116s

So a single 3 minute video (3:19 to be precise) will use about 6.5 seconds of Wi-Fi time to copy.

With 20 students, and rounding up a little to account for congestion..

... lets call it 200 seconds of Wi-Fi activity total.

Transmit power

The transmission power for Wi-Fi signals is heavily regulated in the EU, the US and also in New Zealand where I'm performing the test.

The maximum 2.4-GHz transmission power is regulated by law, so lets assume it's 20dBm = 100mW = 0.1W ( source )

As we all learnt when we were in school, a watt is a joule per second, so 200 seconds at 0.1W is 20J.

Now we know that a class room of children downloading a youtube video results in 20 joules of microwave energy being emitted from the Wi-Fi router's antenna.

A brief diversion : Ionizing and Non-Ionizing radiation



Electromagnetic radiation forms a spectrum, from low frequency and radio waves, up through the microwaves, visible light, X-rays and on to gamma rays which have very high frequencies indeed.

Those high frequencies are characterized as ionizing, they're very dangerous to humans and their ability to cause DNA damage and ultimately cancer is well known. This is the reason why we need to be so careful around medical/dental imaging devices, and need to take precautions such as wearing sunscreen and polarized sunglasses when we're outdoors on a sunny day.

It's not necessarily the amount of energy, it's more the frequency that's the problem.  This high frequency ionizing radiation quite literally has the ability to rip electrons off their atoms.  It's these "ions" which go on to cause damage to biological systems.

By contrast, the lower frequency non-ionizing radiation (such as used in Wi-Fi, or FM radio) doesn't have the same ability to affect us in this way.

By itself, non-ionizing radiation can only cause heating in biological systems. Indirectly, it's this heating which slows down or speeds up chemical reactions and/or signalling within the cell, and it's these secondary effects which has the potential to cause problems.

Intuitively, this is why the 1000 watt microwave oven in your kitchen makes food super hot in a few minutes using microwave energy, but it doesn't actually make your food radioactive.  (You'd need an X-Ray oven for that!)

Anyway, lets continue, we've got 20 joules remember?

Absorption


Now we need to make a pretty unrealistic assumption. Suppose that the entirety of those 20 joules of energy was somehow absorbed by one child.  Of course, this can't happen in the real world for two fairly obvious reasons:

  • A router transmits energy in all directions.  For all the energy to be absorbed by the child, the router would somehow need to be inside the child.
  • Microwave energy interacts only weakly with the human body.  That's one of the great benefits of Wi-Fi, it can pass right through walls and ceilings and straight through you and me.

But just for fun, lets continue on anyway and figure out what would happen if all of those 20 joules were absorbed by one child.

An average 6 year old child weighs about 22 kilograms.  (Of course, my 4 year old son also weighs 22 kilograms, but that's a blogpost for another day!)
The human body is about 65% water, so lets consider 14 kilograms of water.

The specific heat capacity of water is 4.18 J / gK

So we have 20 J / (14,000 g) / (4.18 J / gK) = 0.00034 K = 0.0004 °C
(That's 0.4 millikelvin for all you geeks out there.)

Answers!

So there we have it, even with a wildly exaggerated assumption:

Answer : A classroom of children, all downloading a 3 minute youtube clip over Wi-Fi yields a maximum biological heating due to 2.4GHz microwave radiation of 0.0004 °C.

(0.4 millikelvin is about twice as small as it's possible to measure using a precision thermometer.)

Conclusion


We shouldn't really be too surprised.  Wi-Fi signals are incredibly weak. Consider this, those 20 joules of microwave radiation is the same amount of chemical energy contained in one thousandth of a teaspoon of sugar.

There's no way to prove scientifically that microwave radiation from Wi-Fi is safe in the human body. Science doesn't work that way. You can't prove a negative.

But we can try and make smart choices about tiny risks.


For example, the exposure from a banana is about 0.1 μSv of harmful ionizing radiation because of their high quantities of naturally occurring radioactive potassium.

Yet who thinks twice about giving bananas to kids in schools?

Thoughts, questions or especially corrections?  Please feel free to leave a comment down below!

Saturday, 19 October 2013

Praise the Fire Fighter, Damn the Safety Inspector

There's a sickness eating our industry.  It's a culture of Macho Programming.  In it's simplest form, it's the idea that if we just push harder, longer, stronger, then we will win.  Yet time and time again, experience shows that the way to win is by working smarter.

Side-effects

I was once working on a particular AAA title.  The game was running late.  We were in crunch, and had been for a while.  There was no end in sight.  I came across the following code:(1)

bool DetectCollision(Vector3 location, float radius){
  ...
  radius * 1.2f;
  ...
}

So that line of code makes the collisions a bit fatter.  It's what we call a 'Fudge Factor' - we don't know why a problem is occurring, so we fudge the numbers a little until it works.

But take a closer look.  The statement as written has no side-effects.  It doesn't actually modify the value of radius.  When the programmer wrote:

  radius * 1.2f;

they intended to write:

  radius *= 1.2f;

Let's review the facts:

  • It's the wrong fix to begin with (fudge factors are generally a bad idea)
  • It doesn't actually change the behaviour of the running program
  • The programmer didn't verify that their "fix" worked

And we can safely assume that the programmer didn't verify the original bug in the first place.

Compound Fail

It gets worse.  In this late stage of crunch, there were so many easily avoidable bugs coming in to the code, that the production team mandated every changelist required a second programmer to sign off.

That's right, not one, but two programmers, working together, managed to convince each other that this placebo changelist actually improved the game.  Together, they marked the bug as fixed and sent it back to QA, fully confident they had made the game better.

What other trivial mistakes did those programmers make that night?

What a colossal waste of time and resources, simply because those two programmers had inadequate sleep.  The project would have been much better off if those two programmers had just gone home at 18:00.  Or 17:00.  Or even 14:00.

[Edit: I just wanted to add, these are actually two really good programmers! I'd jump at the chance to have them on my team again.  The equation here is crunch + good programmers = too many careless mistakes.]

Praise The Fire Fighter ...

When you're deep in crunch, it's easy to see the heroic efforts, the mountains of caffeinated beverages, the change logs at 4am.  It's easy to point to the person who's working the hardest and say "We all need to be more like that guy."  Because when it's all falling apart, you need to do something.
(Hint: That something we need to do is to get more sleep.)

... Damn the Safety Inspector

And when you're at the beginning of the project, and the Safety Inspector is telling you that what you're building isn't up to code, that the schedules are unrealistic and will lead to crunch, slipped deadlines, hard-to-find bugs and adds unacceptable levels of risk to the project...  Well they're easy to dismiss "We're trying to build something here! Why are you trying to stop us?"
(Hint: The Safety Inspector is probably right.)

Macho Programming

As an industry, we should be working smarter than that. We should be rewarding measurable results and hard evidence, rather than effort and posturing.

To me, Macho Programming, is blundering onward in whichever way you possibly can, without regard to what's best for the project or the team, simply for the appearance of getting something done.

I think we can do better than that.  In the true Agile sense, as a team, we need to make the best decisions based on the best information we have, right now, and move forward in the best direction we can.

Who's with me?




(1) Some details have been changed to preserve anonymity.