Merge branch 'serialization-post'

This commit is contained in:
Joe Ardent 2023-06-29 11:23:52 -07:00
commit 1693f18621
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name = "From the Office of the Chief Sundries Officer and Head of R&D"
name = "Office of the Chief Sundries Officer and Head of R&D"
title = "From the Desk of the Chief Sundries Officer and Head of R&D, NebCorp Heavy Industries and Sundries"
# The URL the site will be built for
base_url = "https://proclamations.nebcorp-hias.com"
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]
theme = "apollo"
mathjax = true
mathjax_dollar_inline_enable = true
[markdown]
# Whether to do syntax highlighting

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title = "From the Desk of the Head of R&D and Chief Sundries Officer"
title = "Latest Proclamations"
sort_by = "date"
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toc = true
template = "home.html"
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title = "A One-Part Serialized Mystery"
slug = "one-part-serialized-mystery"
date = "2023-06-29"
updated = "2023-06-29"
[taxonomies]
tags = ["software", "rnd", "proclamation", "upscm", "rust"]
+++
# *Mise en Scene*
I recently spent a couple days moving from [one type of universally unique
identifier](https://commons.apache.org/sandbox/commons-id/uuid.html) to a [different
one](https://github.com/ulid/spec), for an in-progress [database-backed
web-app](https://gitlab.com/nebkor/ww). The [initial
work](https://gitlab.com/nebkor/ww/-/commit/be96100237da56313a583be6da3dc27a4371e29d#f69082f7433f159d627269b207abdaf2ad52b24c)
didn't take very long, but debugging the [serialization and
deserialization](https://en.wikipedia.org/wiki/Serialization) of the new IDs took another day and a
half, and in the end, the alleged mystery of why it wasn't working was a red herring due to my own
stupidity. So come with me on an exciting voyage of discovery, and [once again, learn from my
folly](@/sundries/a-thoroughly-digital-artifact/index.md)!
# Keys, primarily
Most large distributed programs that people interact with daily via HTTP are, in essence, a fancy
facade for some kind of database. Facebook? That's a database. Gmail? That's a database.
![that's a database][thats_a_database]
<div class="caption">wikipedia? that's a database.</div>
In most databases, each entry ("row") has a field that acts as a [primary
key](https://en.wikipedia.org/wiki/Primary_key), used to uniquely identify that row inside the table
it's in. Since databases typically contain multiple tables, and primary keys have to be unique only
within their own table, you could just use a simple integer that's automatically incremented every
time you add a new record, and in many databases, if you create a table without specifying a primary
key, they will [automatically and implicitly use a
mechanism](https://www.sqlite.org/lang_createtable.html#rowid) like that. You may also recognize the
idea of "serial numbers", which is what these sorts of IDs are.
This is often totally fine! If you only ever have one copy of the database, and never have to worry
about inserting rows from a different instance of the database, then you can just use those simple
values and move on your merry way.
However, if you ever think you might want to have multiple instances of your database running, and
want to make sure they're eventually consistent with each other, then you might want to use a
fancier identifier for your primary keys, to avoid collisions between them.
## UUIDs
A popular type for fancy keys is called a
[v4 UUIDs](https://datatracker.ietf.org/doc/html/rfc4122#page-14). These are 128-bit random
numbers[^uuidv4_random], and when turned into a string, usually look something like
`1c20104f-e04f-409e-9ad3-94455e5f4fea`; this is called the "hyphenated" form, for fairly obvious
reasons. Although sometimes they're stored in a DB in that form directly, that's using 36 bytes to
store 16 bytes' worth of data, which is more than twice as many bytes as necessary. And if you're
a programmer, this sort of conspicuous waste is unconscionable.
You can cut that to 32 bytes by just dropping the dashes, but then that's still twice as many bytes
as the actual data requires. If you never have to actually display the ID inside the database, then
the simplest thing to do is just store it as a blob of 16 bytes[^blob-of-bytes]. Finally, optimal
representation and efficiency!
## Indexes?
And at first, that's what I did. The [external library](https://docs.rs/sqlx/latest/sqlx/) I'm using
to interface with my database automatically writes UUIDs as a sequence of sixteen bytes, if you
specified the type in the database[^sqlite-dataclasses] as "[blob](https://www.sqlite.org/datatype3.html)", which [I
did](https://gitlab.com/nebkor/ww/-/commit/65a32f1f20df6c572580d796e1044bce807fd3b6#f1043d50a0244c34e4d056fe96659145d03b549b_0_5).
But then I saw a [blog post](https://shopify.engineering/building-resilient-payment-systems) where
the following tidbit was mentioned:
> We prefer using an Universally Unique Lexicographically Sortable Identifier (ULID) for these
> idempotency keys instead of a random version 4 UUID. ULIDs contain a 48-bit timestamp followed by
> 80 bits of random data. The timestamp allows ULIDs to be sorted, which works much better with the
> b-tree data structure databases use for indexing. In one high-throughput system at Shopify weve
> seen a 50 percent decrease in INSERT statement duration by switching from UUIDv4 to ULID for
> idempotency keys.
Whoa, that sounds great! But [this youtube
video](https://www.youtube.com/watch?v=f53-Iw_5ucA&t=590s) tempered my expectations a bit, by
describing the implementation-dependent reasons for that dramatic
improvement. Still, switching from UUIDs to ULIDs couldn't *hurt*[^no-stinkin-benches], right? Plus,
by encoding the time of creation (at least to the nearest millisecond), I could remove a "created
at" field from every table that used them as primary keys. Which, in my case, would be all of them,
and I'm worried less about the speed of inserts than I am about keeping total on-disk size down
anyway.
I was actually already familiar with the idea of using time-based sortable IDs, from
[KSUIDs](https://github.com/segmentio/ksuid). It's an attractive concept to me, and I'd considered
using them from the get-go, but discarded that for two main reasons:
- they're **FOUR WHOLE BYTES!!!** larger than UUIDs
- I'd have to manually implement serialization/deserialization, since SQLx doesn't
have native support for them
In reality, neither of those are real show-stoppers; 20 vs. 16 bytes is probably not that
significant, and I'd have to do the manual serialization stuff for anything besides a
less-than-8-bytes number or a normal UUID. Still, four bytes is four bytes, and all other things
being equal, I'd rather go for the trimmer, 64-bit-aligned value.
Finally, I'd recently finished with adding some ability to actually interact with data in a
meaningful way, and to add new records to the database, which meant that it was now or never for
standardizing on a type for the primary keys. I was ready to do this thing.
# Serial problems
"Deserilization" is the act of converting a static, non-native representation of some kind of
datatype into a dynamic, native computer programming object, so that you can do the right computer
programming stuff to it. It can be as simple as when a program reads in a string of digit characters
and parses it into a real number, but of course the ceiling on complexity is limitless.
In my case, it was about getting those sixteen bytes out of the database and turning them into
ULIDs. Technically, I could have let Rust [handle that for me](https://serde.rs/derive.html) by
automatically deriving that functionality. There were a couple snags with that course, though:
- the default serialized representation of a ULID in the library I was using to provide them [is as
26-character strings](https://docs.rs/ulid/latest/ulid/serde/index.html), and I wanted to use only
16 bytes in the database
- you could tell it to serialize as a [128-bit
number](https://docs.rs/ulid/latest/ulid/serde/ulid_as_u128/index.html), but that merely kicked the
problem one step down the road since SQLite can only handle up to 64-bit numbers, as previously
discussed, so I'd still have to manually do something for them
This meant going all-in on fully custom serialization and deserialization, something I'd never done
before, but how hard could it be? (spoiler: actually not that hard!)
## Great coders steal
Something I appreciate about the [Rust programming language](https://www.rust-lang.org/) is that
because of the way the compiler works[^rust-generics], the full source code almost always has to be
available to you, the end-user coder. The culture around it is also very biased toward open source,
and so all the extremely useful libraries are just sitting there, ready to be studied and copied. So
the first thing I did was take a look at how [SQLx handled
UUIDs](https://github.com/launchbadge/sqlx/blob/main/sqlx-sqlite/src/types/uuid.rs):
``` rust
impl Type<Sqlite> for Uuid {
fn type_info() -> SqliteTypeInfo {
SqliteTypeInfo(DataType::Blob)
}
fn compatible(ty: &SqliteTypeInfo) -> bool {
matches!(ty.0, DataType::Blob | DataType::Text)
}
}
impl<'q> Encode<'q, Sqlite> for Uuid {
fn encode_by_ref(&self, args: &mut Vec<SqliteArgumentValue<'q>>) -> IsNull {
args.push(SqliteArgumentValue::Blob(Cow::Owned(
self.as_bytes().to_vec(),
)));
IsNull::No
}
}
impl Decode<'_, Sqlite> for Uuid {
fn decode(value: SqliteValueRef<'_>) -> Result<Self, BoxDynError> {
// construct a Uuid from the returned bytes
Uuid::from_slice(value.blob()).map_err(Into::into)
}
}
```
There's not a ton going on there, as you can see. To "encode" it just gets the bytes out of the
UUID, and to "decode" it just gets the bytes out of the database. I couldn't use that exactly as
done by the SQLx authors, as they were using datatypes that were private to their crate, but it was
close enough; here's mine:
``` rust
impl sqlx::Type<sqlx::Sqlite> for DbId {
fn type_info() -> <sqlx::Sqlite as sqlx::Database>::TypeInfo {
<&[u8] as sqlx::Type<sqlx::Sqlite>>::type_info()
}
}
impl<'q> Encode<'q, Sqlite> for DbId {
fn encode_by_ref(&self, args: &mut Vec<SqliteArgumentValue<'q>>) -> IsNull {
args.push(SqliteArgumentValue::Blob(Cow::Owned(self.bytes().to_vec())));
IsNull::No
}
}
impl Decode<'_, Sqlite> for DbId {
fn decode(value: SqliteValueRef<'_>) -> Result<Self, sqlx::error::BoxDynError> {
let bytes = <&[u8] as Decode<Sqlite>>::decode(value)?;
let bytes: [u8; 16] = bytes.try_into().unwrap_or_default();
Ok(u128::from_ne_bytes(bytes).into())
}
}
```
(In order to implement the required methods from SQLx, I had to wrap the ULID in a new, custom type,
which I called `DbId`, to comply with the [orphan rules](https://github.com/Ixrec/rust-orphan-rules).)
That's only half the story, though. If all I had to worry about was getting data in and out of the
database, that would be fine, but because I'm building a web app, I need to be able to include my
new ID type in messages sent over a network or as part of a web page, and for that, it needed to
implement some functionality from a different library, called [Serde](https://serde.rs/). My
original implementation for *deserializing* looked like this:
``` rust
struct DbIdVisitor;
impl<'de> Visitor<'de> for DbIdVisitor {
type Value = DbId;
// make a DbId from a slice of bytes
fn visit_bytes<E>(self, v: &[u8]) -> Result<Self::Value, E>
where
E: serde::de::Error,
{
...
}
// make a DbId from a Vec of bytes
fn visit_byte_buf<E>(self, v: Vec<u8>) -> Result<Self::Value, E>
where
E: serde::de::Error,
{
...
}
// you get the picture
fn visit_string() ...
fn visit_u128() ...
fn visit_i128() ...
}
```
In my mind, the only important pieces were the `visit_bytes()` and `visit_byte_buf()` methods,
which worked basically the same as the `decode()` function for SQLx. I mean, as far as I could tell,
the only time something would be encountering a serialized `DbId` would be in the form of raw bytes
from the database; no one else would be trying to serialize one as something else that I didn't
anticipate, right?
RIGHT???
(wrong)
## A puzzling failure
As soon as my code compiled, I ran my tests. Everything passed... except for one, that tested
logging in.
This was very strange. All the other tests were passing, and basically every operation requires
getting one of these IDs into or out of the database. But at this point, it was late, and I set it
down until the next day.
# When in doubt, change many things at once
The next day I sat back down to get back to work, and in the course of examining what was going on,
realized that I'd missed something crucial: these things were supposed to be *sortable*. But the way
I was inserting them meant that they weren't, because of endianness.
## More like shmexicographic, amirite
"ULID" stands for "Universally Unique Lexicographically Sortable
Identifier"[^uulsid]. "[Lexicographic order](https://en.wikipedia.org/wiki/Lexicographic_order)"
basically means, "like alphabetical, but for anything with a defined total order". Numbers have a
defined total order; bigger numbers always go after smaller.
But sometimes numbers get sorted out of order, if they're not treated as numbers. Like say you had a
directory with twelve files in it, called "1.txt" up through "12.txt". If you were to ask to see
them listed out in lexicographic order, it would go like:
``` text
$ ls
10.txt
11.txt
12.txt
1.txt
2.txt
3.txt
4.txt
5.txt
6.txt
7.txt
8.txt
9.txt
```
This is because '10' is "less than" '2' (and '0' is "less than" '.', which is why "10.txt" is before "1.txt"). The solution, as all
data-entering people know, is to pad the number with leading '0's:
``` text
$ ls
01.txt
02.txt
03.txt
04.txt
05.txt
06.txt
07.txt
08.txt
09.txt
10.txt
11.txt
12.txt
```
Now the names are lexicographically sorted in the right numerical order[^confusing-yes].
So, now that we're all expert lexicographicographers, we understand that our IDs are just
supposed to naturally sort themselves in the correct order, based on when they were created; IDs
created later should sort after IDs created earlier.
The implementation for my ULIDs only guaranteed this property for the string form of them, but I was
not storing them in string from. Fundamentally, the ULID was a simple [128-bit primitive
integer](https://doc.rust-lang.org/std/primitive.u128.html), capable of holding values between 0 and
340,282,366,920,938,463,463,374,607,431,768,211,455.
But there's a problem: I was storing the ID in the database as a sequence of 16 bytes. I was asking
for those bytes in "native endian", which in my case, meant "little endian". If you're not familiar
with endianness, there are two varieties: big, and little. "Big" makes the most sense for a lot of
people; if you see a number like "512", it's big-endian; the end is the part that's left-most, and
"big" means that it is the most-significant-digit. This is the same as what westerners think of as
"normal" numbers. In the number "512", the "most significant digit" is `5`, which correspends to
`500`, which is added to the next-most-significant digit, `1`, corresponding to `10`, which is added
to the next-most-significant digit, which is also the least-most-significant-digit, which is `2`,
which is just `2`, giving us the full number `512`.
If we put the least-significant-digit first, we'd write the number `512` as "215"; the order when
written out would be reversed. This means that the lexicographic sort of `512, 521` would have "125"
come before "215", which is backwards.
Little-endianness is like that. If a multibyte numeric value is on a little-endian system, the
least-significant bytes will come first, and a lexicographic sorting of those bytes would be
non-numeric.
The solution, though, is simple: just write them out in big-endian order! This was literally a
one-line change in the code, to switch from `to_ne_bytes()` ("ne" for "native endian") to
`to_be_bytes()`. I confirmed that the bytes written into were being written in the correct
lexicographic order:
``` sql
sqlite> select hex(id), username from users order by id asc;
018903CDDCAAB0C6872A4509F396D388|first_user
018903D0E591525EA42202FF461AA5FA|second_user
```
Note the first six characters are the same, for these two users created some time apart[^ulid-timestamps].
Boom. "Sorted".
## The actual problem
Except that the logins were still broken; it wasn't just the test. What was even stranger is that
with advanced debugging techniques[^advanced-debugging], I confirmed that the login *was*
working. By which I mean, when the user submitted a login request, the function that handled the
request was:
- correctly confirming password match
- retrieving the user from the database
The second thing was required for the first. It was even creating a session in the session table:
``` sql
sqlite> select * from async_sessions;
..|..|{"id":"ZY...","expiry":"...","data":{"_user_id":"[1,137,3,205,220,170,176,198,135,42,69,9,243,150,211,136]","_auth_id":"\"oM..."}}
```
I noticed that the ID was present in the session entry, but as what looked like an array of decimal
values. The less not-astute among you may have noticed that the session table seemed to be using
JSON to store information. This wasn't my code, but it was easy enough to find the
[culprit](https://github.com/http-rs/async-session/blob/d28cef30c7da38f52639b3d60fc8cf4489c92830/src/session.rs#L214):
``` rust
pub fn insert(&mut self, key: &str, value: impl Serialize) -> Result<(), serde_json::Error> {
self.insert_raw(key, serde_json::to_string(&value)?);
Ok(())
}
```
This was in the [external library](https://docs.rs/async-session/latest/async_session/) I was using
to provide cookie-based sessions for my web app, and was transitively invoked when I called the
`login()` method in my own code. Someone else was serializing my IDs, in a way I hadn't anticipated!
The way that Serde decides what code to call is based on its [data
model](https://serde.rs/data-model.html). And wouldn't you know it, the following words are right
there, hiding in plain sight, as they had been all along:
> When deserializing a data structure from some format, the Deserialize implementation for the data
> structure is responsible for mapping the data structure into the Serde data model by passing to
> the Deserializer a Visitor implementation that can receive the various types of the data model...
>
> [...]
>
> * seq
> - A variably sized heterogeneous sequence of values, for example Vec&lt;T&gt; or HashSet&lt;T&gt;. ...
>
> [...]
>
> The flexibility around mapping into the Serde data model is profound and powerful. When
> implementing Serialize and Deserialize, be aware of the broader context of your type that may make
> the most instinctive mapping not the best choice.
Well, when you put it that way, I can't help but understand: I needed to implement a `visit_seq()`
method in my deserialization code.
![fine, fine, I see the light][see_the_light]
<div class = "caption">fine, fine, i see the light</div>
You can see that
[here](https://gitlab.com/nebkor/ww/-/blob/656e6dceedf0d86e2805e000c9821e931958a920/src/db_id.rs#L194-216)
if you'd like, but I'll actually come back to it in a second. The important part was that my logins
were working again; time to party!
## Wait, why *isn't* it broken?
I'd just spent the day banging my head against this problem, and so when everything worked again, I
committed and pushed the change and signed off. But something was still bothering me, and the next
day, I dove back into it.
All my serialization code was calling a method called
[`bytes()`](https://gitlab.com/nebkor/ww/-/blob/656e6dceedf0d86e2805e000c9821e931958a920/src/db_id.rs#L18),
which simply called another method that would return an array of 16 bytes, in big-endian order, so
it could go into the database and be sortable, as discussed.
But all[^actually_not_all] my *deserialization* code was constructing the IDs as [though the bytes
were
*little*-endian](https://gitlab.com/nebkor/ww/-/blob/656e6dceedf0d86e2805e000c9821e931958a920/src/db_id.rs#L212). Which
lead me to ask:
what the fuck?
Like, everything was *working*. Why did I need to construct from a different byte order? I felt like
I was losing my mind, so I reached out to the [Recurse Center](https://www.recurse.com) community
and presented my case.
Basically, I showed that bytes were written correctly, resident in the DB in big-endian form, but
then were "backwards" coming out and "had to be" cast using little-endian constructors
("`from_ne_bytes()`").
What had actually happened is that as long as there was agreement about what order to use for reconstructing the
ID from the bytes, it didn't matter if it was big or little-endian, it just had to be the same on
both the
[SQLx](https://gitlab.com/nebkor/ww/-/commit/84d70336d39293294fd47b4cf115c70091552c11#ce34dd57be10530addc52a3273548f2b8d3b8a9b_106_105)
side and on the
[Serde](https://gitlab.com/nebkor/ww/-/commit/84d70336d39293294fd47b4cf115c70091552c11#ce34dd57be10530addc52a3273548f2b8d3b8a9b_210_209)
side. This is also irrespective of the order they were written out in, but again, the two sides must
agree on the convention used. Inside the Serde method, I had added some debug printing of the bytes
it was getting, and they were in little-endian order. What I had not realized is that that was
because they were first passing through the SQLx method which reversed them.
Mmmmm, delicious, delicous red herring.
Two people were especially helpful, Julia Evans and Nicole Tietz-Sokolskaya; Julia grabbed a copy of
my database file and poked it with Python, and could not replicate the behavior I was seeing, and
Nicole did the same but with a little Rust program she wrote. Huge thanks to both of them (but not
just them) for the extended [rubber ducking](https://en.wikipedia.org/wiki/Rubber_duck_debugging)!
And apologies for the initial gas-lighting; Julia was quite patient and diplomatic when pushing back
against "the bytes are coming out of the db backwards".
# Lessons learned
Welp, here we are, the end of the line; I hope this has been informative, or barring that, at least
entertaining. Or the other way around, I'm not that fussy!
Obviously, the biggest mistake was to futz with being clever about endianness before understanding
why the login code was now failing. Had I gotten it working correctly first, I would have been able to
figure out the requirement for agreement on convention between the two different serialization
systems much sooner, and I would not have wasted mine and others' time on misunderstanding.
On the other hand, it's hard to see these things on the first try, especially when you're on your
own, and are on your first fumbling steps in a new domain or ecosystem; for me, that was getting
into the nitty-gritty with Serde, and for that matter, dealing directly with serialization-specific
issues. Collaboration is a great technique for navigating these situations, and I definitely need to
focus a bit more on enabling that[^solo-yolo-dev].
In the course of debugging this issue, I tried to get more insight via
[testing](https://gitlab.com/nebkor/ww/-/commit/656e6dceedf0d86e2805e000c9821e931958a920#ce34dd57be10530addc52a3273548f2b8d3b8a9b_143_251),
and though that helped a little, it was not nearly enough; the problem was that I misunderstood how
something worked, not that I had mistakenly implemented something I was comfortable with. Tests
aren't a substitute for understanding!
And of course, I'm now much more confident and comfortable with Serde; reading the Serde code for
other things, like [UUIDs](https://github.com/uuid-rs/uuid/blob/main/src/external/serde_support.rs),
is no longer an exercise in eye-glaze-control. Maybe this has helped you with that too?
----
[^uuidv4_random]: Technically, most v4 UUIDs have only 122 random bits, as six out of 128 are
reserved for version information.
[^blob-of-bytes]: Some databases have direct support for 128-bit primitive values (numbers). The
database I'm using, SQLite, only supports up to 64-bit primitive values, but it does support
arbitrary-length sequences of bytes called "blobs".
[^sqlite-dataclasses]: I'm using [SQLite](https://www.sqlite.org/index.html) for reasons that I plan
to dive into in a different post, but "blob" is specific to it. In general, you'll probably want
to take advantage of implementation-specific features of whatever database you're using, which
means that your table definitions won't be fully portable to a different database. This is fine
and good, actually!
[^no-stinkin-benches]: You may wonder: have I benchmarked this system with UUIDs vs. ULIDs? Ha ha,
you must have never met a programmer before! No, of course not. But, that's coming in a
follow-up.
[^rust-generics]: If the code you're using has
[generics](https://doc.rust-lang.org/book/ch10-01-syntax.html) in it, then the compiler needs to
generate specialized versions of that generic code based on how you use it; this is called
"[monomorphization](https://doc.rust-lang.org/book/ch10-01-syntax.html#performance-of-code-using-generics)",
and it requires the original generic source to work. That's also true in C++, which is why most
templated code is [header-only](https://isocpp.org/wiki/faq/templates#templates-defn-vs-decl),
but Rust doesn't have header files.
[^uulsid]: I guess the extra 'U' and 'S' are invisible.
[^confusing-yes]: Is this confusing? Yes, 100%, it is not just you. Don't get discouraged.
[^ulid-timestamps]: The 6 most-significant bytes make up the timestamp in a ULID, which in the hex
dump form pasted there would be the first twelve characters, since each byte is two hex
digits.
[^advanced-debugging]: "adding `dbg!()` statements in the code"
[^actually_not_all]: Upon further review, I discovered that the only methods that were constructing
with little-endian order were the SQLx `decode()` method, and the Serde `visit_seq()` method,
which were also the only ones that were being called at all. The
[`visit_bytes()`](https://gitlab.com/nebkor/ww/-/blob/656e6dceedf0d86e2805e000c9821e931958a920/src/db_id.rs#L152)
and `visit_byte_buf()` methods, that I had thought were so important, were correctly treating
the bytes as big-endian, but were simply never actually used. I fixed [in the next
commit](https://gitlab.com/nebkor/ww/-/commit/84d70336d39293294fd47b4cf115c70091552c11#ce34dd57be10530addc52a3273548f2b8d3b8a9b)
[^solo-yolo-dev]: I've described my current practices as "solo-yolo", which has its plusses and
minuses, as you may imagine.
[thats_a_database]: ./thats_a_database.png "simpsons that's-a-paddling guy"
[see_the_light]: ./seen_the_light.png "jake blues seeing the light"

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@ -0,0 +1,900 @@
+++
title = "A Thoroughly Digital Artifact"
slug = "a-thoroughly-digital-artifact"
date = "2023-01-19"
updated = "2023-01-21"
[taxonomies]
tags = ["3dprinting", "CAD", "GIS", "CNC", "art", "sundry", "proclamation", "research"]
+++
![A plywood slab carved with CNC into a topographic representation of California][main_image]
# A birthday wish
Last summer, I wanted to get my wife something nice for her birthday. For many years, she had
expressed an occasional and casual desire for a topographic carving of the state of California,
where we live, and I thought it might be something I could figure out how to get her. In the end,
after many dozens of hours of work, five weeks, and several hundred dollars paid to a professional
CNC machine shop, I had the artifact shown in the picture above. This is the story of its creation,
starting from knowing almost nothing about GIS, cartography, or CNC machining.
# First steps
Before you ask, I did not do a ton of research before embarking on this. As I write this, about six
months later, it only now occurred to me to do a basic search for an actual physical thing I could
buy, and luckily it seems that CNC-carved wooden relief maps of the whole state are not trivially
easy to come by, so, *phew!*
No, my first step was to see if there were any shops in the area that could carve something out of
nice plywood, about a week before the intended recipient's birthday. I found one that was less than
ten minutes away, and filled out their web contact form. They had a field for material, and I said,
"some nice plywood between 0.75 and 1.0 inches thick or similar" (I didn't know exactly what was
available and wanted to give broad acceptable parameters), and under "project description", I wrote,
> A relief map of California, carved from wood. Height exaggerated enough
to visibly discern the Santa Monica mountains. I can provide an STL file if needed.
For some [incorrect] reason that I only later examined[^introspection], I just sort of assumed that the shop would
have a library of shapes available for instantiating into whatever material medium you might
need. But just in case, I included that hedge about being able to provide an STL file. Needless to
say, that was a bluff.
![the programmer's creed: we do these things not because they are easy, but because we thought they
were going to be easy -- from twitter user @unoservix, 2016-08-05][programmers_creed]
*<center><sup><sub>me, every. single. time.</sub></sup></center>*
Also needless to say, my bluff was immediately called, and I had the following exchange with the
shop:
> *CNC Shop*: STL can work but I cant manipulate it, which could save some money. If possible can it
>be exported to an .igs or .iges or .stp format?
>
> *Me*: Yeah, STP should be no problem. Can you give a rough estimate of the cost for 1x2-foot relief carving?
>
> *Shop*: Without seeing the drawings, I cant give even a close price but in the past they range from
>a few hundred dollars to several thousand dollars.
>
> *Me*: That's totally fair! I'll get you some files in a few days.
"STP should be no problem ... I'll get you some files in a few days," was an even harder lean into
the bluff; my next communication with the shop was nearly four weeks later. But that's getting ahead
of things.
# Meshes and solid bodies
First off, let's talk about file formats and how to represent shapes with a
computer.[^math-computers] I first said I could provide an *STL
file*. [STL](https://en.wikipedia.org/wiki/STL_(file_format)) is a pretty bare-bones format that
describes the outside surface of a shape as a mesh of many, many triangles, each of which is
described by three 3D points, where each point (but not necessarily each edge) of the triangle lies
on the surface of the shape of the thing you're modeling. This format is popular with 3D printers,
which is how I became familiar with it.
STL is simple to implement and easy for a computer to read, but if you have a model in that format
that you need to manipulate, like you want to merge it with another shape, you won't have a good
time. In order to actually do things like that, it needs to be converted into a CAD program's native
representation of a "solid body", which is pretty much what it sounds like: a shape made of a finite
volume of "stuff", and NOT just an infinitesimally thin shell enclosing an empty volume, which is
what a mesh is.
In order for the CAD program to convert a mesh into a solid body, the mesh must be *manifold*,
meaning, no missing faces (triangles), and with a clearly-defined interior and exterior (all
triangles are facing in one direction relative to their interior). When there are no missing faces,
it's called "water tight". You can still have "holes" in a mesh, like if you have a model of a
donut[^manifold_holes], but the surface of the donut can't have any missing faces. A valid STL
file's meshes are manifold.
The CNC shop had requested a model in a format called
[ST**P**](https://www.fastradius.com/resources/everything-you-need-to-know-about-step-files/). `.stp`
is the extension for a "STEP" file; STEP is supposed to be short for "standard for the exchange of
product data", so someone was playing pretty fast and loose with their initialisms, but I
digress. The main thing about STEP files is that CAD programs can really easily convert them into
their native internal solid body representation, which allows easy manipulation. <a
name="prophecy"></a> Another thing about them is that a CAD program can usually turn a manifold mesh
into an STP file, unless the mesh is too complicated and your computer doesn't have enough RAM
(*note: foreshadowing*[^chekhovs-ram]).
![an overly-complicated mesh of a cube][meshy-cube]
*<center><sup><sub>this cube's mesh has too many vertices and edges, I hope my computer has enough
RAM to work with it</sub></sup></center>*
But at that moment, I had nothing at all. Time to get some data and see if I can turn it into a model.
# Public data
My first impulse was to search [USGS](https://usgs.gov)'s website for [digital elevation
map](https://en.wikipedia.org/wiki/Digital_elevation_model) data, but I wound up not finding
anything appropriate. Searching now with the wisdom of experience and hindsight, I found this, which
would have been perfect:
<https://apps.nationalmap.gov/downloader/>
Did I just accidentally miss it then? Did I find it and not recognize its utility because I didn't
know what I was doing *at all*? The world may never know, but at least now you can benefit from my
many, many missteps.
## From space?
Anyway, having not found anything I could really use from the USGS through all fault of my own, I
found [this site](https://portal.opentopography.org/raster?opentopoID=OTSRTM.082015.4326.1), from
OpenTopography, an organization run by the UCSD Supercomputer Center, under a grant from the
National Science Foundation. So, still hooray for public data!
That particular page is for a particular dataset; in this case, "[SRTM
GL1](http://www2.jpl.nasa.gov/srtm/) Global 30m". "SRTM" stands for "[Shuttle Radar Topography
Mission](https://en.wikipedia.org/wiki/Shuttle_Radar_Topography_Mission)", which was a Space Shuttle
mission in February, 2000, where it did a [fancy radar
scan](https://en.wikipedia.org/wiki/Interferometric_synthetic-aperture_radar) of most of the land on
Earth. Though, it's hard to verify that the data was not synthesized with other datasets of more
recent, non-space origin, especially in places like California. But probably space was involved in
some way.
## In Australia, it's pronounced "g'dal"
Anyway, I'd found an open source of public data. This dataset's [horizontal resolution is 1 arc
second](https://gisgeography.com/srtm-shuttle-radar-topography-mission/) (which is why it's
"GL**1**"), or roughly 30x30 meters, and the height data is accurate to within 16 meters. Not too
shabby!
They provided the data in the form of [GeoTIFF](https://en.wikipedia.org/wiki/GeoTIFF)s, which are
basically an image where each pixel represents one data point (so, a 30x30 square meter plot)
centered at a particular location on the Earth's surface. It's a monochrome image, where absolute
height is mapped to absolute brightness of each pixel, and each pixel represents an exact location
in the world.
The only problem was that you could only download data covering up to 450,000 square kilometers at a
time, so I had had to download a bunch of separate files and then mosaic them together. Luckily,
there's a whole suite of open source tools called
[GDAL](https://gdal.org/faq.html#what-does-gdal-stand-for). Among that suite is a tool called
`gdal_merge.py` (yes, the `.py` is part of the name of the tool that gets installed to your system
when you install the GDAL tools), which does exactly what I wanted:
> `gdal_merge.py -o ca_topo.tif norcal_topo.tif centcal_topo.tif socal_topo.tif so_cent_cal_topo.tif norcal_topo_redux.tif last_bit.tif east_ca.tif`
This produced a file called `ca_topo.tif`. It was very large, in every sense:
![listing of tif files with sizes][geotiff-files]
*<center><sup><sub>last_little_piece_i_swear_final_final2.tif</sub></sup></center>*
Using [another tool](https://gdal.org/programs/gdalinfo.html) called `gdalinfo`, we can examine the
metadata of the mosaic we just created:
``` text
$ gdalinfo -mm ca_topo.tif
Driver: GTiff/GeoTIFF
Files: ca_topo.tif
Size is 40757, 35418
Coordinate System is:
GEOGCRS["WGS 84",
DATUM["World Geodetic System 1984",
ELLIPSOID["WGS 84",6378137,298.257223563,
LENGTHUNIT["metre",1]]],
PRIMEM["Greenwich",0,
ANGLEUNIT["degree",0.0174532925199433]],
CS[ellipsoidal,2],
AXIS["geodetic latitude (Lat)",north,
ORDER[1],
ANGLEUNIT["degree",0.0174532925199433]],
AXIS["geodetic longitude (Lon)",east,
ORDER[2],
ANGLEUNIT["degree",0.0174532925199433]],
ID["EPSG",4326]]
Data axis to CRS axis mapping: 2,1
Origin = (-125.109583333326071,42.114305555553187)
Pixel Size = (0.000277777777778,-0.000277777777778)
Metadata:
AREA_OR_POINT=Area
Image Structure Metadata:
INTERLEAVE=BAND
Corner Coordinates:
Upper Left (-125.1095833, 42.1143056) (125d 6'34.50"W, 42d 6'51.50"N)
Lower Left (-125.1095833, 32.2759722) (125d 6'34.50"W, 32d16'33.50"N)
Upper Right (-113.7881944, 42.1143056) (113d47'17.50"W, 42d 6'51.50"N)
Lower Right (-113.7881944, 32.2759722) (113d47'17.50"W, 32d16'33.50"N)
Center (-119.4488889, 37.1951389) (119d26'56.00"W, 37d11'42.50"N)
Band 1 Block=40757x1 Type=Int16, ColorInterp=Gray
Computed Min/Max=-130.000,4412.000
```
If I may draw your attention to a couple things there, the image is 40,757 pixels wide and 35,418
pixels tall. The "pixel size" is 0.000277777777778 by 0.000277777777778; the units, given by the
"angleunit", is degrees; 1 arc second is 1/3600th of a degree, which is 0.01754... They're degrees
of arc along the surface of the Earth[^wgs-ellipsoid], at a distance measured from the center of the
planet. As previously mentioned, that translates into a size of roughly 30 meters. So if you were
ever curious about how many 100-ish-foot squares you'd need to fill a rectangle that fully enclosed
the entire border of California, then one billion, four-hundred-forty-three million,
five-hundred-thirty-one thousand, and four-hundred-twenty-six (40,757 times 35,418) is pretty close.
The other units in there are under the "Coordinate System is" section, and are meters relative to
the [World Geodetic System 1984](https://en.wikipedia.org/wiki/World_Geodetic_System) vertical datum
(distances from this reference surface in the dataset are within 16 meters of the true distance in
reality); the very last line is the lowest and highest points in file, which are <a
name="minmax-height"></a>-130 meters and 4,412 meters respectively, relative to the baseline height
defined by the WGS84 ellipsoid. If you were to view the file with an image viewer, it would look
like this:<a name="raw-dem"></a>
![the ca_topo image; it's hard to make out details and very dark][small_ca_topo]
*<center><sup><sub>if you squint, you can kinda see the mountains</sub></sup></center>*
It's almost completely black because the highest possible value an image like that could have for a
pixel is 65,535[^16-bit-ints], and the highest point in our dataset is only 4,412, which is not that
much in comparison. Plus, it includes portions of not-California in the height data, and ideally, we
want those places to not be represented in our dataset; we have a little more processing to do
before we can use this.
## Cartography is complicated
The first order of business is to mask out everything that's not California, and the first thing I
needed for that was a [shapefile](https://en.wikipedia.org/wiki/Shapefile) that described the
California state border. Luckily, [that exact
thing](https://data.ca.gov/dataset/ca-geographic-boundaries) is publicly available from the state's
website; thank you, State of California!
There was only one issue: the shapefile was in a different [map
projection](https://en.wikipedia.org/wiki/Map_projection) than the data in our geotiff file. A "map
projection" is just the term for how you display a curved, 3D shape (like the border of a state on the
curved surface of the Earth) on a flat, 2D surface, like a map. If you look at the line in the
output of `gdalinfo` above that says, `ID["EPSG",4326]`, that is telling us the particular
projection used. [EPSG 4326](https://en.wikipedia.org/wiki/EPSG_Geodetic_Parameter_Dataset) uses
latitude and longitude, expressed in degrees, covers the entire Earth including the poles, and
references the WGS84 ellipsoid as the ground truth.
The shapefile was in a projection called [EPSG
3857](https://en.wikipedia.org/wiki/Web_Mercator_projection), or "Web Mercator". This is similar to
EPSG 4326, except instead of using the WGS84 ellipsoid, it pretends the Earth is a perfect
sphere. It only covers +/- 85-ish degrees of latitude (so not the poles), and it uses meters instead
of degrees of lat/long. It's popular with online map services (like Google Maps and Open Street
Maps) for displaying maps, hence the name, "Web Mercator", so you'd probably recognize the shapes of
things in it.
Once again, there's a [handy GDAL tool](https://gdal.org/programs/gdalwarp.html), `gdalwarp`, which
is for reprojecting geotiffs. So all we have to do is take our 4326-projected geotiff, use
`gdalwarp` to project it to 3857/Web Mercator, and then we can use the shapefile to mask off all
other height data outside the border of California.
It's almost *too* easy.
> gdalwarp -t_srs EPSG:3857 ca_topo.tif ca_topo_mercator.tif
This gives us a 3857-projected file called `ca_topo_mercator.tif`. It still has over a billion
pixels in it (it's a little bigger overall, but the aspect is
much wider, with the different projection); scaling it down will be a very last step, since at that
point, it will no longer be a digital elevation map, it will just be an image. We'll get there,
just not yet.
Cracking open `gdalinfo`, we get:
``` text
$ gdalinfo ca_topo_mercator.tif
Driver: GTiff/GeoTIFF
Files: ca_topo_mercator.tif
Size is 36434, 39852
Coordinate System is:
PROJCRS["WGS 84 / Pseudo-Mercator",
BASEGEOGCRS["WGS 84",
ENSEMBLE["World Geodetic System 1984 ensemble",
MEMBER["World Geodetic System 1984 (Transit)"],
MEMBER["World Geodetic System 1984 (G730)"],
MEMBER["World Geodetic System 1984 (G873)"],
MEMBER["World Geodetic System 1984 (G1150)"],
MEMBER["World Geodetic System 1984 (G1674)"],
MEMBER["World Geodetic System 1984 (G1762)"],
MEMBER["World Geodetic System 1984 (G2139)"],
ELLIPSOID["WGS 84",6378137,298.257223563,
LENGTHUNIT["metre",1]],
ENSEMBLEACCURACY[2.0]],
PRIMEM["Greenwich",0,
ANGLEUNIT["degree",0.0174532925199433]],
ID["EPSG",4326]],
CONVERSION["Popular Visualisation Pseudo-Mercator",
METHOD["Popular Visualisation Pseudo Mercator",
ID["EPSG",1024]],
PARAMETER["Latitude of natural origin",0,
ANGLEUNIT["degree",0.0174532925199433],
ID["EPSG",8801]],
PARAMETER["Longitude of natural origin",0,
ANGLEUNIT["degree",0.0174532925199433],
ID["EPSG",8802]],
PARAMETER["False easting",0,
LENGTHUNIT["metre",1],
ID["EPSG",8806]],
PARAMETER["False northing",0,
LENGTHUNIT["metre",1],
ID["EPSG",8807]]],
CS[Cartesian,2],
AXIS["easting (X)",east,
ORDER[1],
LENGTHUNIT["metre",1]],
AXIS["northing (Y)",north,
ORDER[2],
LENGTHUNIT["metre",1]],
USAGE[
SCOPE["Web mapping and visualisation."],
AREA["World between 85.06°S and 85.06°N."],
BBOX[-85.06,-180,85.06,180]],
ID["EPSG",3857]]
Data axis to CRS axis mapping: 1,2
Origin = (-13927135.110024485737085,5178117.270359318703413)
Pixel Size = (34.591411839078859,-34.591411839078859)
Metadata:
AREA_OR_POINT=Area
Image Structure Metadata:
INTERLEAVE=BAND
Corner Coordinates:
Upper Left (-13927135.110, 5178117.270) (125d 6'34.50"W, 42d 6'51.50"N)
Lower Left (-13927135.110, 3799580.326) (125d 6'34.50"W, 32d16'33.21"N)
Upper Right (-12666831.611, 5178117.270) (113d47'17.10"W, 42d 6'51.50"N)
Lower Right (-12666831.611, 3799580.326) (113d47'17.10"W, 32d16'33.21"N)
Center (-13296983.361, 4488848.798) (119d26'55.80"W, 37d21'21.69"N)
Band 1 Block=36434x1 Type=Int16, ColorInterp=Gray
```
You can see that the `PROJCRS[ID]` value is `"EPSG,3857"`, as expected. The "pixel size" is
"34.591411...." and the "lengthunit" is "metre". But the number of pixels is different, and the
shape is different, yet the coordinates of the bounding corners are the same as the original file's
(the latitude and longitude given as the second tuple). This is all from the Web Mercator's different
projection causing the aspect ratio to stretch horizontally, but it still represents the same area
of the planet.
## The one custom script
Now that we had our geotiff in the right projection, the next step was use the shapefile to mask out
the California border in it. Here is where GDAL failed me, and looking around now as I
write this, I still can't find a specific GDAL tool for doing it. Given how useful I found all the
other tools, I can't really complain, so I won't! It wasn't that hard to write something that would
do it with other open source tools; I didn't even bother checking this into a git repo or anything:
``` python
#!/usr/bin/env python3
import fiona # for reading the shapefile
import rasterio # for working with the geotiff
import rasterio.mask as rmask
import sys
def main():
tif = sys.argv[1]
msk = sys.argv[2]
out = sys.argv[3]
print("input: {tif}\nmask: {msk}\noutput: {out}".format(tif=tif, msk=msk, out=out))
if input("Enter 'y' to continue: ").lower() != 'y': # double-check I don't stomp something I wanted to keep
print("See ya.")
return
with fiona.open(msk, "r") as shapefile:
shapes = [feature["geometry"] for feature in shapefile]
with rasterio.open(tif) as in_tif:
out_image, out_xform = rmask.mask(in_tif, shapes, filled=True, crop=True)
out_meta = in_tif.meta
out_meta.update({"driver": "GTiff",
"height": out_image.shape[1],
"width": out_image.shape[2],
"transform": out_xform})
for k, v in out_meta.items():
print("{}: {}".format(k, v)) # just outta curiosity
with rasterio.open(out, "w", **out_meta) as dest:
dest.write(out_image)
print("Wrote masked tif to {}".format(out))
return
if __name__ == "__main__":
main()
```
I include that just in case anyone else ever needs to do this, and doesn't find one of the hundreds
of other examples out there already. This one is nice because you don't need to pre-process the
shapefile into [GeoJSON](https://geojson.org/) or anything, the
[Fiona](https://pypi.org/project/Fiona/1.4.2/) package handles things like that transparently for
you, but don't think this is great Python or anything; it's the dumbest, quickest thing I could crap
out to do the task I needed to be done[^the-real-treasure-is-the-gd-treasure].
After running that script, I had a Web Mercator-projected geotiff that included data only for places
inside the state border of California. It was still enormous; the mask didn't change the shape and
you can't have non-rectangular images anyway, but at this point, I had the final desired
dataset. It was time to turn it into a heightmap that we could use to make a mesh.
## A usable heightmap
I've been trying to be careful about referring to the image file as a "dataset" or "geotiff", vs. a
"heightmap". A geotiff file is not a regular image file, it includes particular metadata and data
that is meant to be interpreted as a real map of the land; each pixel in it says something about an exact,
actual location in the real world. In our geotiff, a mountain would have to be more than twelve
miles high before it appeared as bright white[^zero-pixel-value].
A "heightmap" is an image file, like a geotiff, where each pixel's monochromatic intensity is meant
to represent height above some lowest plane. The difference is that the height values are *normalized*
so that the lowest height is 0, and the highest is the maximum possible value in the format's value
range. For geotiff digital elevation maps, which use 16-bit numbers as previously mentioned, that
maximum possible value is 65,535. But unlike a geotiff, a generic heightmap has no exact
correspondence with anything else; it's not necessarily an accurate dataset, and won't include the
GIS stuff like what projection it is, what the coordinate bounding boxes are, etc. But it *is*
useful for turning into a mesh.
And here I get to the [final GDAL tool](https://gdal.org/programs/gdal_translate.html) I used,
`gdal_translate`. This is something that can read in a geotiff, and write out a different image
format. When in doubt, [PNG](https://en.wikipedia.org/wiki/Portable_Network_Graphics) is fine, I
always say. It's a simple format that nearly everything can read, and is compressed so it should be
a much smaller file on disk, even if it's the same number of pixels. Smaller file size is always
easier.
> `gdal_translate -of PNG -ot UInt16 -scale -130 4412 0 65535 masked_ca_topo.tif heightmap.png`
Like we saw <a href="#minmax-height">earlier</a>, the lowest point we had in our data was -130
meters, and the highest was 4,412. The `-scale -130 4412 0 65535` arguments are saying, "anything
with a height of -130 should be totally dark, and anything with a height of 4,412 should be as
bright as possible, and anything in-between should be set proportionately." This is a linear
mapping, and preserves the relationships between vertical features (that is, if something is twice
as tall as another thing, that will still be true after being scaled), so in a sense, it's
"accurate", but would it be good, was the question (*note: more foreshadowing*).
Once I had the PNG file, I used the [ImageMagick](https://imagemagick.org/script/convert.php) `convert`
command to resize the file down to a reasonable size. Finally, I had something I could use to make a
mesh:
![the heightmap made by doing a linear scale of height to brightness][scaled_heightmap]
Pretty cool, right? I thought so! The detail is pretty great; that bright spot near the top is
[Mt. Shasta](https://en.wikipedia.org/wiki/Mount_Shasta), for example;
[Mt. Whitney](https://en.wikipedia.org/wiki/Mount_Whitney) is slightly taller, but not by much, and
is part of a range so it doesn't stand out the way Shasta does. It was time to start making some 3D
geometry with the heightmap[^time-to-mesh]!
# A mesh is born
My next step was to figure out how exactly to turn that heightmap into a mesh. Some searching
assured me that [Blender](https://www.blender.org/), a free and open source 3D modeling package that
I'd dabbled with before, would work well. For example, here's a pretty high-level walk-through of
[how to use a heightmap to displace a mesh
plane](https://alanedwardes.com/blog/posts/create-meshes-from-height-maps-using-blender/), which is
almost exactly what I first wanted to do. Before too long, I had something that looked like this:
![a very pointy california topo][pointy-california]
At first glance, it looks OK, but there's so. much. detail. And it's very, very pointy; it just
looks jagged. Check out this close-up detail of Mt. Shasta:
![a very pointy mt shasta][pointy-shasta]
*<center><sup><sub>witch's hat-assed mountain</sub></sup></center>*
You can tell it wounldn't be nice to touch, and being able to run your fingers along the shape
was a huge part of the appeal of having the physical object.
## Back to the realm of images
Given that it seemed like there were at least a couple semi-related problems from too much detail,
my first instinct was to blur the heightmap, and then reduce the size of it. I used the ImageMagick
`convert` command again [to blur the image](https://legacy.imagemagick.org/Usage/blur/) a couple
rounds, and then resized it down:
![first attempt at blurring the heightmap][blurry-linear-hm]
A little better, but still not great. A few more rounds of blurring and shrinking got me
this:
![second round of blurring the heightmap][blurry-linear-hm-smaller]
With that version, I was able to produce some reasonable-looking geometry in Blender:
![a slightly smoother mesh][smoother-california-mesh]
Or so I thought.
It may have been smoother, it was still very pointy. A lot of the high-frequency detail has been removed, which
means it's not rough and jagged, but Shasta still looks ridiculous.
## A matter of scale
The problem was that I was doing a linear scaling of the height of features in the data, and the
required factors were so enormous that it distorted the geometry in an ugly way.
The State of California is very large, but for the sake of argument, let's pretend it's exactly 700
miles tall, from the southern tip to the northern border's latitude, going straight north; the real
length is close to that. Also for the sake of argument, let's say that the tallest mountain is 3
miles tall; the actual height is a little less than that, but that's OK, the argument holds more
strongly at lower height. That means the ratio of height to length is 3/700, or 0.0043-ish.
If you had a physically accurate topographic carving of California that was a foot long, the tallest
peak on the carving would be 0.0043 feet high, which is about 1/20th of an inch, or about 1.3
millimeters. You'd probably be able to see and feel where Shasta was, and see that there was a faint
line from the Sierra Nevadas, but that would be it. That's why it's so hard to see the details in
the <a href="#raw-dem">raw elevation data</a> geotiff.
In order to be able to see any detail, and to meet expectations about what a topographic carving is
supposed to look like, the height of the highest peaks needs to be scaled up by something like
10-20x. My problem was that I was doing a linear scale; I was making *everything* 10-20x taller than
it "should" be, which was causing everything to look stretched and weird.
And even with that amount of exaggeration, some low-elevation features were still not showing
up. For example, [Sutter Buttes, a 2,000-foot tall mound in the Sacramento
Valley](https://en.wikipedia.org/wiki/Sutter_Buttes), which is faintly visible in the heightmap, is
almost not there in the resulting mesh. It's about 1/7th the height of Shasta, which is not all that
much, when Shasta was represented by something 0.75 inches tall.
What I really needed was some non-linear way to scale the height, some way to exaggerate lower
altitudes more than higher ones. The highest points should stay as high as they were; they determine
the ultimate overall height, but lower points should be given a relative boost. An easy way to do
this is to take some fractional root (raise a number to a power between 0.0 and 1.0) of the linear
scaling factor, and use that new value instead. For example, the graph of *x* raised to the
0.41th[^zero-forty-oneth] power looks like this:
![y = x^0.41 between 0 and 1][exp-plot]
Notice how values *at* 0 and 1 are the same as they would be with linear scaling, values *near* 0
rapidly get scaled upward, and by the time you get near 1, it looks almost linear again. The linear
scaling function we'd initially used would just look like a straight line from the lower left corner
to the upper right.
Luckily, `gdal_translate` has an option to do this kind of scaling, so it was a quick
> `gdal_translate -of PNG -ot UInt16 -scale -130 4412 0 65535 -exponent 0.41 ca_topo.tif
exponentially_scaled_heightmap.png`
and a couple rounds of blurring, and I had the following heightmap:
![a non-linearly scaled heightmap][lo-rez_exp_blurred]
which resulted in a mesh that looked something like this inside Blender:
![3D viewport in Blender showing a topo-displaced mesh that looks like
California][exp-scaled-blending]
Doesn't that look nicer? Notice how a bunch of things that were nearly invisible before, like Sutter
Buttes, are easily visible. Check out the [Channel
Islands](https://en.wikipedia.org/wiki/Channel_Islands_(California)) now plain as day! I was feeling
pretty good about having this whole thing wrapped up shortly, only a little late for the birthday.
# A dark age
What followed was two frustrating weeks attempting to get a manifold mesh out of Blender that was
small enough, by which I mean number of vertices and edges, so that
[FreeCAD](https://www.freecadweb.org/) could turn it into an STP file. Unfortunately, FreeCAD is not
a good tool for doing fancy things with meshes, like creating them from a heightmap, so I had to use
two different tools.
This also meant that I would run into surprising limits when going between them. Let me explain. I'd
get a mesh in Blender, export it to a neutral mesh format like
[OBJ](https://en.wikipedia.org/wiki/Wavefront_.obj_file) that both programs understand well, and it
would be a 60 megabyte file. My computer has 32 **giga**bytes, more than 500 times more memory than
that, so you'd think it would not be a problem.
The act of asking FreeCAD to import that OBJ file as a *mesh*, and not even as a solid body, caused
the memory use to go to 21 gigabytes. This is a lot, but the computer still had plenty of room left
in memory for things like "responding to the keyboard and mouse" or "redrawing the
screen". Everything at this point is still perfectly usable.
When I attempted to convert that mesh into a solid body, though, memory use ballooned up to
encompass all available RAM, and my system immediately came to a nearly imperceptible crawl until my
frantic `ctrl-c`s were finally registered by the [signal
handlers](https://www.gnu.org/software/libc/manual/html_node/Termination-Signals.html) in FreeCAD
before I could use it again. This happened *a lot*. At last, <a href="#prophecy">the prophecy</a>
had come to pass.
I went through many rounds of attempting to clean up the mesh and reduce its complexity, but I don't
have many notes or intermediate artifacts from this time. A lot of that was being a beginner at both
Blender **and** FreeCAD, though there's so much educational material that I was rarely held back by
not knowing how to do a particular thing inside each program. A lot was inexperience in the domain;
I did not know how much detail was essential, and I did not have a lot of experience with digital
modeling in the first place. The workflow was very manual, and cycles were fairly long, which made
it hard to try a bunch of things in quick succession as experiments. All those things and more
conspired to make this portion of the process a total slog with very little to show off.
# Test prints
Eventually, after a couple weeks of trying and failing to get something into FreeCAD that I could then
work with (like merging it with a thick base and trimming that base to follow the shape of the
state), I had had enough. I was just going to send the shop an STL file and forget about trying to
get an STP file. I have some notes from then, right after I'd started my first test print:
> I'm finally printing something out. I've given up on converting it into [something CAD-friendly];
> it seems this is a Hard Problem, but I'm not sure why. My goal with doing that was to give a
> CAD-friendly file to a local CNC milling shop, per their request, since when I suggested a
> mesh-based file (STL), the guy was like "I can't do much manipulation with that to make it more
> manufacturable, so a real CAD file would be best".
>
> But at least with an STL file, I can print it myself. So that's going now, we'll see how it turns
> out in no less than eight hours.
>
> I haven't really done anything else with my computer besides this for a while.
When that print was done, here's what it looked like:
![a piece of literal dogshit][crappy_test_print]
*<center><sup><sub>don't look at me, I'm hideous</sub></sup></center>*
In case you were not revolted enough, then please allow me to direct your gaze toward this eldritch
abomination:
![close-up of extremely bad print results][crappy-close-up]
*<center><sup><sub>what did I just say about looking at me</sub></sup></center>*
As bad as it looked, it felt even worse to touch. Setting aside the hideous base with its weird
visual artifacts due to those areas not being a single flat polygon, but rather several polygons
that were not parallel, there was still just too much high-frequency detail in the terrain, and it
was a total mismatch with the 3D printed medium.
The real thing was going to be carved out of wood by a [CNC
mill](https://all3dp.com/2/what-is-cnc-milling-simply-explained/), which uses a drill-like component
to carve away pieces of the material you're working with. This means that there's a tiny spinning
bit with a definite, finite size, and any detail in the model smaller than the end of that spinning
bit would likely be impossible to carve with it. This meant that all that high-frequency detail was
not only ugly, it was also completely unnecessary.
## Just try harder
I was very eager to get something into the CNC shop's hands at this point, but I also knew that this
model was not acceptable. So, I resolved to brutally simplify the geometry until I got something
that was workable inside FreeCAD.
First off, I made the heightmap even smaller, only 500 pixels wide. Fewer pixels means fewer details
for turning into a displacement map for a mesh! I also removed the Channel Islands from the
heightmap, resulting in this final mesh displacement input:
![it's the final heightmap][final-heightmap]
*<center><sup><sub>it's the final heightmap (doot-doot-doot-doot,
doot-doot-doot-doot-doot)</sub></sup></center>*
Inside Blender, I'd gotten quite proficient at running through the steps to generate a mesh from a
heightmap, and once I'd done that, I went through several rounds of [mesh
simplification](https://graphics.stanford.edu/courses/cs468-10-fall/LectureSlides/08_Simplification.pdf);
the geometry was practically homeopathic.
![the final model in blender][final-model]
*<center><sup><sub>by the principles of homeopathy, the fewer the vertices, the more potent the mesh</sub></sup></center>*
Check out this close-up of Mt Shasta:
![close-up of Shasta in the final model][final-shasta]
*<center><sup><sub>a chonkier, less lonesome Mt Shasta</sub></sup></center>*
Present, but not obnoxious. I printed out a second test print to make sure it looked as good in
physical reality:
![the final test print of the final model][final-print]
Verdict: yes. If you want, you can visit
<https://www.printables.com/model/240867-topographic-california> and download the 3D printer file to
print it yourself at home. If you don't have a 3D printer, you can still look at and interact with a
3D model of it in the browser on that site, so it's still kind of neat. A couple different strangers
uploaded pictures of their prints of it, which I thought was cool!
I brought the mesh into FreeCAD and finally was able to create the STP[^fancy-iges] file the shop had
asked for, a mere twenty-five days after I'd last spoken with them.
# Final cut
I emailed the file to the shop, and said,
> As modeled, there's probably more high-frequency detail in the mountains than is necessary, as I'm
> going for something that feels nice to the touch so smoother is better. It's also modeled at a
> slightly larger scale than necessary, though not too far off (it's 500x577mm, and I'm interested
> in the 400-500mm range for width; the relief height is in the 20-30mm range depending on scale). I
> was imagining it would be carved with contour cuts in some thick nice ply, though I'm happy to
> hear better ideas; I have literally no experience with making something like this.
The shop came back with,
> I cant smooth out the cuts, I can only cut what is there. That being said, if I use a rounded cutter, it will round out the valleys but not the peaks as it wont go into areas that it cant reach.
>
> Hope that makes sense.
>
> Let me know if this will work for you or not. If you think it will, I will try to program the toolpaths and see what it will look like.
I definitely didn't want to lose the sharp seams in the bottoms of the valleys!
> Me: I guess what I was really saying is that if some detail is lost due to using a larger cutting
> head that's probably fine. I wouldn't necessarily want the valleys to be made more concave than
> they already are, though. Does that make sense?
>
> Shop: Yes, that makes sense. I can use a Vee cutter and it will cut the sharp edges in the
> valleys."
It felt nice to be understood! Next came the issue of cost:
> I ran the numbers on both sizes using a .01” step-over cut, meaning that is how far apart the
> finish cuts will be from each other.
>
> You will probably see some tool marks depending on what type of material is used.
>
> The larger one is coming in at around $850.00 and the 12” one at $350.00.
>
> I can go tighter, say .005” step-over and it will probably not show many marks but I wont know
> until I run it.
>
> If I do that it will double the cut time so close to doubling the price.
One of the things that my wife had said she wanted to do with the carving of California was sand and
finish it herself, so the coarser 0.01-inch step-over cut was not really a problem. Even the
0.005-inch cut would still require a final sanding before staining or sealing.
The "larger one" the shop referred to was for a 20-inch wide carving, which would be way too huge
anyway; 12 inches was fine. Still, $350 was at the top of what I had hoped/expected to spend. I
hoped it was worth it!
After a few more back-and-forths and days, I got a message from the shop saying it was ready. They
also said,
> I decided to run these with half the original step-over, which means it takes twice as long but
> the finish is almost smooth. I think you will be pleased with it.
Whoa! This meant he had used the 0.005-inch cutting resolution, and the job had taken twice as long
as originally quoted. Like the [kind and generous tailor from *The Hudsucker
Proxy*](https://getyarn.io/yarn-clip/0f78e11f-df94-42e4-8bdf-b11c39326f7c), he had given me the
double-stitch anyway, even though I had insisted that single stitch was fine. I was very excited and
grateful, and couldn't wait to see it.
## Pics or it didn't happen
When I got there, it was almost exactly what I had imagined and hoped it would be. Obviously, you've
seen the photo at the top of the page, but please enjoy this CNC-carved topographic California porn.
![portrait of the whole state][wood-portrait]
*<center><sup><sub>some nice soft lighting</sub></sup></center>*
![our old friend, the Sutter Buttes][wood-buttes]
*<center><sup><sub>sutter buttes, we meet again</sub></sup></center>*
![down low view, like the shot from Blender][wood-blender]
*<center><sup><sub>recognize this angle, from blender?</sub></sup></center>*
![close up of Shasta][wood-shasta]
*<center><sup><sub>lookin' good, shasta</sub></sup></center>*
I wasn't the only one pleased with it; my wife was delighted when she saw it.
MISSION ACCOMPLISHED, HAPPY *<sub>belated</sub>* BIRTHDAY!
# Thank yous
Obviously, I have tons of people to thank for their help with this, either directly or
indirectly. First and foremost, my wife, for everything, but especially for the inspiration and also
patience with me during this process.
A close second for this project goes to Steve at [Triumph CNC](https://www.triumphcnc.com/). He
asked me what I was going to do with it, and when I said give it to my wife as a gift, he said, "Oh,
that's great! I feel even better about using the smaller step-over now." If you need some CNC
milling done in Los Angeles, maybe give them a call!
Along the way during this journey I got a lot of feedback and suggestions from friends and
colleagues, so thank you, 'rades[^short-for-comrades]!
Of course, this would all have been unthinkably difficult not so long ago, but thanks to things like
NASA's missions and public GIS datasets, almost anyone can do something like this.
And not just public, government data and organizations, but private, passion-driven free software
projects like Blender and FreeCAD that rival functionality found in multi-thousand-dollar commercial
packages. I'm in awe of their accomplishments; they are true wonders of the modern world.
# Things I learned, and some lessons
I said early on that I knew basically nothing about any of this, and that was true. I had had some
earlier casual experience with both Blender and FreeCAD, and many, many years ago I had taken a
semester of engineering drafting my first year of college. But I knew basically nothing about GIS,
about the different map projections, about shapefiles, about any of the tools or jargon. Likewise,
I have no experience or instruction in any kind of CNC milling; my scant 3D printing experience
doesn't really apply.
This article is as close as I could get to serializing nearly everything I had to learn and do to
create that carving.
And at the time it was happening, it didn't feel like I was retaining all of it, or that I really,
truly understood everything I had done; I was hurrying as fast as I could toward a particular
goal. But in the course of writing this, I was basically retracing my steps, and found that I really
did have a pretty good handle on it. One of my favorite things to do is learn stuff, so this was a
great outcome for me!
If I were to do this again, or if I were starting for the first time with the benefit of someone
else's experience, there are obviously a few things I would do differently. First off, I'd see if I
could find a lower-resolution dataset. One arc second is way overkill; at the scale of a topo
carving that you can hold in your hands, a resolution of several arc *minutes* (one arc minute is
one [nautical mile](https://en.wikipedia.org/wiki/Nautical_mile), which is about 1.1 regular
(terrestrial?) miles) would probably be enough.
I'd also use the USGS [national map downloader](https://apps.nationalmap.gov/downloader/) site to
get just the California data; you can upload a shapefile and it'll give you back a masked
geotiff. If I had started from that, it would have shaved at least two weeks off the time it took me
to make the thing; I could have jumped immediately into being frustrated in Blender and FreeCAD.
Speaking of, I wish I could give some guidance on effectively using Blender and FreeCAD, but that's
a journey only you can plot. That's probably not true, but I still feel like a doofus in those
tools, so I don't feel like it's worth anyone's time to hear from me about them. Good luck in your
quest!
---
[wood-portrait]: wood-full-portrait.jpg "portrait shot of the whole carving"
[wood-buttes]: wood_sutter_buttes.jpg "our old friend, the Sutter Buttes"
[wood-blender]: wooden_like_blender.jpg "down low view, like the shot from Blender"
[wood-shasta]: wooden_shasta_close-up.jpg "close up of Shasta"
[final-print]: final_printed.jpg "the final test print of the final model"
[final-shasta]: final_shasta.png "close-up of Shasta in the final model"
[final-model]: final_ca_topo_blend.png "the final model in Blender"
[final-heightmap]: final_heightmap.png "it's the final heightmap (sick synthesizer riff blasts)"
[crappy-close-up]: crappy_test_print_close_up.jpg "close-up of extremely bad print results"
[main_image]: wood_ca_on_table.jpg "A plywood slab carved with CNC into a topographic representation of California"
[programmers_creed]: /images/programmers_creed.jpg "jfk overlaid with the programmer's creed: we do these things not because they are easy, but because we thought they were going to be easy"
[meshy-cube]: meshy-cube.png "an overly-complicated mesh of a cube"
[geotiff-files]: geotiff-files.png "the input geotiff files and the resulting 'ca_topo.tif' output file, which is 2.7 gigabytes"
[small_ca_topo]: small_ca_topo.png "a 'raw' heightmap of california and parts of nevada, arizona, and mexico"
[scaled_heightmap]: scaled_heightmap.png "the heightmap made by doing a linear mapping of height to brightness"
[pointy-california]: pointy_california_blending.png "the displaced mesh plane made from the first heightmap"
[pointy-shasta]: pointy_shasta_close-up.png "a very pointy mt shasta"
[blurry-linear-hm]: blurred_scaled_hm_3.png "first attempt at blurred heightmap"
[blurry-linear-hm-smaller]: lo-rez_blurred_hm3.png "second round of blurring the heightmap"
[smoother-california-mesh]: blending_california.png "slightly smoother mesh in blender"
[exp-plot]: exponential_plot.png "a graph of the function `y = x^0.41` between 0 and 1"
[lo-rez_exp_blurred]: lo-rez_exp_blurred.png "nearly final heightmap, using exponential scaling to exaggerate lower altitudes"
[exp-scaled-blending]: non-linear_scaling_of_ca_height_data.png "You can see how Shasta doesn't stick out so much when the other hills are brought up a bit relatively speaking"
[crappy_test_print]: ca_topo_crappy_test_print.png "a piece of literal dogshit"
[^introspection]: The conclusion upon examination was, "I just wasn't thinking".
[^math-computers]: I'm pretty sure this is more "represent shapes with math" than with a computer, but
the computer is helping us do the math and it's more relatable.
[^manifold_holes]: I *think* you could also have a 2D sheet with a hole cut out of it represented by
a mesh that is manifold, as long as the connectivity was correct in terms of how many shared edges
and vertices there were (though this would not be a valid STL file). Imagine a cloth sheet with a
hole cut out in the middle, and the edge of the hole hemmed or otherwise "sealed", which is then a
*manifold boundary*. See [this powerpoint
deck](https://pages.mtu.edu/~shene/COURSES/cs3621/SLIDES/Mesh.pdf) for a pretty math-y overview of
"mesh basics" (but not really that basic, that's just academics trolling us, don't let it bother
you). If I'm wrong about a 2D sheet with a hole being possibly manifold, I invite correction!
[^chekhovs-ram]: A textbook example of *Chekhov's Scarce Computational Resource*.
[^wgs-ellipsoid]: Technically, it's an arc along the WGS84 ellipsoid, which is a perfectly smooth
*smushed* sphere, which more closely matches the real shape of the Earth vs. a perfectly round sphere.
[^16-bit-ints]: Each pixel is 16 bits, so the possible values are from 0 to 2^16 - 1. 2^16 is 65536,
so there you go.
[^the-real-treasure-is-the-gd-treasure]: A friend posited at one point that my circuitous journey to
the end product was the point, but I assured him that every step I took was trying to get to the end
product as quickly and straightforwardly as possible. Still, I did in fact wind up learning a whole
shitload of stuff, which is nice, I GUESS.
[^zero-pixel-value]: I'm not actually sure what the "0" altitude pixel value is. It can't actually
be 0, because the numbers in the file can't be negative, and there are deep valleys on the earth's
surface. But it's clearly not that high a value, otherwise, when you viewed the geotiff as an image,
it would be closer to white or gray than black.
[^time-to-mesh]: Based on the timestamps of the files in the directory where I was working on this
project, it took about ten days from the time I first downloaded a geotiff dataset to having the
heightmap shown above, so you can imagine all the dead-ends I went down and did not share in this
write-up.
[^zero-forty-oneth]: I think this was just the first fractional value that I tried, and it was fine.
[^fancy-iges]: I actually produced an [IGES](https://en.wikipedia.org/wiki/IGES) file; STP is basically
fancy IGES, and my model didn't include the extra info in STP files like material and color anyway.
[^short-for-comrades]: pronounced "rads", and is short for "comrades".

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@ -0,0 +1,143 @@
inital comms with CNC shop:
------------------------------
Me: "project description": A relief map of California, carved from wood. Height exaggerated enough
to visibly discern the Santa Monica mountains. I can provide an STL file if needed.
Shop: STL can work but I cant manipulate it, which could save some money. If possible can it be
exported to an .igs or .iges or .stp format?
Me: Yeah, STP should be no problem. Can you give a rough estimate of the cost for 1x2-foot relief carving?
Shop: Without seeing the drawings, I cant give even a close price but in the past they range from a
few hundred dollars to several thousand dollars.
Me: That's totally fair! I'll get you some files in a few days.
------------------------------
next comms with shop three weeks later:
------------------------------
Hi Steve, I'm sorry for taking so long to get back to you! I had a harder time producing the IGES
file than I thought I would, but I think this should be OK:
(snip url to file)
It's 51 megabytes, otherwise I'd attach here.
As modeled, there's probably more high-frequency detail in the mountains than is necessary, as I'm
going for something that feels nice to the touch so smoother is better. It's also modeled at a
slightly larger scale than necessary, though not too far off (it's 500x577mm, and I'm interested in
the 400-500mm range for width; the relief height is in the 20-30mm range depending on scale). I was
imagining it would be carved with contour cuts in some thick nice ply, though I'm happy to hear
better ideas; I have literally no experience with making something like this.
(NOTE: go back to email thread and summarize the back-and-forth over tooling)
---------------------------------
Note that the shop did the extra work anyway just because they were nice, and that he was glad when
I told him it was a gift for my wife.
Zulip dump from 10 days after initial contact:
-----------------------------------
It IS Mt. Shasta!
After I made the mosaic out of the tiles I downloaded to cover the area, I masked it with an outline
of the state that I downloaded from a California gov geo site, then used a program called
gdal_translate to turn the image, a "geotiff" file with height data encoded, into that heightmap png
with the lowest value mapped to 0 and the highest to maxint.
I also had to reproject the geotiff with the height data into the same coordinate system as the
state outline was in. The height data was in a system using lat/long called "EPSG:4326", while the
state outline was made from line segments with 2d vertices in a projected coordinate system called
"EPSG:3857" with units of "meters". 3857 is "web Mercator", and is the coordinate system used by
Google and Open Street Map for their map tiles and other shapes.
It may or may not be surprising that cartography is very complicated!
My next step is to turn this heightmap into solid geometry that I can 3d print and/or send to a
local CNC shop to have them carve a relief of California out of wood, which is close to the final
step of producing an artifact as a present for my partner.
There are a bunch of python packages for working in this domain, but they're all just wrappers
around various GDAL libraries or tools.
The raw topo data I got from
https://portal.opentopography.org/raster?opentopoID=OTSRTM.082015.4326.1 (that was the epsg 4326
geocoded tiff; actually, several of them because you can only download up to 450km^2 at a time,
hence having to mosaic them with the gdal_merge.py command (the '.py' is in the name of the command
that gets installed when you do apt install gdal-bin)), then use gdalwarp to re-project to 3857,
then I had to write a python program to mask it for some reason, then gdal_translate (no .py on that
one, but they're all just python scripts) to convert to the png heightmap. I'm leaving out a couple
details in the workflow, but that's the main shape of it.
OK, actually, now that all that context is established, here's the actual command that produced that
file from the geocoded tiff:
gdal_translate -of PNG -ot UInt16 -scale -130 4412 0 65535 cropped_ca_topo.tif heightmap_cropped.png
and then I used convert (the imagemagick program) to scale the png from 33,311x38,434 to
2,000x2,2308 pixels.
the -scale -130 4412 0 65535 is mapping the height data min/max to the png whiteness in the output
file.
---------------------------------------
Zulip musings from a few days after that, still working on the heightmap:
---------------------------------------
(re: non-linear scaling of height to reduce pointiness)
ok, it was easier than I thought it would be. gdal_translate has a -exponent flag you can use with
-scale, so I remade the heightmap with an exponential scaling, using 0.41 as the exponent.
funny enough, I'm still working on this, since even when I drastically scale the size of the mesh
down in Blender (which I export to OBJ for import by FreeCAD), doing anything like modelling (eg,
extruding downward or joining with a solid base, or cutting the shape so it's CA-shaped and not a
rectangle) requires tens of gigabytes of resident memory and I keep having to kill the program and
start over.
a 60-megabyte OBJ file turns into 21 GB of resident data in the modelling software.
I have 32GB of RAM installed
that 21GB expands to 30 when I try manipulating it
------------------------------------------
Zulip from two weeks later (July 7):
--------------------------------------
Two weeks later I'm finally printing something out. I've given up on converting it into a parametric
CAD-like object; it seems this is a Hard Problem, but I'm not sure why. My goal with doing that was
to give a parametric CAD file to a local CNC milling shop, per their request, since when I suggested
a mesh-based file (STL), the guy was like "I can't do much manipulation with that to make it more
manufacturable, so a real CAD file would be best".
But at least with an STL file, I can print it myself. So that's going now, we'll see how it turns
out in no less than eight hours.
I haven't really done anything else with my computer besides this for a while.
(next day)
ok, I got something printed out, but I'm not super stoked on it. Also, I'm still chasing the elusive
dream of turning this into a parametric solid for easier CNCing. Vape pen for scale:
(insert shitty print photo)
(next day after that, the 9th)
I've finally "finished": I've created a mesh that has no missing faces, is not too crazy, and can be
converted into a parametric solid, and sent that off to a local CNC shop for a quote on having it
routed out of wood. I'll also do another 3D print, since the base is now a larger version of the
coastline instead of a rectangle, and the high frequency detail is a little diminished.
----------------------------------------
Links:
https://data.ca.gov/
https://portal.opentopography.org/raster?opentopoID=OTSRTM.082015.4326.1
https://www.printables.com/model/240867-topographic-california
https://touchterrain.geol.iastate.edu/
https://en.wikipedia.org/wiki/Shuttle_Radar_Topography_Mission

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f(x) = x**0.41
set terminal png size 600,600
set output 'exp_scaling.png'
set grid
set xrange [0:1]
set yrange [0:1]
plot f(x) lw 3 notitle

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@ -1,9 +0,0 @@
+++
title = "A Very Digital Artifact"
slug = "a-very-digital-artifact"
date = "2022-11-11"
[taxonomies]
tags = ["3dprinting", "CAD", "GIS", "CNC", "art", "sundries"]
+++
![a CNC-carved exaggerated relief of California made of plywood](PXL_20220723_214758454.jpg)

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@ -0,0 +1,312 @@
+++
title = "Shit-code and Other Performance Arts"
slug = "shit-code-and-performance-art"
date = "2023-02-08"
updated = "2023-02-09"
[taxonomies]
tags = ["software", "art", "sundry", "proclamation", "chaos"]
[extra]
toc = false
+++
# A sundry collection of intellectual property, some less intellectual than other
Something I firmly believe is that it's important to make jokes in any medium. Here at NebCorp Heavy
Industries & Sundries, despite occasional dabbling with the
[physical](@/sundries/a-thoroughly-digital-artifact/index.md), we work primarily with software, and
software is one of our primary corporate humor channels. Below is just some of our work there,
from least to most useless.
## *katabastird, a graphical countdown timer*
[katabastird](https://crates.io/crates/katabastird) is, in its own words, "a simple countdown timer
that is configured and launched from the commandline." It looks like this when it's running:
![katabastird running normally][katabastird_normal]
It was created for a couple reasons:
- I wanted to make a GUI program to learn how to use a [particular library called
"egui"](https://github.com/emilk/egui);
- I had signed up to give a five-minute talk to demonstrate the latest release of a [commandline
argument parsing library called "clap"](https://docs.rs/clap/4.0.0/clap/), which I had titled,
"Clap for Clap Four", and I needed a program to showcase it.
Obviously the best way to showcase a commandline-parsing library is to incorporate it into a
graphical program. Other commandline-mission-critical features included changing the color of the
background to get more and more red as less time remained
![katabastird almost done counting down][katabastird_ending]
and using the font used by the alien in *Predator*
![get to the choppah][katabastird_predator]
But by far its greatest feature is an undocumented option, `-A`, that will play an [airhorn
salvo](https://gitlab.com/nebkor/katabastird/-/blob/4ccc2e4738df3f9d3af520e2d3875200534f4f6f/resources/airhorn_alarm.mp3)
when it's done. This option is visible in the program's help text, but it's not described.
Truly honestly, this is not a great program. Once it's launched, it only understands two keyboard
inputs, `ESC` and `q`, both of which simply cause it to exit. Using the mouse, you can pause,
restart, and reset. And that's it, that's all the interaction you get.
In spite of this, I find myself using it all the time. It's easy to launch with different times (the
commandline parsing understands things like `-h` for hours, `-m` for minutes, etc.), and its last
invocation is just an up-arrow in my terminal away. The airhorn cracks me up every time.
At some point, I plan on changing it to something that uses the GPU to run a fire simulation on the
numbers, and have the flame intensity get higher as the time remaining gets lower. I'll save that
for when I want to get slightly more serious about graphics and shaders, though; it would basically
be a total re-write.
As for the name, it's just a perversion of "katabasis", which means, "descent to the Underworld". I
guess a bastardized "bastard" is in there, too. Listen, I'm gonna level with you: I'm not wild about the name, but
what's done is done.
## *randical, a commandline program for generating random values*
Some time ago, I was [trying to work out some ways to pick random points in a
sphere](https://blog.joeardent.net/2018/07/right-and-wrong-ways-to-pick-random-points-inside-a-sphere/),
and during that exploration, I found myself wanting to just be able to generate random values
outside of any program in particular. So, I wrapped a primitive interface around [the random value
generation library](https://docs.rs/rand/0.8.0/rand/index.html) I was using. I wound up using it
selfishly and in a limited fashion for that project, but afterward, decided to expand it a bit and
release it, as my first [real Rust crate](https://crates.io/crates/randical).
I'll reproduce the help text here, since it's fairly comprehensive:
``` text
$ randical -h
Radical Random Value Generator 1.618033
Generates arbitrary numbers of uniformly distributed random values.
USAGE:
randical [FLAGS] [OPTIONS]
FLAGS:
--buel Prints either 'Here.' or 'Um, he's sick. My best friend's sister's boyfriend's brother's girlfriend
heard from this guy who knows this kid who's going with the girl who saw Ferris pass out at 31
Flavors last night. I guess it's pretty serious.', with equal probability. Not compatible with `-t`
or `--bule`.
--bule Prints either 'true' or 'false', with equal probability. Not compatible with `-t` or `--buel`.
-e, --exit With equal probability, exit with either status 0, like /bin/true, or status 1, like /bin/false.
Technically compatible with all other options, but exit status will have no relation to any
generated output. Sets default number of values to print to 0.
-h, --help Prints help information
-V, --version Prints version information
OPTIONS:
-n, --num-vals <NUM_VALS> Number of random values to print out. Defaults to 1.
-t, --type <TYPE> Type of random value to print. Defaults to 'bool'.
Possible values are 'b'ool, 'f'loat64, 'U'UIDv4, 'u'nsigned64, 's'igned64, and 'k'suid
with millisecond precision.
```
The [README](https://github.com/nebkor/randical/blob/main/README.md) contains some examples of using
it to do various things, like simulate a fair coin toss, or an *unfair* coin toss, or "a *Sliding
Doors*-style garden of forking paths alternate timeline for Ferris Bueller's presence or absence on
that fateful day."
I have one actual non-shithead usecase for this program: in my [.emacs file, I use it to
generate](https://gitlab.com/nebkor/dotfiles/-/blob/3aaf06fc66cdb541b76dfd44d25c369c4762301f/.emacs#L113-116)
[ksuids](https://segment.com/blog/a-brief-history-of-the-uuid/). But I don't *really* use it.
I include it mostly because, by most measurable metrics, this is my most popular program with end
users that I can specifically identify:
![randical's popularity is baffling][randical_downloads]
Who is downloading my software, and why? I don't know, and more importantly, I don't care or need to
know. It's truly better for everyone that way.
## *freedom-dates, a library neither wanted nor needed*
When I started writing this post, "freedom-dates" existed strictly as a shit-head idea of mine about
the dumbest possible way to represent dates as a string. In fact, I had had it about a month before,
while chatting with some friends on Discord.
![the birth of the birth of freedom][freedomdates-discord]
*<center><sup><sub>actually i did ask if i should</sub></sup></center>*
As usual, I thought tossing a small crate together to realize this joke would take, at most, one
hour, and be maybe ten lines long. At least this time, it only took five or six times as long as I
thought it would. In its own words, `freedom-dates`
> provides a convenient suite of affordances for working with dates in *freedom format*. That is, it
> takes representations of dates in Communinst formats like "2023-02-08", and liberates them into a
> Freedom format like "2/8/23".
For something like this, where I would not want to actually be accused of punching down or being a
jingoistic moron, it's important to be as multidimensionally absurd as possible; I really needed to
commit to the bit and provide maximum, richly-textured incongruity.
Luckily, using the [Rust language](https://www.rust-lang.org/) helps with that in a lot of
ways. After I [published it to the official package
repository](https://crates.io/crates/freedom-dates), the official documentation site built and
published the [autogenerated documentation](https://docs.rs/freedom-dates/latest/freedom_dates/) for
it. This leads to the creation of content that looks like this:
![this is history][freedoms-birthday]
The slick-looking defaults and basically frictionless process for participating in the Rust
ecosystem make it easy for culture-jamming like this. All I had to do was diligently comment, test,
and document my code[^just-do-lots-of-work], and the larger systems took care of the rest.
Rust also provides a lot of different fancy programming tools, like
[`Traits`](https://docs.rs/freedom-dates/latest/freedom_dates/trait.FreedomTime.html), that allow
you to dress up deeply unserious content in deeply serious costume.
In all real seriousness, though, I hope that seeing how easy it is to get something this silly
published in the official channels inspires you to overcome any trepidation about doing that
yourself, if you have something you want to share!
## *bad_print, a silly program*
A few years ago, someone at the [Recurse Center](https://recurse.com/)[^rc-link] started a chat
thread titled "bad print", and opened it with,
> you probably didn't know that you needed a bad print function, one that spawns a thread for each
> character in your string and prints the single character before quitting... well, now that you
> know that you needed this, i've written one for you
and then pasted a 3-line program in Haskell, and asked for other implementations of "bad print", in
any language. I whipped one up using [Rayon](https://github.com/rayon-rs/rayon), a library for doing
some things in parallel really easily, but eventually settled on the following, which uses a much
smaller and more focused external library called
[threadpool](https://github.com/rust-threadpool/rust-threadpool):
``` rust
use std::io::Write;
use std::{env, io};
use threadpool::ThreadPool;
fn main() {
let args: Vec<String> = env::args().collect();
if args.len() < 2 {
panic!("Please supply a phrase to be badly printed.")
}
let string = args[1..].join(" ");
let num_threads = string.len();
println!(--------);
let pool = ThreadPool::new(num_threads);
for c in string.chars() {
pool.execute(move || {
print!("{}", c);
let _ = io::stdout().flush();
});
}
pool.join();
println!();
}
```
I noted about it, relative to earlier versions,
> It appears to output strings with an even larger edit distance from the arguments given to it,
> presumably due to the chaos inherent to harnessing the power of one full tpc (thread per char).
Indeed, witness it for yourself:
``` text
$ bad_print Behold the awesome power of one full Thread Per Character.
--------
Bwoesmd elpoh or onh eu Thread earPCh ceearfofelwtter la.
```
By far the most impressive was a bash script that did *Matrix*-style cascading text in your
terminal, called, appropriately enough, `bad_matrix`; that particular one was by someone [who's a
bit of a shell
wizard](https://www.evalapply.org/posts/shell-aint-a-bad-place-to-fp-part-2-functions-as-unix-tools/index.html#main).
# Other peformance arts
An artist's medium is all of reality and all of time, so every piece of the work is eligible for
expression; the frame is also part of the work. Software in my culture is still embedded in a
context that is a bit stuffy, a bit up its ass about things like "copyright" and "semantic
versioning"[^smegver], and so they're things I enjoy playing with, too.
At the bottom of the [readme for
freedom-dates](https://github.com/nebkor/misfit_toys/blob/master/freedom-dates/README.md), I have
the following about the version:
> Freedom *STARTS* at number 1, baby! And every release is ten times the last, so second release is
> 10, then 100, etc. FREEDOM!
and indeed it is at version 1.0.0; the two `.0`s after the `1` are there to satisfy Cargo's
requirements about semver[^smegver].
## goldver
When I version software for public consumption, I tend to use a scheme I call
"[goldver](https://gitlab.com/nebkor/katabastird/-/blob/main/VERSIONING.md)", short for "Golden
Versioning". It works like this:
> When projects are versioned with goldver, the first version is "1". Note that it is not "1.0", or,
> "1.0-prealpha-release-preview", or anything nonsensical like that. As new versions are released,
> decimals from *phi*, the [Golden Ratio](https://en.wikipedia.org/wiki/Golden_ratio), are appended
> after an initial decimal point. So the second released version will be "1.6", the third would be
> "1.61", etc., and on until perfection is asymptotically approached as the number of released
> versions goes to infinity.
In order to be compliant with the semver version structure, the following rule is applied to
projects published to the official Rust package repository:
> Once there have been at least three releases, the version string in the Cargo.toml file will
> always be of the form "1.6.x", where x is at least one digit long, starting with "1". Each
> subsequent release will append the next digit of phi to x. The number of releases can be
> calculated by counting the number of digits in x and adding 2 to that.
I sincerely believe that this is *better than [semver](https://semver.org/)* for plenty of non-library
software. It was Windows 95 and then Windows 2000; obviously there was a lot of change. I don't care
about arguing about the whether or not this is a "patch release" or a "minor release" or a "major
change". There are no downstream dependents who need to make sure they don't accidentally upgrade to
the latest release. If someone wants to update it, they know what they're getting into, and they do
it in an inherently manual way.
## chaos license
Anything that I can[^chaos-software], I license under the Chaos License, which states,
> This software is released under the terms of the Chaos License. In cases where the terms of the
license are unclear, refer to the [Fuck Around and Find Out
License](https://git.sr.ht/~boringcactus/fafol/tree/master/LICENSE-v0.2.md).
This is about as
[business-hostile](https://blog.joeardent.net/2017/01/say-no-to-corporate-friendly-licenses/) as I
can imagine, far worse even than the strong copyleft licenses that terrified the lawyers at ILM when
I was there. It oozes uncertainty and risk; you'd have to be deranged to seriously engage with
it. But if you're just a person? Dive right in, it doesn't really matter!
---
That's about all I have for now, my droogs. Go take what you know and do something weird with it; it
may amuse you! You might learn something! You might make someone laugh!
---
[katabastird_normal]: ./katabastird_normal.png "counting down with one hour, twenty-nine minutes, and forty-three seconds remaining"
[katabastird_ending]: ./katabastird_almost_done.png "counting down with one second remaining"
[katabastird_predator]: ./katabastird_predator.png "get to the choppah"
[randical_downloads]: ./randical_installs.png "who the hell are these people?"
[freedomdates-discord]: ./birth_of_freedomdates.png "a screencap of a conversation where I suggest 'freedom-formatted' dates are 'seconds since july 4 1776'"
[freedoms-birthday]: ./freedoms_birthday.png "Freedom was born at noon on the Fourth of July, '76, Eastern Time. This is History."
[^just-do-lots-of-work]: I did more test-writing and documenting for that useless joke project
than for most other software I ever write.
[^rc-link]: See also the link at the bottom of the page here.
[^smegver]: "semantic versioning" sounds like it could be a good idea: "the versions should be
meaningful, and when they change, they should be changed in a way that means something
consistent". As usual with these things, it's turned into a prescriptivist cult whose adherents
insist that all software be released according to its terms. This is annoying.
[^chaos-software]: This is basically anything I write by me, for me, as opposed to contributing to
someone else's project.

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@ -46,4 +46,4 @@ html {
html {
font-size: 18px;
}
}
}

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@ -1,6 +1,6 @@
.cards {
display: grid;
grid-template-columns: repeat(auto-fill, minmax(300px, 1fr));
grid-template-columns: repeat(auto-fill, minmax(500px, 1fr));
grid-template-rows: auto;
gap: 24px;
padding: 12px 0;
@ -41,4 +41,4 @@
.cards {
gap: 18px;
}
}
}

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@ -1,3 +1,8 @@
.hias-footer {
text-align: center;
font-size: 0.4rem;
}
.page-header {
font-size: 3em;
line-height: 100%;
@ -28,15 +33,33 @@ header .main {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: space-between;
justify-content: flex-end;
align-items: flex-start;
gap: 12px;
font-size: 1.5rem;
font-size: 1.2rem;
/* Otherwise header and menu is too close on small screens*/
margin-bottom: 10px;
}
header .config-title {
line-height: 1.3;
}
.nav-header {
/* flex-child */
flex-grow: 0;
/* flex-container */
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: flex-end;
align-items: flex-even;
gap: 4px;
}
.socials {
/* flex-child */
flex-grow: 0;
@ -67,6 +90,12 @@ header .main {
letter-spacing: -0.5px;
}
h1 { font-size: 1.5rem }
h2 { font-size: 1.2rem }
/*
h1,
h2,
h3,
@ -76,39 +105,34 @@ h6 {
font-size: 1.2rem;
margin-top: 2em;
}
*/
h1::before {
color: var(--primary-color);
content: "# ";
}
h2::before {
color: var(--primary-color);
content: "## ";
}
h3::before {
color: var(--primary-color);
content: "### ";
}
h4::before {
color: var(--primary-color);
content: "#### ";
}
h5::before {
color: var(--primary-color);
content: "##### ";
}
h6::before {
color: var(--primary-color);
content: "###### ";
}
@media (prefers-color-scheme: dark) {
.social>img {
filter: invert(1);
}
}
}

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@ -1,6 +1,10 @@
img {
border: 3px solid #ececec;
max-width: 100%;
display: block;
margin-left: auto;
margin-right: auto;
margin-bottom: 3px;
}
figure {
@ -31,5 +35,5 @@ figure h4::before {
}
svg {
max-height: 15px;
}
max-height: 30px;
}

View File

@ -1,5 +1,6 @@
.tags li::before {
content: "🏷 ";
content: "🏷 ";
font-size: 0.5rem;
}
.tags a {
@ -9,4 +10,4 @@
.tags a:hover {
color: var(--hover_color);
background-color: var(--primary-color);
}
}

View File

@ -11,6 +11,12 @@
background-color: var(--primary-color);
}
.caption {
font-size: 0.5em;
font-style: italic;
text-align: center;
}
::-moz-selection {
background: var(--primary-color);
color: var(--hover-color);
@ -60,4 +66,4 @@ time {
margin: 0;
padding: 0;
}
}
}

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var a = document.createElement('a')
a.href = c.href
if (a.hostname.replace(/^www\./, '') === location.hostname.replace(/^www\./, ''))
loc = a
}
return (loc.pathname + loc.search) || '/'
}
// Run function after DOM is loaded.
var on_load = function(f) {
if (document.body === null)
document.addEventListener('DOMContentLoaded', function() { f() }, false)
else
f()
}
// Filter some requests that we (probably) don't want to count.
goatcounter.filter = function() {
if ('visibilityState' in document && document.visibilityState === 'prerender')
return 'visibilityState'
if (!goatcounter.allow_frame && location !== parent.location)
return 'frame'
if (!goatcounter.allow_local && location.hostname.match(/(localhost$|^127\.|^10\.|^172\.(1[6-9]|2[0-9]|3[0-1])\.|^192\.168\.|^0\.0\.0\.0$)/))
return 'localhost'
if (!goatcounter.allow_local && location.protocol === 'file:')
return 'localfile'
if (localStorage && localStorage.getItem('skipgc') === 't')
return 'disabled with #toggle-goatcounter'
return false
}
// Get URL to send to GoatCounter.
window.goatcounter.url = function(vars) {
var data = get_data(vars || {})
if (data.p === null) // null from user callback.
return
data.rnd = Math.random().toString(36).substr(2, 5) // Browsers don't always listen to Cache-Control.
var endpoint = get_endpoint()
if (!endpoint)
return warn('no endpoint found')
return endpoint + urlencode(data)
}
// Count a hit.
window.goatcounter.count = function(vars) {
var f = goatcounter.filter()
if (f)
return warn('not counting because of: ' + f)
var url = goatcounter.url(vars)
if (!url)
return warn('not counting because path callback returned null')
var img = document.createElement('img')
img.src = url
img.style.position = 'absolute' // Affect layout less.
img.style.bottom = '0px'
img.style.width = '1px'
img.style.height = '1px'
img.loading = 'eager'
img.setAttribute('alt', '')
img.setAttribute('aria-hidden', 'true')
var rm = function() { if (img && img.parentNode) img.parentNode.removeChild(img) }
img.addEventListener('load', rm, false)
document.body.appendChild(img)
}
// Get a query parameter.
window.goatcounter.get_query = function(name) {
var s = location.search.substr(1).split('&')
for (var i = 0; i < s.length; i++)
if (s[i].toLowerCase().indexOf(name.toLowerCase() + '=') === 0)
return s[i].substr(name.length + 1)
}
// Track click events.
window.goatcounter.bind_events = function() {
if (!document.querySelectorAll) // Just in case someone uses an ancient browser.
return
var send = function(elem) {
return function() {
goatcounter.count({
event: true,
path: (elem.dataset.goatcounterClick || elem.name || elem.id || ''),
title: (elem.dataset.goatcounterTitle || elem.title || (elem.innerHTML || '').substr(0, 200) || ''),
referrer: (elem.dataset.goatcounterReferrer || elem.dataset.goatcounterReferral || ''),
})
}
}
Array.prototype.slice.call(document.querySelectorAll("*[data-goatcounter-click]")).forEach(function(elem) {
if (elem.dataset.goatcounterBound)
return
var f = send(elem)
elem.addEventListener('click', f, false)
elem.addEventListener('auxclick', f, false) // Middle click.
elem.dataset.goatcounterBound = 'true'
})
}
// Add a "visitor counter" frame or image.
window.goatcounter.visit_count = function(opt) {
on_load(function() {
opt = opt || {}
opt.type = opt.type || 'html'
opt.append = opt.append || 'body'
opt.path = opt.path || get_path()
opt.attr = opt.attr || {width: '200', height: (opt.no_branding ? '60' : '80')}
opt.attr['src'] = get_endpoint() + 'er/' + enc(opt.path) + '.' + enc(opt.type) + '?'
if (opt.no_branding) opt.attr['src'] += '&no_branding=1'
if (opt.style) opt.attr['src'] += '&style=' + enc(opt.style)
if (opt.start) opt.attr['src'] += '&start=' + enc(opt.start)
if (opt.end) opt.attr['src'] += '&end=' + enc(opt.end)
var tag = {png: 'img', svg: 'img', html: 'iframe'}[opt.type]
if (!tag)
return warn('visit_count: unknown type: ' + opt.type)
if (opt.type === 'html') {
opt.attr['frameborder'] = '0'
opt.attr['scrolling'] = 'no'
}
var d = document.createElement(tag)
for (var k in opt.attr)
d.setAttribute(k, opt.attr[k])
var p = document.querySelector(opt.append)
if (!p)
return warn('visit_count: append not found: ' + opt.append)
p.appendChild(d)
})
}
// Make it easy to skip your own views.
if (location.hash === '#toggle-goatcounter') {
if (localStorage.getItem('skipgc') === 't') {
localStorage.removeItem('skipgc', 't')
alert('GoatCounter tracking is now ENABLED in this browser.')
}
else {
localStorage.setItem('skipgc', 't')
alert('GoatCounter tracking is now DISABLED in this browser until ' + location + ' is loaded again.')
}
}
if (!goatcounter.no_onload)
on_load(function() {
// 1. Page is visible, count request.
// 2. Page is not yet visible; wait until it switches to 'visible' and count.
// See #487
if (!('visibilityState' in document) || document.visibilityState === 'visible')
goatcounter.count()
else {
var f = function(e) {
if (document.visibilityState !== 'visible')
return
document.removeEventListener('visibilitychange', f)
goatcounter.count()
}
document.addEventListener('visibilitychange', f)
}
if (!goatcounter.no_events)
goatcounter.bind_events()
})
})();

27
static/js/footnoter.js Normal file
View File

@ -0,0 +1,27 @@
// The DOMContentLoaded event fires when the initial HTML
// document has been completely loaded and parsed, without
// waiting for stylesheets, images, and subframes to finish loading.
document.addEventListener('DOMContentLoaded', (_event) => {
const references = document.getElementsByClassName('footnote-reference')
// For each footnote reference, set an id so we can refer to it from the definition.
// If the definition had an id of 'some_id', then the reference has id `some_id_ref`.
for (const reference of references) {
const link = reference.firstChild
const id = link.getAttribute('href').slice(1) // skip the '#'
link.setAttribute('id', `${id}_ref`)
}
const footnotes = document.getElementsByClassName('footnote-definition-label')
// For each footnote-definition, add an anchor element with an href to its corresponding reference.
// The text used for the added anchor is 'Leftwards Arrow with Hook' (U+21A9).
for (const footnote of footnotes) {
const pid = footnote.parentElement.getAttribute('id')
const num = footnote.textContent;
footnote.textContent = '';
const backReference = document.createElement('a')
backReference.setAttribute('href', `#${pid}_ref`)
backReference.textContent = `${num}`
footnote.append(backReference)
}
});

View File

@ -13,7 +13,7 @@
Nothing here?!
{% endblock main_content %}
</div>
<a rel="me" href="https://socialnotwork.net/@nebkor">_</a>
<a rel="me" href="https://socialnotwork.net/@nebkor"></a>
</body>
</html>

16
templates/home.html Normal file
View File

@ -0,0 +1,16 @@
{% extends "base.html" %}
{% block main_content %}
{% if section.extra.section_path -%}
{% set section = get_section(path=section.extra.section_path) %}
{% endif -%}
{{ post_macros::page_header(title=section.title) }}
{%- set tags = get_taxonomy(kind="tags") -%}
{%- set term = get_taxonomy_term(kind="tags", term="proclamation") -%}
{{ post_macros::list_posts(pages = term.pages) }}
{% endblock main_content %}

15
templates/page.html Normal file
View File

@ -0,0 +1,15 @@
{% extends "base.html" %}
{% block main_content %}
{{ post_macros::content(page=page) }}
<hr>
{{ post_macros::tags(page=page, short=true) }}
<hr>
<script src="/js/footnoter.js"></script>
<div class=hias-footer>
<p>
<script async defer src="https://www.recurse-scout.com/loader.js?t=e38ac183ce767b3800a4b4587c00f3fd"></script>
<div class="rc-scout"></div>
</p>
</div>
{% endblock main_content %}

View File

@ -1,25 +1,29 @@
<header>
<div class="config-title">
<h1><a href={{ config.base_url }}>{{ config.title }}</a></h1>
</div>
<div class="main">
<a href={{ config.base_url }}>{{ config.title }}</a>
<div class="socials">
{% for social in config.extra.socials %}
<a href="{{ social.url }}" class="social">
<img alt={{ social.name }} src="/social_icons/{{ social.icon }}.svg" rel="me">
</a>
{% if not loop.last %}
|
{% endif %}
</a>
{% endfor %}
</div>
</div>
<nav>
</div>
<div class="nav-header">
{% for menu in config.extra.menu %}
<a href={{ menu.url }} style="margin-left: 0.7em">{{ menu.name }}</a>
<a href={{ menu.url }}>{{ menu.name }}</a>
{% if not loop.last %}
|
{% endif %}
{% endfor %}
</nav>
</div>
</header>

View File

@ -7,7 +7,7 @@
<ul>
{% for tag in terms %}
<h2>
<a class="post-tag" href="{{ get_taxonomy_url(kind='tags', name=tag.name) | safe }}">#{{ tag.name }}</a> <sup>{{ tag.pages | length }}</sup>
<a class="post-tag" href="{{ get_taxonomy_url(kind='tags', name=tag.name) | safe }}">{{ tag.name }}</a> <sup>{{ tag.pages | length }}</sup>
</h2>
{% endfor %}
</ul>

View File

@ -2,7 +2,9 @@
{% block main_content %}
{{ post_macros::list_posts(pages = term.pages) }}
<h2>Posts tagged {{ term.name }}</h2>
{{ post_macros::cards_posts(pages = term.pages) }}
{% endblock main_content %}

@ -1 +1 @@
Subproject commit 989bdd129b8bcb474a0336967e7c399433a23f64
Subproject commit eb02b7d3c18a397fe5baa394b50fe2c199208dbe