Showing posts with label principle. Show all posts
Showing posts with label principle. Show all posts

Sunday, 9 October 2016

Cheapest 3D Printer

My latest obsession is trying to build a 3D printer for as cheap as possible.

Partly it's because I believe 3D printing is a disruptive technology. The lower the cost for making a 3D printer, the more people will have access to the technology, and sooner the disruption will take place.

And partly, it's because I'm just really really cheap.


Low Cost

What does low cost really mean? One obvious way is to look at the price of something if we were to buy it new in a shop. If we only source new parts and new materials, we're going to have a difficult time creating something truly low cost.

My strategy is different. I'm going to try and get as many of the source materials as possible for "zero dollars."

Consider old car tyres. Any time you can recycle the rubber from an old car tyre into a seesaw or a swing, or into building materials or to protect a wharf, then the cost of that rubber is effectively "zero dollars."

That's why the core design elements of my 3D printer are going to be fishing line and lego. Two very cheap substances if you source them the right way.

Fishing Line

Nylon fishing line is an amazing substance. It's strong. Durable. Inexpensive. It's readily available everywhere around the globe. And if you need small quantities, you can often obtain it for "zero dollars". You probably already have some.

Lego

Lego is an amazing substance. It's available everywhere. It's manufactured to extremely high tolerances. It's consistent across time and place. It comes in a variety of colors. It's durable.
While lego might not be cheap, you can often *borrow* lego for "zero dollars" by using the magic words "I'm trying to make a 3D printer out of lego."
Once your print run is complete, you can simply disassemble the lego and return it to it's previous state.

Calibration Problem

When I look at the designs for existing 3D printers, one of the biggest design considerations seems to be finding out where the extrusion point is in relation to the "bed". Existing designs carefully measure the motion of the motors, try really hard to make the frame rigid, and then have lots of complicated software to try and calculate where exactly the filament is being deposited.

Ack, too difficult.

Why go through all the calculation, when you can measure directly?

My plan is to use the camera on an Android tablet to see where the bed is, and, at the same time, to see where the print head is. If it needs to move to the left, well, the tablet will keep the motors spinning until it lines up. Too far to the right? no problem, spin the motors the other way until it matches. Checkmate calibration problem!

OpenCV


Oh, and remember our lego? We know exactly how large a block is in the real world, so we can measure off distance in our 2D camera space by placing a known lego calibration object made with a few different known colors.

This way it doesn't matter if our fishing line stretches during the course of the print, or our lego gets bumped half way through, or the ambient temperature changes which make the layers a tiny bit thinner.. no problem, the camera on the android tablet sees all.

And how much does it cost for an Android tablet? "zero dollars." You just have to use the magic words: "Can I borrow your Android tablet to make a 3D printer?"

Next Steps

I've already starting on version 1 of the prototype. Watch this space.

Saturday, 12 September 2015

Keeping our kids safe, with better level design and video games.

Our local bus stop used to have a safety problem. All the school kids would line up, frantic to be first on the bus.

The front kid would stand with their toes hanging over the curb. The next one behind them, peering over their shoulder, and so on and so forth... They would stand that way in pseudo-formation, for agonizing minutes at a time, as the cars zipped past on the morning commute. Finally the enormous school bus would swing in and stop mere centimeters away from the nose of the kid in front.

Just one tiny fumble, or even just one loud boisterous dog, could have spelled tragedy.

I spoke about it with the other Mums and Dads. I know from designing levels in video games that there's an easy fix we use for these kind of problems. I told them someone could simply paint a yellow “Do Not Cross” line on the ground, and the kids would naturally do the rest, even when the parents weren't around.

For the record, I've never defaced public property, nor would I encourage anyone else to do the same.

Yet some anonymous do-gooder has gone and done just that:

Vigilante safety engineering - a yellow "Do Not Cross" line has been painted at this local school bus stop by an anonymous parent, obviously over the concerns about child safety.

All the kids now line up a safe distance from the road, and the possibility of tragedy at our local bus stop has been dramatically reduced.

Well sure, this act of civil disobedience might not be able to protect the neighbourhood kids from the harmful rays of the sun, mindless advertising, unvaccinated kids or bad language... but at least now the kids at my local bus stop line up further away from the traffic.


If you have a concerns about traffic safety at your bus stop, here's one small thing that any anonymous do-gooder can do, that will actually make a difference, all thanks to better level design and video games.

Saturday, 29 November 2014

Why he vertically aligns his code (And why you shouldn't)

Over on Terence Eden's blog, the latest post is about vertically aligning code : https://shkspr.mobi/blog/2014/11/why-i-vertically-align-my-code-and-you-should-too

The "bad" example looks like this:

Which is then "fixed" to make it look like this :


Just for comparison, I typed it into my regular text editor:


The point being, because I'm using a well designed syntax highlighting where the numbers (green) contrast with the operators.  If you so choose, you can visually inspect just the green numbers and just as easily spot the outlier.

(Pro-tip: To concentrate on just one color, defocus your eyes slightly by staring "through" the plane of the monitor to engage your eye's cone cells.  With a little practice, you'll find yourself doing this automatically when you want to focus on the structure of the code instead of the details.  For best results, you might need to make the glyphs larger on screen....)

Note too, how the combination of proportional font and camelCase instead of under_scores keep the code density onscreen the same, but the individual glyphs appear larger in-place.

My code editor also uses syntax highlighting to hint the kerning.  So for example, the kerning around the equals sign and the semi-colon are particularly loose to aid in their recognition. Similarly, the single space character (' ')  has a width 50% larger than would be used for normal paragraph text.

But here's the big change that Terence missed, I've sorted all the variable declarations alphabetically to ensure there are no duplicates.  This is a zero-cost policy that can simplify merges and conflict resolution when multiple variables (possibly duplicate) have been added upstream.

Coding Atoms

The bigger problem is the coding atom is the line-of-code.

Lets take another code example from Terence's blog post, this time a function declaration :

extern int SomeDemoCode(int fred,
                        int wilma);

That's an atom right there - you can't split that up without changing its meaning. Watch what happens if I try to add a parameter in an excess white-space environment:

extern int SomeDemoCode(int fred,
+                       int barney,
                        int wilma);

The diff splits our (atomic) function signature across 3 lines, exposing us to problems where a git merge might accidentally succeed, when really we need it to flag a merge conflict.

(For a real world case of how bad automatic merging can be, take a look at the Goto Fail Bug)

Now compare if everything had been on the same line, the diff would look like :

-extern int SomeDemoCode(int fred, int wilma);
+extern int SomeDemoCode(int fred, int barney, int wilma);


TL;DR: Using whitespace to control your code presentation is a hack from the '70s.. get a better editor.

p.s. Some formatting edits have been made to make this post clearer.

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.

Saturday, 15 December 2012

The Infinite Blogpost

There's an Indie project floating around at the moment, that's being touted as infinite.

For some reason, it really bugs me when people take a perfectly good word, a word like "infinite", and then apply it incorrectly.

You see, a desktop computer is finite.

Suppose your desktop computer is a Commodore VIC-20, with a whopping 3.5 kilobytes of memory.  Then there are only 2563,583 different states that your desktop computer can be in.

Sure, that's a lot of states, but it's certainly not infinite. You could, at least in principle, enumerate them all.  And you'd find that there are exactly 2563,583 of them.  That's the very definition of finite.

Finite software runs on finite computers


Lets take a closer look at those finite states on the VIC-20.  We know that the computer is finite, but maybe there is some magical technique in which we could write a computer program to have an infinite amount of state?

Unfortunately, no, we cannot.  The pigeon hole principle forbids it.

Fast forward to the Modern Era


Oh? Your computer has more memory than a VIC-20? 4 Gigabytes perhaps?

Well that's still just 2564,294,967,296 states.  It's still not infinite.

Oh, you have a 3TB hard drive as well?

Okay, so now you have access to an additional 2563,298,534,883,328 different states.

That's a lot of storage.  These numbers are large, but they're all still finite.

The problem is that infinity is just so mindbogglingly larger than any number you could possibly store on your hard drive.

You'd need a technology shift to be able to store infinite state.

Bandwidth, over time, is Infinite

So hopefully I've managed to convince you that your computer, and by extension, the software running on it, is finite. Regardless of what that hardware is.

But now consider, the curious case of your internet connection.

If you're like me, you have a bandwidth cap of 4GB per month.  Then it is true, that for any particular month, your bandwidth is finite.

But consider your 4GB bandwidth extending over time.

I can send 8GB in 2 months.  Or 40GB in 10 months. Or 400GB in 100 months.

Here's the curious thing, if we assume that time is infinite (a big assumption, granted), then for any amount of state, we can calculate how many months it would take to send that state on your internet connection by dividing by 2564,294,967,296 .


Let me repeat that, given any amount of state, we could send that state in a finite amount of time, over your internet connection.

And that is what is meant by "Bandwidth, over time, is infinite".

Saturday, 12 May 2012

Pantsfree Programming

A good friend of mine (who shall remain nameless) has a great expression: "Pantsfree programming."

It took me a little while to figure out what he meant.

Pants


You see, I spent a lot of time in England where "pants" can be used as a mild swear word.  A bit like how the Americans would say "*!*?", or perhaps "!?*!".

Eventually I figured out he meant "Programming without trousers."

But why do we all need trousers to program a computer? What catastrophe would befall us if we were to take them off?  I was so confused.

But working through it a little more, I finally figured out he meant "Programming without shame."

Fearless


It's the programming you do when you don't care what anyone else thinks.  It's fearless programming.  It's liberating. It's the programming you do when the journey is everything, and the destination is almost a distraction.  There's no intention to finish, and you never need to show your working or your results.

But there's a reason you're using your trouser-free time for programming rather than playing video games.

I think we all need a little bit of "Pantsfree programming" in our lives.  And maybe we could all make use of some of those principles in other parts of our lives too.

If you're "Pantsfree" right now, please leave a comment!