Thursday, September 20

(Not) Finding Citizens Bank with iOS 6

I need to go to the bank! Let’s find it.

Here’s our reference, based on the Citizens Bank branch locator:

Featuring adorable “click to move map” technology.

Ok, I can go to my usual branch at 3rd and Cambridge St, and it looks like there’s one down near the plaza with The Friendly Toast and CBC.

Let’s ask my iPhone (on iOS 5) what it thinks…

This is pretty accurate.

Open question about the Binney St. location: is it in the plaza as Google says, or across the street the way the branch locator tells it? (I’ll find out when I go to lunch.)

UPDATE: The branch is indeed where the Citizens Bank map places it, which is a bit down the street from Google’s location. Still, beats not finding it at all.

Great. Now, if I check iOS 6 maps, let’s see…

Accuracy is for aluminum cases, not for places you want to go with your feet.

The branch at 3rd and Cambridge is there, though a little off (it’s right on the corner across from Sweet Touch; Google Maps gets it right). Then we have phantom branches at the T station, Kendall Square and halfway to Central.

Boom.

Sunday, August 12

Putting the “Time” in “Time Machine”

This weekend I had the pleasure of testing out my backup setup for the first real time. We do onsite backups to a 1TB Time Capsule that handles two laptops, and offsite backups of irreplaceable stuff (photos and documents) to CrashPlan. 

Cait came home on Thursday complaining of her MacBook freezing immediately after startup, beach-balling and being otherwise unresponsive. When DiskWarrior said it couldn't write its replacement directory due to a hardware failure, I figured it was time to replace the drive. 

(Side note: the drive that was in there was barely a year old. Blargh.)

I swapped the new drive in without issue. (I've learned how not to fry a logic board with a drive update, but only through trial and error.) Then came time to restore the hard drive to its last state. 

Maybe it was being conservative, or maybe I really wanted to try out Time Machine, but I decided to restore from the backup rather than try to clone the failing drive directly.

The restore USB key I had made prior to this process couldn't actually boot the MacBook (it was Mountain Lion, which doesn't support “Early 2008” MacBooks) but I was able to dig out my old Snow Leopard DVD to do the Time Machine restore. I hooked the MacBook up with an Ethernet cable for maximum speed, and started the restore. 

“Maximum speed,” it turns out, clocked in at a bit over 27 hours to copy 380GB. That's kind of a lot, more than 4 minutes per GB. 

The worst of it, however, came later, when the new machine was ready to do its Time Machine backup for the first time. Rather than realize that it had been cloned from an existing backup, it tried to do everything over from scratch.

In order to do this, I had to delete the existing sparse image backup for this computer to make room. Thankfully I found a “trick” to do this via the command line, as deleting it via the Finder would have taken many many hours on its own. 

Unfortunately I came across hacks to change the disk UUID associated with a Time Machine backup too late to use them. (The disk image had already been rendered invalid due to a partial deletion.)

So, back to Ethernet to ship more bytes. Uploading 380GB to the Time Capsule didn't take quite as long, only 15 hours or so. In theory Cait could have used her laptop during this time if she was able to stay in Ethernet range, but that wasn't really feasible. 

All in all, between waiting for the new drive to arrive from Amazon and the two Time Machine delays, her laptop was out of commission for three days straight. 

I'm starting to plan for retiring the Time Capsule's role as a backup server. Its health is too opaque, and these delays are barely tolerable (good thing it was the weekend, good thing Cait could borrow my laptop, good thing we were able to rescue files she could work on off the old drive). 

Instead, I'm going to get an external dive, possibly a mirrored RAID setup, and connect that to the Time Capsule. That would give more space flexibility, and also allow me to directly use USB for restores and initial backups, rather than go through file sharing over Ethernet. 

Sunday, April 24

Eye-Fi Fun #1: Sharing with Dropbox

When Eye-Fi announced that they were coming out with a feature to connect their Wi-Fi SD cards directly to iPhone, iPad, and Android devices, I lept to buy one.

My use cases were spotty; while it would certainly be cool to upload photos from parks, graveyards, or interstates, we’ve never felt particularly hampered by waiting until we got home to an Internet connection to make a blog post. Furthermore, blogging from an iPhone is a pretty bad experience even if you had nice photos.

I did have some ideas, though:
  • We sometimes liveblog taking care of Molly to create “day in the life” records. Getting photos off the camera can be kind of a pain, especially since Cait needs to dig up the SD card reader for her MacBook.
  • Technology is cool.


Sunday, September 12

Summer Board Gaming: Long Distance

I started a new job recently, which had me staying in San Francisco for two weeks. To stay connected, Cait and I tried playing some board games together online. We used Yucata.de because it has a wide variety of games that play asynchronously. Due to the time difference, it wouldn’t have been very practical to carve out a chunk of time to play in real time.

Asynchronous gaming has its challenges; not every game adapts well to the format. Certainly nothing where players are directly negotiating with each other, though at least that mechanic is rare in two-player games. The most fitting games are ones where:

  • One player can take an entire turn without any interaction with the other.
  • Turns are on the longer side, or at least have some interesting decisions.
  • Strategies are either obvious enough or non-existant enough (i.e.: pure tactics) that there isn’t anything to forget between play sessions.

Stone Age is our favorite of the games that Yucata has available, so we went with it first, but we gave up after trying a round or two. The game has so much back and forth each turn as you alternate placing your meeples. Since your actions over the course of the turn tend to be pretty coordinated, we couldn’t imagine playing it effectively with so much time between each move.

Thurn and Taxis was the next one we tried, and it fit the playing model perfectly. You have enough to do on each turn, you can play independently, and your current route is always there reminding you of what you were trying to get done from the last time. Unfortunately, playing asynchronously just highlighted how much Thurn and Taxis is multiplayer solitaire, a race to the end without one player affecting the other. Being non-realtime actually exacerbated this: at least face-to-face you can see your opponent take the card that you really wanted. With hours between turns, you tend to forget which cards were face up the last time you played, so you tend not to miss any that were snatched away before you could get them. We played two games of this, but didn’t think it worth starting another. There was no feeling of actually playing against the other person.

Carcassonne: Hunters and Gatherers was the best of the games we played. Though Carcassonne has low interaction (at least when we play it we don’t do too much stealing), the amount that it does have survives online, unlike with Thurn and Taxis. Though it requires many short turns to complete a game, each of those turns is nice and discrete: you look at your tile and play it. You know it won’t take you very long, and there’s nothing to keep in your head for when you next go back.


Wednesday, September 8

My Blog vs. Cait’s on Google Instant

I showed Cait Google Instant this evening, and, as befitting a blogger, her first search was a vanity one. Her blog title was picked up after just “vast pu,” which I think is fairly respectable.


Here’s my attempt:


Nope…


Wait for it…


That’s right: “Did you mean: frogmaster

Wednesday, September 1

Summer Board Gaming: Newport

When Cait and I vacation together, we’ll tend to get a comfortable hotel room (hot tub if it’s available), poke around a bit in whatever town we’re in, and spend the majority of the time playing games.

Our recent trip to Newport was just such an excursion, except that we also stopped in at The Game Keeper in Pawtucket to stock up. Though it’s exceedingly hard to find (you have to know it’s in the converted mill building; there are no signs) it may be the nicest game store I’ve ever been in. While it lacked the selection of, say, Games of Berkeley, or the obvious-that-it’s-hereness of The Games People Play, it had a friendly store owner and a nice depth of titles. Games were displayed facing front on nice racks, and were well-grouped (sometimes by theme, sometimes by mechanic). We had a lot of fun browsing, and walked away with a bit of a haul.


The clear favorite was Empire Builder, which is the first in a long-running series of “crayon rails” games. In these games, you have to develop a vast railroad network starting with nothing more than a few (million) bucks, a train, a crayon, and a dream. Over the course of the game you make money by moving goods across the country to fulfill “demand” cards (such as: $39 million to sell coffee in Los Angeles). The routes, however, are entirely of your own devising: the only track on the board is that which you buy and then draw with your crayon, making lines between dots laid out in a hex pattern.


One could consider Empire Builder as a much more advanced version of Ticket to Ride. It shares the building-routes-to-satisfy cards aspect, at least, and the getting-in-each-other’s-way level of player interaction. We enjoy the challenge of optimizing your routes to best meet your demands (pick up something in the east to sell in the west, then get something in the west you can sell in the south) and the constant balance between spending your cash to build new routes versus hoarding it for the $250 million win condition.


Credit goes to The How To Play Podcast for making me aware of this game. It was host Ryan Sturm’s favorite two-player game in the “How to Choose the Right Game” episode.

Tuesday, August 31

Summer Board Gaming: Maine

Earlier this summer Cait and I spent a week and a half in Maine with her family. We stayed in cottages instead of the usual camping (a concession to her pregnancy), so we were able to pack and play a wider variety of games than normal.

Ticket to Ride was the absolute breakout hit of the vacation, as befitting its “gateway” reputation. It was slightly surprising to me, since we were not a crowd that would shy away from direct confrontation in general, and none of the new players seemed to maliciously block (though there were instances of speculatively grabbing some valuable short routes, particularly the midwest north-south ones). The tension of getting everything built while not knowing how well your opponents are doing was enough to keep us engaged. It didn’t hurt that you can explain the rules in five minutes, either. We’re planning on picking up either Europe or Märklin for the holidays, though, as Cait and I are not sure how many more rounds of the USA map we’re interested in playing.

I was happy to try Nuns on the Run with more than two. That definitely improves it. We liked it well enough, though we had some trouble seeing how to win as the Abbess/Prioress. I worry that it’s a bit too fiddly given how much you actually do on each turn. The dice rolling, counting, and token placing dominates the play time.

We were subjected to an evening of Contract Rummy at one point, which I’ll admit was not the most exciting game experience ever. In later rounds it devolved into drawing cards one-at-a-time until you got all the cards you needed. My guess is that the game would be somewhat improved by jokers, since throwing wilds in there would reduce the number of times you’d need to draw to get what you needed, but I don’t see myself playing again to find out.

Friday, August 13

Wednesday, August 4

The Rise and Fall of My Chumby

I got a Chumby over a year or so ago. Internet-connected doohickey! Cute personality! Fun for everyone! I was excited.
  1. Chumby unwrapped, set up, and put on my nightstand/lamp. Numerous Chumby widgets installed.
  2. I find myself mostly just waiting for either Chuck Norris Facts or the current time, each of which comes around every five minutes.
  3. Chumby upgrade includes Pandora as an alarm! Excitement builds again.
  4. Pare down widgets to clock, weather, and news photos.
  5. Captions on news photos are so truncated that they just become pictures of random strangers I feel like I should recognize.
  6. Waking to Pandora becomes problematic, since if I don’t like the song I’ll turn it off and go back to sleep.
  7. Decide to switch alarm over to NPR! I like NPR. Choose local NPR station.
  8. Internet-connected doohickey reduced to functionality of a clock radio that I could poke for the weather / random strangers.
  9. iPad becomes source of weather information.
  10. Changing the time on the alarm is such a painful, multi-screen process that I leave it off and just use my iPhone.
  11. Internet-connected doohickey reduced to functionality of a clock.
  12. Chumby is crowding out nightstand / lamp room that I’d rather use for a tea mug. Chumby moved up one shelf level.
  13. Chumby’s limited viewing angle renders its “Night Mode” unreadable from eight inches below, such as where my head is when I’m in bed.
  14. Internet-connected doohickey reduced to functionality of a smooth piece of slate with a little rubber cloud hanging off of it.

Sunday, July 4

“And the rocket’s red… oh dear God that’s close”

The neighbors at the cottage we’re renting brought some fireworks, so I got a chance to do more long-exposure shots. These are also straight from the camera, except for one which I straightened because my tripod is kinda impotent.



Wednesday, June 30

Night Photography

Discovering the fun of long (10–30s) exposures at night. Misplaced my Gorillapod, so these are from railings and tops of cars, straight from the camera.






Tuesday, June 15

Not for 2 Players: Nuns on the Run

Third in my little series of games that say they play with two but really don’t is Nuns on the Run. It’s a chase game, somewhat akin to Scotland Yard, but in reverse: most of the players are moving secretly about the board, racing to pick up objects and return to their cell, while one player, controlling the Abbess and Prioress pawns, tries to catch enough of them to win.

Given that we’re fans of Scotland Yard, the mechanics of this game are very appealing to us. They could even be said to improve on Scotland Yard as they allow several players the thrill of trying to evade capture at the same time. Unfortunately, what would likely be a lot of fun when several novices are running about in the abbey is fairly lifeless when there’s just one.

Since the novices are typically hidden (players mark their location on secret notepads), the Abbess/Prioress player’s only hope is getting one of his characters near enough to a novice to overhear her or, even better (but less likely), see her. While there’s some strategy to getting the Abbess and Prioress into likely positions, there’s a lot of luck, too, especially since they have to follow paths visible to the novice player.

At higher numbers of players, the novices’ advantages are balanced out by there being more of them to stumble upon. A single novice is very much a needle in a haystack. While in our games she ended up being spotted once or twice, in the end it was too easy for her to slip away without getting caught.

I’m very eager to try this with enough players, since the core of the game is pretty solid and enjoyable. We likely won’t give it a go with two again, though, at least not with one of the proposed variants that gives the Prioress some freedom of movement. Otherwise, it’s far too unbalanced.

Monday, June 14

Not for 2 Players: Slide 5

Slide 5 (a.k.a. 6 Nimmt!) is another recent game acquisition that somewhat falsely claims to be playable with two players. While Bohnanza mostly failed to live up to its promise, Slide 5 is just plain bad with only two.

I picked up Slide 5 because of its reputation as a good filler. It’s quick, it scales to as many as ten people, and its rules can be explained in about three minutes. I’m expecting that it may go over well during an upcoming family vacation (five or six players), but in the meantime it will sit on the shelf.

For a full rules description, watch Tom Vasel’s fairly positive review. For our purposes, it’s enough to say that players simultaneously reveal cards from their hand, which get played to the four stacks of cards on the table. If a player causes one of those stacks to exceed five cards, he must take it, which gives him points (which are bad).

From what I can tell, the joy of this game comes from the unpredictability of where cards will be played, and therefore which stacks will “avalanche” at six cards. With enough players, that could be any one at any time, but with only two cards coming out a turn it’s a rare, predictable, and annoyingly-unavoidable occurrence.

In his review, Tom Vasel mentioned that some players even claim that Slide 5 actually has no strategy, but they enjoy playing and tossing out random cards anyway. Cait at least felt that after five rounds she had no more idea of how she should be playing than when we started.

In a social setting, I can understand how the chaos and the laughter and the oh-no-I-just-got-screwed gameplay could be a lot of fun. With the right crowd at the right time, I’d definitely like to try it out. While I think that there are some plays that are better than others, the decisions are light enough and the deal of the cards is influential enough that two players are probably better off playing War. It at least won’t discourage them with the pretense of choice.

Sunday, June 13

Not for 2 Players: Bohnanza

The entertainment of choice around here has swung back to the tabletop, sparked by our recent hot-tub-and-board-games vacation to Newburyport, a weekend session of Battlestar Galactica, and some Amazon gift certificates. Cait and I have gotten a small handful of new games, some of which are listed as playing with two but, on closer inspection, really aren’t.

The first of these, and probably the best with two, is Bohnanza. I learned about this from the quite interesting Hobby Games: The 100 Best book, where it was described thusly by essayist Mike Selinker:
Bohnanza is the best card game ever written. And it just happens to be about bean farming.
Bohnanza is a set-collection game where your cards represent beans of various amusingly-illustrated types, which you plant and then harvest for money. (The money is tracked by coins on the backs of the cards, a dual-use mechanic that guarantees one or two points in Cait’s book.)

While the official two-player rules maintain some of the game’s distinctiveness, such as the requirement that you keep your hand in the same order you drew it, it eliminates trading between players that seems to be a core part of the game’s charm. Again, from Mike Selinker:
Bohnanza sets you up to be underwhelmed — “I’m sorry, the game’s about what now?” — and then overwhelms you with its simplicity, elegance, and lightning-fast interactivity. It’s everything that the classic Pit wanted to be when it grew up. If you liked saying “I’ve got two! Two!” as a kid, you’ll like saying “Who wants my kidney bean?” just as much as an adult.
The lack of trading is understandable for two-player rules: any trade will benefit one player more than the other (and enough information is public that it’s pretty obvious in each case), so the player getting the worse deal just won’t agree. Two-player Bohnanza tries to fill the whole with a draft to simulate getting cards you want, and an optional discard to get rid of cards you don’t, but it feels like a poor substitute.

With two players, Bohnanza offers some enjoyment, but enough is lost that it’s appeal for us stems largely from its novelty. Nevertheless, I look forward to trying it with three or more. Played as it’s meant to be played, with the wheeling and dealing that makes games like The Settlers of Catan so appealing, I think it will be a lot of fun.

Monday, May 24

New Fonty Goodness

Vollkorn, by Friedrich Althausen
Just a quick update to note that I’ve changed this blog’s header and title to use Vollkorn, a new font from the Google Font Directory.

Installation on Blogger is straightforward if you’re up for Edit HTML (and the consequences of forking your template). It would be pretty silly, though, if we didn’t make it a bit easier one of these days…

Tuesday, May 11

Not blogging on account of iPad

I posted recently about my disappointment in the available iPad-compatible blogging solutions. This has hampered my own blogging in two significant ways:
  1. Since the iPad is still the shiny fun toy I want to play with, I haven't wanted to pull out my laptop in order to blog.
  2. I've been spending a good deal of time and attention trying to rectify the problem by building a native client of my own.

This isn't anything official, and I might not even finish it, but for now it's been a fun way to develop Cocoa Touch skills and get some experience in engineering a client app in something other than JavaScript or GWT.

Things I like:
  • I can make apps that run on the iPad, which is, as previously noted, shiny.
  • The challenge of figuring out a new system and getting it to work.

Things I miss:
  • Java, Eclipse, and static analysis. The tools available for Java just seem to be able to do more: easier (in some cases real-time) refactoring, auto-filling of methods (e.g. to satisfy an interface), and syntax highlighting of uses and errors come to mind.
  • Open source everywhere. When a library is behaving curiously, I'm used to being able to Control-click in and poke around to see how it's doing things. Not so with Cocoa, and I've already been bitten by two bugs in the frameworks that have required trial-and-error workarounds.

Things that are annoying:
  • Indentation to line up colons. Really? The aesthetic value of this escapes me, especially when coupled with the maintenance hassle.
  • Xcode groups not matching the filesystem. More maintenance. If decoupling these is even ever desirable it should be an option, not the default.
  • Categories. I haven't seen how these are particularly useful in practice, and currently seem to do little more than fill up the auto-complete menu with random, out-of-context methods.
  • The thesaurus. Maybe I'm just not used to the terminology, but the API authors like to use verbs that are a bit on the flowery side, which keeps me from ever remembering them. Modal views are not "shown" or "hidden," but "presented" and "dismissed." Okay, it has more character, but at a not-insignificant learning cost.

Things I couldn't live without:

Monday, April 19

Weekend Gaming: For Sale, BSG, ME2, &tc.

Some friends were in town for a wedding, and we got a fair amount of gaming done. Here are some capsule highlights:

In a blaze of foresight, I brought Guillotine along on our trip to Providence to see the Circle finale. We had about an hour to kill after dinner, so we got in three games. Guillotine was ideal because we had played it at PAX East last month, so there was no learning curve. Nevertheless, I’m starting to slightly sour on the game. I wish there was either more strategy or more of a “take that” element to the mechanics. With four players, you certainly can’t plan ahead to your next turn. It’s also pretty hard to set up an opponent to get a bad noble, since the chances that they’ll have a card that weasels out of it is pretty high.

On Sunday, I introduced the King of Fillers, For Sale, to universally positive reactions. I had only played it once before, but now I’m definitely going to push it harder. For such a short, simple game there’s a ton going on. I love how the property buying in the first round has such a direct, intense consequence for how the second round will play out, but, with clever play and good reading of your opponents, you can still overcome your previous mistakes. This keeps everyone fully engaged through the selling phase.

We played our first game of Battlestar Galactica, a game that both couples had sitting on a shelf for a long time, waiting for enough people and enough time. It’s a game that certainly looks more complicated than it ends up being, so I feel good about introducing others to it, especially if they’re hooked by the theme. We didn’t have too much in the way of accusations, as we uncovered the Cylon pretty quickly. Unfortunately, that Cylon was president Baltar, who held on to his office from the Brig, and was able to do quite a bit of damage before we were able to elect the VP to take over. BSG seems like it will only get better with more plays and more familiarity. I also can see how a fifth person would add a lot.

In the realm of video games, we played a bit of 4-player New Super Mario Brothers Wii. The getting in each others’ way was both amusing and annoying, but what was really frustrating was getting through castle levels with anyone surviving. I remember this game got universally positive reviews, especially with four people, but it’s clear to me that those reviewers were all much better at Mario than we were.

On my own I’ve been playing Mass Effect 2. Its siren song pulled me away from my resolve to finish Dragon Age: Origins, and I couldn’t be happier. ME2’s improvements as a shooter are more than welcome, and I love getting back into role-playing my character.

Tuesday, April 13

The Dark Knight / Toy Story Trailer

Apparently movie trailer mashups is a thing. This one is absolutely brilliant:

Saturday, April 10

It's from space, and also the future

Ok, I'm really not one for Apple unboxing porn, but the Magic Mouse packaging is amazing. 

Tuesday, April 6

Great Moments in Tech Journalism: HuffPost’s iPad Review

The review of the iPad published in the Huffington Post starts thusly:
I must admit I was skeptical about this product until I got my hands on it. I played with it for a good 20 minutes at the Apple Store yesterday…
I actually read on, convinced that this had to be the start of a satire, lambasting the habit of bloggers and tech journalists to form strong opinions about products with little-to-no experience with them.

Nope.

Good job, HuffPost. Crack team you’ve got there.