Written by J. David Smith Published on 23 February 2017
A couple of weeks ago I mentioned several methods that I'd been (trying) to use to
help improve the verifiability of my research. This is the first in an
(eventual) series on the subject. Today's topic? Rust.
One of the reasons it took me so long to write this post is the difficulties
inherent in describing why I chose Rust over another, more traditional
language like Java or C/C++. Each previous time, I motivated the selection by
first covering the problems of those languages. I have since come to realize
that that is not a productive approach – each iteration invariably devolved
into opining about the pros and cons of various trade-offs made in language
design. In this post, I am instead going to describe the factors that led to me
choosing Rust, and what practical gains it has given me over the past two
projects I've worked on.
In the Beginning...
First, some background on who I am, what I do, and what constraints I have on
my work. I am a graduate student at the University of Florida studying
Optimization/Security on Online Social Networks under Dr. My T. Thai.
Most problems I work on are framed as (stochastic) graph optimization problems,
which are almost universally NP-hard. We typically employ
approximation algorithms to address this, but even then the resulting
algorithm can still be rather slow to experiment with due to a combination of
difficult problems, large datasets and the number of repetitions needed to
establish actual performance.
This leads to two often-conflicting constraints: the implementations musts be
performant to allow us to both meet publication deadlines and compete with
previous implementations, and the implementations must also be something we can
validate as correct.
Well, ideally. Often, validating code is only
done by the authors and code is not released. Most code in my
field is in either C or C++, with the occasional outlier in Java when
performance is less of a concern, in order to satisfy that first constraint.
However, after repeatedly having to work in other's rushed C/C++ codebases,
I got fed up. Enough of this! I thought, There must be something better!
I set about re-implementing the state-of-the-art approximation algorithm (SSA)
for the Influence Maximization problem.
Hung Nguyen, Thang Dinh,
My Thai. “Stop-and-Stare: Optimal Sampling Algorithms for Viral Marketing
in Billion-Scale Networks.” In the Proceedings of SIGMOD 2016. This method has an absurdly-optimized C++ implementation, using
all sorts of tricks to eek out every possible bit of performance. Solving this
problem – even approximately – on a network with 40+ million nodes is no
small feat, and the implementation shows the effort they put into getting
there. This implementation formed my baseline both for performance and
correctness: every language I rewrote it in should produce (roughly) identical
solutions,
The algorithm uses non-deterministic sampling, so there
is room for some error after all the big contributors have been found. and every feasible language would have to get in the same
ballpark in terms of memory usage and performance.
In my spare time over the space of a couple of months, I implemented SSA in
Chez Scheme, Clojure, Haskell, OCaml and,
eventually, Rust. My bent towards functional programming shows clearly
in this choice of languages. I'm a lisp weenie at heart, but unfortunately no
Scheme implementation I tried nor Clojure could remotely compete with the C++
implementation. Haskell and OCaml shared the problem that graph processing in
purely-functional languages is just an enormous pain in the ass, in addition to
not hitting my performance goals
Some of this is due to my
unfamiliarity with optimizing in these languages. However, I didn't want to get
into that particular black magic just to use a language that was already
painful for use with graphs. – though they got much closer.
Then I tried Rust. Holy. Shit.
The difference was immediately apparent. Right off the bat, I got performance
in the ballpark of the baseline (once I remembered to compile in release
mode). It was perhaps 50% slower than the C++ implementation. After a few
rounds of optimization, I got that down to about 20-25%.
Unfortunately, I no longer have the timing info. As that isn't the focus of
this post, I also haven't re-run these experiments. Had I been
willing to break more safety guarantees, I could have applied several of the
optimizations from the baseline to make further improvement. Some of this
performance is due to the ability to selectively use mutability to speed up
critical loops, and some is due to the fact that certain graph operations are
simply easier to express in an imperative fashion, leading me to write less
wasteful code. What's more: it also has a similar type system – with its
strong guarantees – to the system of ML-family languages that I adore,
combined with a modern build/packaging tool and a thriving ecosystem. It seemed
that I'd found a winner. Now, for the real test.
The First Paper: Batched Stochastic Optimization
I was responsible for writing the implementation for the next paper I worked
on.
The code – and paper – aren't out yet. I'll hear back in
early March as to whether it was accepted. We were extending
a previous work
Xiang Li, J David Smith, Thang Dinh, My T.
Thai. “Privacy Issues in Light of Reconnaissance Attacks with Incomplete
Information.” In the Proceedings of WI 2016. to support
batched updates. As the problem was again NP-hard with dependencies on the
ordering of choices made, this was no small task. Our batching method ended up
being exponential in complexity, but with a strict upper bound on the size of
the search space so that it remained feasible. This was my first testbed for
Rust as a language for my work.
Immediately, it paid dividends. I was able to take advantage of
a numberofwonderfullibraries
that allowed me to jump straight from starting work to implementing our method.
Performance was excellent, parallelism was easy, and I was able to
easily log in a goddamn parseable format. It was wonderful. Even the
time I spent fighting the borrow checker
A phase I will note was
very temporary; I rarely run into it anymore. failed to outrun
the benefits gained by being able to build on others' work. I had a real
testing framework, which caught numerous bugs in my batching code. Even
parallelism, which generally isn't much of a problem for such small codebases,
was no harder than applying OpenMP. Indeed, since I needed
read-write locks it was in fact easier as OpenMP lacks that feature
(you have to use pthread instead). It was glorious, and I loved it.
Still do, to be honest.
The Second Work: Generic Analysis
The next paper I worked on was theory driven. I showed a new method to
estimate a lower bound on approximation quality for a previously unstudied
Not exactly new, but general bounds for this class of problem had
not really been considered. As a result, the greedy approximation algorithm
hadn't seen much use on it. class of problems. The general
idea is that we're maximizing an objective function f, subject to some
constraints where we know that all maximal solutions have the same size.
I needed to be able to transparently plug in different values of f, operating
on different kinds of data, with different constraints. Further, for
efficiency's sake I also needed a way to represent the set of elements that
would need updating after each step.
Rust gave me the tools to do this. I defined a trait Objective to
abstract over the different possible values of f. Each implementor
could handle building their own internal representation, and with associated
types I could easily allow each kind to operate on their own kind of data.
It worked. Really well, actually.
I wrote a completely generic greedy algorithm in terms of this trait,
along with some pretty fancy analysis. Everything just...worked, and
with static dispatch I paid very little at runtime for this level of
indirection. At, least, as soon as it compiled.
Not All Fun & Games
As great as my time with Rust has been, there are still a few flaws I feel
compelled to point out.
Borrow Checking is Sometimes Extremely Painful
While in most cases the borrow checker became something I dealt with
subconsciously, in a few it was still an extraordinary pain in the ass. The
first, and what seems to be the most common, is the case of having callbacks on
structs. Some of this comes down to confusion over the correct syntax (e.g.
Fn(...) -> X or fn(...) -> X), but I mentally recoil at the thought of
trying to make a struct with callbacks on it. This was not a pleasant
experience.
The second arose in writing the constructor for an InfMax
objective using the SSA sampling method. There are multiple different
diffusion models for this problem, each represented as a struct implementing
Iterator. I wanted my InfMax struct to own the Graph object it operated
on, and pass a reference of this to the sampling iterator. The borrow checker
refused.
To this day, I still don't know how to get that to work. I ultimately caved and
had InfMax store a reference with lifetime 'a, giving the sampler
a reference with a lifetime 'b such that 'a: 'b (that is, 'a is at least
as long as 'b). While this workaround took only a moderate amount of time to
find, I still lost quite a bit trying to get it to work as I wanted. Giving
InfMax a reference never caused any issues, but I still find it annoying.
Trait Coherence
In order to use the bit-set library, I wanted to force the
Element associated type of each Objective to satisfy Into<usize>. The
NodeIndex type from petgraph does not, but has a method fn index(self) -> usize. Due to the rules about when you can implement traits (namely, that you
can't implement traits when both the trait and the type are non-local), this
was impossible without forking or getting a PR into the petgraph repository.
Forking was my ultimate solution, and hopefully a temporary one. There isn't
a clear way to work around this
Implementing a helper trait was frustrating
because you can't implement both From<T: Into<usize>> for Helper and
From<NodeIndex> for Helper, presumably because at a future point NodeIndex
could implement From/Into<usize>?, and yet there also isn't
a clear way to make this work without allowing crates to break each other.
Fortran FFI & Absent Documentation
I almost feel bad complaining about this, because it is so, so niche. But
I'm going to. I had to interface with a bit (read: nearly 4000 lines) of Fortran
code. In theory, since the Fortran ABI is sufficiently similar to C's, I ought
to be able to just apply the same techniques as I use for C FFI. As it happens,
this is mostly correct. Mostly.
Fortran FFI is poorly documented for C, so as one might imagine instructions
for interfacing from Rust were nearly absent. It turns out that, in Fortran,
everything is a pointer. Even elementary types like int. Of course, I also
had the added complexity that matrices are stored in column-major order (as
opposed to the row-major order used everywhere else). This led to a lengthy
period of confusion as to whether I was simply encoding my matrices wrong,
wasn't passing the pointers correctly, or was failing in some other way (like
passing f32s instead of f64s).
It turns out that you simply need to flatten all the matrices, pass everything
by pointer, and ensure that no call is made to functions with
unspecified-dimensional matrices.
Calling functions with
matrices of the form REAL(N, M) works provided N and M are either
variables in scope or parameters of the function.
Numeric-Cast-Hell
The inability to multiply numbers of different types together without as is
immensely frustrating. I know why this is – I've been bitten by a / b doing
integer division before – but formulae littered with x as f64 / y as f64 are
simply difficult to read. Once you've figured out the types everything needs to
be, this can be largely remedied by ensuring everything coming into the
function has correct type and pre-casting everything else. This helps
dramatically, though in the end I often found myself just making everything
f32 to save myself the trouble (as that was what most values already were).
The inverted notation for things like pow and log (written x.pow(y) and
x.log(y) in Rust) further hinders readability.
Verifiability & The Big Wins for Academic Use
I began this post by referencing the verifiability of simulations (and other
code). Through all this, I have focused more on the usability wins rather than
the verifiability. Why is that? Fundamentally, it is because code is only as
verifiable as it is written to be. The choice of language only impacts this in
how well it constrains authors to “clearly correct” territory. In comparison to
C/C++, Rust has clear advantages. There is no risk of accidental integer
division, very low risk of parallelism bugs due to the excellent
standard primitives, and nearly-free documentation.
Some commenting required. Accidentally indexing outside of
bounds (a problem I've run into before) is immediately detected, and error
handling is rather sane.
Further, the structure of Rust encourages modularization and allows
formerly-internal modules to be pulled out into their own crates, which can be
independently verified for correctness and re-used with ease – even without
uploading them to crates.io. A concrete example of this is
my Reverse Influence Sampling Iterators, which were originally (and
still are, unfortunately) a local module from my most recent paper and have
subsequently found use in the (re-)implementation of several recent influence
maximization algorithms.
This modularity is, I think, the biggest win. While reviewing and verifying
a several-thousand-line codebase associated with a paper is unlikely to ever be
practical, a research community building a set of common libraries could not
only reduce the need to continually re-invent the wheel, but also limit the
scope of any individual implementation to only the novel portion. This may
reduce codebase sizes to the point that review could become practical.
Case in Point: the original implementation of the TipTop
algorithm was nearly 1500 lines of C++. My more recent Rust implementation
is 253.
Admittedly, this is without the weighted sampling allowed
in the C++ implementation. However, that isn't hard to implement.
(Please forgive my lack of comments, that was tight paper
deadline.) This gain is due to the fact that I didn't have to
include a graph representation or parsing,
sampling, logging (the logs are machine-readable!), or
command-line parsing.
In Conclusion...
For a while, I was worried that my exploration of alternate languages would be
fruitless, that I'd wasted my time and would be stuck using C++ for the
remainder of grad school. Words cannot describe how happy I am that this is not
the case. Despite its flaws, using Rust has been an immeasurable improvement
over C++ both in terms of productivity and sanity. Further, while verifiability
is very much secondary in my choice of language, I believe the tools and safety
that Rust provides are clearly advantageous in this area.
Written by J. David Smith Published on 13 January 2016
One of the reasons I bought my
ErgoDox was because
I'd be able to hack on it. Initially, I stuck to changing the layout
to Colemak and adding bindings for media keys.
Doing this with the
Kiibohd firmware is
reasonably straightforward: clone the repository, change or add some
.kll files
KLL itself is pretty straightforward,
although the remapping rules at times are cumbersome. They follow the
semantics of vim remap rather than the
more-sane-for-mapping-the-entire-keyboard noremap,
and then recompile and reflash using the provided shell scripts.
This week, I decided to finally add a new capability to my board: LCD
status control. One thing that has irked me about the Infinity ErgoDox
is that the LCD backlights remain on even when the computer is off. As
my computer is in my bedroom, this means that I have two bright
nightlights unless I unplug the keyboard before going to bed.
Fortunately, the Kiibohd firmware and KLL language support adding
capabilities, which are C functions conforming to a couple of simple
rules, and exposing those capabilities for keybinding. This is how the
stock Infinity ErgoDox LCD and LED control is implemented, and how I
planned to implement my extension. However, the process is rather
poorly documented and presented some
unexpected hurdles.
Ultimately, I got it working and wanted to document the process for
posterity here.
Once I get a better understanding of the
process, I will contribute this information back to the Github
wiki The rest of this post will cover in detail how to
add a new capability LCDStatus(status) that controls the LCD
status.
LCDStatus(0/1/2) will turn off/turn on/toggle
the LCD.
Background & Setting Up
Before attempting to add a capability, make sure you can compile the
stock firmware and flash it to a keyboard successfully. The
instructions on the
Kiibohd repository
are solid, so I won't reproduce them here.
An important note before beginning is that it is possible to connect
to the keyboard via a serial port. On Linux, this is typically
/dev/ttyACM0. The command screen /dev/ttyACM0 as root will allow
one to connect, issue commands, and view debug messages during
development.
This post is specifically concerned with implementing an LCDStatus
capability. If you don't have an LCD to control the status of, then
this obviously will be nonsense. However, much of the material (e.g.
on states and state types) may still be of use.
The Skeleton of a Capability
Capabilities in Kiibohd are simply C functions that conform to an API:
void functions with three parameters: state, stateType, and
args. At the absolute minimum, a capability will look like this:
Within this skeleton, you can do whatever you want! The full power of
C is at your disposal, commander.
Turning Out the Lights
The LCD backlights have three channels corresponding to the usual red,
green, and blue. These are unintuitively named FTM0_C0V, FTM0_C1V,
and FTM0_C2V.
These names refer to the documentation
for the LCD itself, so in that context they make sense.
To turn them off, we simply zero them out:
With this addition, we have a capability that adds new functionality!
I began by adding this function to Scan/STLcd/lcd_scan.c, because I
didn't and still don't want to mess with adding new sources to CMake.
Now we can expose this simple capability in KLL:
LCDStatus => LCD_status_capability();
It can be bound to a key just like the built-in capabilities:
U"Delete": LCDStatus();
If you were to compile and flash this firmware, then pressing Delete
would now turn off the LCD instead of deleting.
On the
master half. We will get to communication later.
Adding Some Arguments
The next step in our quest is to add the status argument to the
capability. This is pretty straightforward. First, we will update the
KLL to reflect the argument we want:
LCDStatus => LCD_status_capability( status : 1 );
The status : 1 in the signature defines the name and size of the
argument in bytes. The name isn't used for anything, but should be
named something reasonable for all the usual reasons.
Then, our binding becomes:
U"Delete": LCDStatus( 0 );
Processing the arguments in C is, unfortunately, a bit annoying. The
third parameter to our function (*args) is an array of uint8_t.
Since we only have one argument, we can just dereference it to get the
value. However, there are examples of more complicated arguments in
lcd_scan.c illustrating how not-nice it can be.
void LCD_status_capability(uint8_t state, uint8_t stateType, uint8_t *args) {
if ( state == 0xFF && stateType == 0xFF ) {
print("my_capability(arg1, arg2)");
}
uint8_t status = *args;
if ( status == 0 ) {
FTM0_C0V = 0;
FTM0_C1V = 0;
FTM0_C2V = 0;
}
}
Figuring out how to restore the LCD to a reasonable state is less
straightforward. What I chose to do for my implementation was to grab
the last state stored by LCD_layerStackExact_capability and use that
capability to restore it.
In practice, it doesn't matter if you even
can restore it: any key that changes the color of the backlight also
changes its magnitude. The default ErgoDox setup has colors for each
partial map, and I'd imagine most people would put a function like
this off of the main typing map because of its infrequent utility. As
a result, the mere act of pressing the modifier to activate this
capability will turn the backlight back on. However, I implemented it
anyway just in case.layerStackExact uses two
variables to track its state:
We can turn the LCD back on by calling the capability with the stored
state. Note that I copied the array, just to be safe. I'm not sure
if it is necessary but I didn't want to have to try to debug corrupted
memory.
void LCD_status_capability(uint8_t state, uint8_t stateType, uint8_t *args) {
if ( state == 0xFF && stateType == 0xFF ) {
print("my_capability(arg1, arg2)");
}
uint8_t status = *args;
if ( status == 0 ) {
FTM0_C0V = 0;
FTM0_C1V = 0;
FTM0_C2V = 0;
} else if ( status == 1 ) {
LCD_layerStackExact_args stack_args;
stack_args.numArgs = LCD_layerStackExact_size;
memcpy(stack_args.layers, LCD_layerStackExact, sizeof(LCD_layerStackExact));
LCD_layerStackExact_capability( state, stateType, (uint8_t*)&stack_args );
}
}
Now binding a key to LCDStatus(1) would turn on the LCDs.
Creating Some State
Like most mostly-functional programmers, I abhor state. Don't like it.
Don't want it. Don't want to deal with it. However, if we want to
implement a toggle that's exactly what we'll need. We simply create a
global variable (ewww, I know! But we can deal) LCD_status and set
it to the appropriate values. Then toggling is as simple as making a
recursive call with !LCD_status.
uint8_t LCD_status = 1; // default on
void LCD_status_capability(uint8_t state, uint8_t stateType, uint8_t *args) {
if ( state == 0xFF && stateType == 0xFF ) {
print("my_capability(arg1, arg2)");
}
uint8_t status = *args;
if ( status == 0 ) {
FTM0_C0V = 0;
FTM0_C1V = 0;
FTM0_C2V = 0;
LCD_status = 0;
} else if ( status == 1 ) {
LCD_layerStackExact_args stack_args;
stack_args.numArgs = LCD_layerStackExact_size;
memcpy(stack_args.layers, LCD_layerStackExact, sizeof(LCD_layerStackExact));
LCD_layerStackExact_capability( state, stateType, (uint8_t*)&stack_args );
LCD_status = 1;
} else if ( status == 2 ) {
status = !LCD_status;
LCD_status_capability( state, stateType, &status );
}
}
Binding a key to LCDStatus(2) will now...do nothing (probably). Why?
The problem is that the capability will continuously fire while the
key is held down, and the microcontroller is plenty fast enough to
fire arbitrarily many times during even a quick tap. So, we will guard
the toggle
The other two options move the keyboard to a
fixed state and thus don't need to be protected. with
an additional condition:
else if ( status == 2 && stateType == 0 && state == 0x03 ) {
// ...
}
Release (0x03) is the only state that fires only once, so we check
for that. Alas, even after fixing this, we still only have one LCD
bent to our will! What about the other?
Inter-Keyboard Communication
The two halves of an Infinity ErgoDox are actually completely
independent and may be used independently of one another. However, if
the two halves are connected then they can communicate by sending
messages back and forth.
If both halves are separately
plugged into the computer, then they can't communicate.
I haven't delved into the network code, but I assume it is probably
serial like the debug communication.
Very Important Note: You must flash both halves of the keyboard
to have matching implementations of the capability when using
communication.
The code to communicate changes relatively little from case to case
but is rather long to reconstruct by hand. Therefore, I basically just
copied it from LCD_layerStackExact_capability, changed the function
it referred to, and called it a day. Wonderfully, that worked!
Well, sort of. It
turns out that not guarding against recursion caused weird issues
where it would work with the right-hand being master, but not the
left. It took a long time to debug because the error was unrelated to
the fix (guarding against the recursive case).
#if defined(ConnectEnabled_define)
// Only deal with the interconnect if it has been compiled in
if ( status == 0 || status == 1 ) {
// skip in the recursive case
if ( Connect_master )
{
// generatedKeymap.h
extern const Capability CapabilitiesList[];
// Broadcast LCD_status remote capability (0xFF is the broadcast id)
Connect_send_RemoteCapability(
0xFF,
LCD_status_capability_index,
state,
stateType,
CapabilitiesList[ LCD_status_capability_index ].argCount,
&status);
}
}
#endif
The magic constant LCD_status_capability_index ends up available
through some build magic that I haven't delved into yet.
The Final Result
Putting all of that code together, we get:
uint8_t LCD_status = 1; // default on
void LCD_status_capability(uint8_t state, uint8_t stateType, uint8_t *args) {
if ( state == 0xFF && stateType == 0xFF ) {
print("my_capability(arg1, arg2)");
}
uint8_t status = *args;
if ( status == 0 ) {
FTM0_C0V = 0;
FTM0_C1V = 0;
FTM0_C2V = 0;
LCD_status = 0;
} else if ( status == 1 ) {
LCD_layerStackExact_args stack_args;
stack_args.numArgs = LCD_layerStackExact_size;
memcpy(stack_args.layers, LCD_layerStackExact, sizeof(LCD_layerStackExact));
LCD_layerStackExact_capability( state, stateType, (uint8_t*)&stack_args );
LCD_status = 1;
} else if ( status == 2 && stateType == 0 && state == 0x03 ) {
status = !LCD_status;
LCD_status_capability( state, stateType, &status );
}
#if defined(ConnectEnabled_define)
// Only deal with the interconnect if it has been compiled in
if ( status == 0 || status == 1 ) {
// skip in the recursive case
if ( Connect_master )
{
// generatedKeymap.h
extern const Capability CapabilitiesList[];
// Broadcast LCD_status remote capability (0xFF is the broadcast id)
Connect_send_RemoteCapability(
0xFF,
LCD_status_capability_index,
state,
stateType,
CapabilitiesList[ LCD_status_capability_index ].argCount,
&status);
}
}
#endif
}
I have a working implementation of this on
my fork of kiibohd.
I'm looking forward to adding more capabilities to my keyboard now
that I've gotten over the initial learning curve. I've already got a
couple in mind. Generic Mod-key lock, anyone?
Written by J. David Smith Published on 05 January 2016
At this point, I consider XCOM: Enemy Unknown/Within to be one of my
favorite games of the past few years, if not an all-time favorite. I'm
not going to talk much about why XCOM is a good game; that has been
covered
more thanadequately.
I am rather disappointed that it took til 2015 for me to discover it,
but I am immensely glad that I did. I have over 100 hours on Steam at
this point, far surpassing any other recent single-player
game.
Prior to XCOM the most recent game I'd put this much
time into was Dragon Age: Origins. I beat the game on
Classic Ironman recently, and after a fewseveral many
attempts at Impossible Ironman, I was in the mood for something new.
Still XCOM, mind you, but new. After looking a bit at the Second
Wave options,
XCOM has a variety of options that tweak the
gameplay, such as reducing the accuracy of injured soldiers ("Red
Fog") or gradually increasing accuracy as you approach a complete
flanking ("Aiming Angles"). I am looking forward to unlocking
item-loss on death ("Total Loss"; an omission that surprised me until
I learned about the Second Wave options) when I get around to beating
Impossible I decided to take a look at that mod I kept hearing
about: Long War.
Ho. Lee. Shit.
More Like Long Changelog
To say that the number of changes made by Long War is many does a
great disservice to the word. The changes in Long War are legion. They
are multitudes. This isn't merely a set of tweaks and additions.
Rather, it is very nearly a total conversion.
Once I recovered from my shock and the number of changes, my first
fleeting thought was one of concern. Was this just a kitchen sink mod?
A realization of some long-time fan's laundry-list of changes to make
XCOM more like its
predecessor? An
in-my-opinion misguided attempt to make a game about saving Earth from
space aliens more realistic? Further inspection only increased these
concerns. Why have Assault Rifles and Battle Rifles and Carbines?
What did adding 4 more classes bring to the table? Why require 10
corpses for an autopsy instead of 1?
Not that it matters, I have
so fucking many corpses and wrecks that they could ask for 50 and I
could still do most of the autopsies. These thoughts made me
hold off on diving into it. I started (and failed) another Impossible
Ironman campaign first, then I downloaded and installed Long War.
They strongly recommend that you start back on Normal, because as I
mentioned above: the changes are significant. So I did. I learned
about the new systems, and steamrolled mission after mission with the
new classes. That isn't to say they're imbalanced, just that if you
play enough Impossible then Normal becomes pretty straightforward,
even if it is a bit harder than Enemy Within Normal. One thing that
struck me very early on is the quality of several of the UI/UX changes
made by the Long War team. Scanning for contacts now stops right
before a mission expires, giving you the chance to wait for a new tech
to finish or a soldier to get their ass out of bed. When a unit (alien
or human) enters Overwatch, it is now shown next to their healthbar,
which means that the player is no longer out of luck if they happen to
look away during the alien turn. They also added a "Bronzeman" mode
that strikes a good medium between savescum and Ironman modes. It that
behaves very much like the default in Fire Emblem: you are able to
restart the mission, but not re-load in-mission saves. I would love to
have these changes by themselves in the base game, and I do believe
that some (like the Overwatch change) made it into XCOM 2. The
changes made to the actual gameplay don't fundamentally alter the way
it plays at a tactical level, although they do change the squad
compositions that are effective. However, there are long-term
ramifications to some of the changes that notably impacted my
enjoyment of the game.
To Know Your Face
Far and away the most damaging change to the game is
Fatigue.
Not the only bad change, though. I could probably write
an entire post on why
Steady Weapon
is awful design. In XCOM, when a soldier is injured in a
mission they must take some time off after to heal up. As a result, it
is prudent to have at least a B-list of soldiers that you can sub in
for that Major Sniper that you barely saved from bleeding out. In
Long War, when a soldier is not injured they still must take 3-5
days off (more for psionic soldiers actually wanting to use their
psychic powers). This means that not only do you need a
well-prepared B-list, but also a C-list. On the surface, this seems
kind of cool.
I would phrase that more subtly, but I already
gave my thesis away. It means that you have to try more
strategies, with more combinations of units as they rotate through
various states of wounded, gravely wounded, and fatigued. However, it
also means that you need a lot more soldiers. I never had more than
20 at a time in Enemy Unknown or Enemy Within. In Long War, you
start with something like 40.
This
Other changes, like increased squad size and muddy class
identities, also play into this. However, fatigue is far and away the
biggest cause, so I'm focusing on that. unintentionally
changes something that I very much liked about XCOM: the
impractical, unsustainable, and outright damaging attachment I had to
my soldiers. I don't always know their names (I'm really very bad with
names), but I know their faces. I remember The Volunteer from my first
successful (Ironman) campaign. I remember the struggles, the near
misses. She was the sole survivor of the tutorial mission, which I'd
forgotten to disable and one of the only women I recruited in the
entire campaign. Yet she turned out be psychic and despite numerous
barely-stopped bleed-out timers
When an XCOM solder is reduced
to 0 HP, they have a chance to instead bleed out. They become
effectively dead (as far as your tactics are concerned), but unless
you get to them with a Medkit and stabilize them within 3 turns, they
become actually dead. she managed to survive the entire
campaign.
After ten hours with Long War, I didn't know any of my soldiers. I
lost a Corporal (rank 3 in LW) and two Lance Corporals (rank 2) in a
single mission (two in a single turn) due to lucky shots from Thin
Men, and didn't feel the urge to restart it. It wasn't even that I had
replacements for them all, as I didn't have any medics at all once
my Medic Corporal died. I was utterly detached from them. I didn't
know any of them, not like before. This ultimately seemed to neuter
the tension of each and every mission, turning a game whose
bog-standard abduction missions I could play for hours into one where
ten hours over two sessions felt like a slog. The moment-to-moment
tension of one missed shot dooming a soldier is lost when you no
longer care particularly about any of your soldiers. I uninstalled the
mod after the second session – and then immediately spent several
hours longer than I'd intended playing a new Classic Second Wave
Ironman campaign.
This, of course, does not make Long War bad. As I mentioned above,
it nears the level of being a total conversion. In fact, I think it is
most aptly called exactly that. The Polygon quote on the project page
is quite telling:
"Turns XCOM: Enemy Within into nothing short of a serviceable
turn-based military alien invasion strategy wargaming simulator." -
Polygon
I did not enjoy Long War because I was looking for more of what I
liked about XCOM: Enemy Within. I wanted more of the XCOM that was
almost Fire Emblem with guns and aliens, not a "military alien
invasion strategy wargaming simulator". All told, I think Long War
is one of the best mods I've ever seen. However, this is not the mod I
was looking for.
The Actual Point
But that's not what I wanted to write about. All of this is just the
backdrop. You see, XCOM 2 is coming out soon, and internet comment
sections – being the cesspits that they are – are full of a specific
breed of comment that gets under my skin. Not the comments
recommending that fans try Long War. No, those are fine, at least on
principal if not in practice. Good, even, as the mod they are pushing
is in fact rather good.
My problem is the legion of comments that follow one of a few
varieties:
Paraphrased because this scrublord didn't bother
screenshotting or bookmarking the comments when they were first seen,
and digging through internet comments for another couple of hours
doesn't seem particularly appetizing. Nobody needs screenshots of
commenters being shitlords anyway.
XCOM is great, but if you buy it just install Long War and forget
about the base game.
XCOM is shit, and I can't believe that Firaxis still has rights to
make a second one. Long War is what XCOM should have been.
Long War 2 was the only reason to get XCOM 2. Since the Long War
team is
opening their own studio,
there is no reason for anyone to buy XCOM 2 now.
All have the same underlying assumption: that people have the same
tastes as the commenter. This self-projection is unfortunately endemic
online, especially within the gaming community (where I've seen more
"you're wrong because you like a thing that I don't" fights than
anywhere else by a large margin).
Empathize, for a moment, with a mythical person that is considering
picking up XCOM. Saving the Earth from aliens sounds cool, and they
like strategy and tactical games, so it seems like a natural fit.
Maybe this person that would agree with these comments; they would
find Long War to be generally superior to the base and might skip
the sequel in favor of the Long War team's game.
Although from
the sounds of it, the new kid on the block is just getting started. I
would honestly be surprised if most Long War fans didn't pick up
both XCOM 2 and the Long War team's product. But maybe –
maybe – they wouldn't. This isn't merely hypothetical: if I had
installed Long War immediately, I never would have gotten the
hundred-plus hours of gameplay out of XCOM that I did. I barely lasted
ten hours in Long War. The moment I knew it was over for me is when I
began spending more time wondering when LW was going to get
interesting than thinking about optimal strategies for filling aliens
with holes. Again, I'm not saying that Long War is bad, merely that
it isn't what I'm looking for.
The moral here is that internet commenters need to stop being
shitlords and consider the fact that not all players – even only
considering those that like a particular game – like games for the
same reasons. So don't say "Just install Long War. You'll thank me
later." Instead, consider "If you like XCOM, try the Long War mod.
It's bloody fantastic." Don't imply that the intersection of people
who like XCOM and people who like Long War is total. It isn't – I
am proof of that – and it could drive people away from experiencing a
pretty fantastic game.
Written by J. David Smith Published on 01 June 2014
For my internship at IBM, we're going to be doing a lot of work on
Node.js. This is awesome: Node is a great platform. However, I very quickly
discovered that the state of Emacs ↔ Node.js integration is dilapidated at best
(as far as I can tell, at least).
A Survey of Existing Tools
One of the first tools I came across was the swank-js / slime-js
combination. However, when I (after a bit of pain) got both setup, slime
promptly died when I tried to evaluate the no-op function: (function() {})().
Many pages describing how to work with Node in Emacs seem woefully out of
date. However, I did eventually find nodejs-repl via package.el. This
worked great right out of the box! However, it was missing what I consider a
killer feature: evaluating code straight from the buffer.
Buffer Evaluation: Harder than it Sounds
Most of the languages I use that have a REPL are Lisps, which makes choosing
what code to run in the REPL when I mash C-x C-e pretty
straightforward. The only notable exceptions are Python (which I haven't used
much outside of Django since I started using Emacs) and JavaScript (which I
haven't used an Emacs REPL for before). Thankfully, while the problem is
actually quite difficult, a collection of functions from js2-mode, which I
use for development, made it much easier.
The first thing I did was try to figure out how to evaluate things via
Emacs Lisp. Thus, I began with this simple function:
(defun nodejs-repl-eval-region (start end)
"Evaluate the region specified by `START' and `END'."
(let ((proc (get-process nodejs-repl-process-name)))
(comint-simple-send proc (buffer-substring-no-properties start end))))
It worked! Even better, it put the contents of the region in the REPL so that
it was clear exactly what had been evaluated! Whole-buffer evaluation was
similarly trivial:
(defun nodejs-repl-eval-buffer (&optional buffer)
"Evaluate the current buffer or the one given as `BUFFER'.
`BUFFER' should be a string or buffer."
(interactive)
(let ((buffer (or buffer (current-buffer))))
(with-current-buffer buffer
(nodejs-repl-eval-region (point-min) (point-max)))))
I knew I wasn't going to be happy with just region evaluation, though, so I
began hunting for a straightforward way to extract meaning from a js2-mode
buffer.
js2-mode: Mooz is my Savior
Mooz has implemented JavaScript parsing in Emacs Lisp for his extension
js2-mode. What this means is that I can use his tools to extract meaningful
and complete segments of code from a JS document intelligently. I
experimented for a while in an Emacs Lisp buffer. In short order, it became
clear that the fundamental unit I'd be working with was a node. Each node
is a segment of code not unlike symbols in a BNF. He's implemented many
different kinds of nodes, but the ones I'm mostly interested in are
statement and function nodes. My first stab at function evaluation looked
like this:
This worked surprisingly well! However, it only let me evaluate functions
that the point currently resided in. For that reason, I implemented a simple
reverse-searching function:
(defun nodejs-repl–find-current-or-prev-node (pos &optional include-comments)
"Locate the first node before `POS'. Return a node or nil.
If `INCLUDE-COMMENTS' is set to t, then comments are considered
valid nodes. This is stupid, don't do it."
(let ((node (js2-node-at-point pos (not include-comments))))
(if (or (null node)
(js2-ast-root-p node))
(unless (= 0 pos)
(nodejs-repl–find-current-or-prev-node (1- pos) include-comments))
node)))
This searches backwards one character at a time to find the closest
node. Note that it does not find the closest function node, only the
closest node. It'd be pretty straightforward to incorporate a predicate
function to make it match only functions or statements or what-have-you, but
I haven't felt the need for that yet.
My current implementation of function evaluation looks like this:
My next step was to implement statement evaluation, but I'll leave that off
of here for now. If you're really interested, you can check out the full source.
The final step in my rather short adventure through buffevaluation-land was a
*-dwim function. DWIM is Emacs shorthand for Do What I Mean. It's seen
throughout the environment in function names such as comment-dwim. Of
course, figuring out what the user means is not feasible – so we guess. The
heuristic I used for my function was pretty simple:
If a region is active, evaluate it
If the point is at the end of the line, try to evaluate the statement on
that line (works with multiline statements thanks to Mooz's awesome work)
Otherwise, evaluate the first statement or function found
This is succinctly represent-able using cond:
(defun nodejs-repl-eval-dwim ()
"Heuristic evaluation of JS code in a NodeJS repl.
Evaluates the region, if active, or the first statement found at
or prior to the point.
If the point is at the end of a line, evaluation is done from one
character prior. In many cases, this will be a semicolon and will
change what is evaluated to the statement on the current line."
(interactive)
(cond
((use-region-p) (nodejs-repl-eval-region (region-beginning) (region-end)))
((= (line-end-position) (point)) (nodejs-repl-eval-first-stmt (1- (point))))
(t (nodejs-repl-eval-first-stmt (point)))))
The Beauty of the Emacs Development Process
This whole adventure took a bit less than 2 hours, all told. Keep in mind
that, while I consider myself a decent Emacs user, I am by no means an ELisp
hacker. Previously, the extent of my ELisp has been one-off advice functions
for my .emacs.d. Being a competent Lisper, using ELisp has always been pretty
straightforward, but I did not imagine that this project would end up being
so simple.
The whole reason it ended up being easy is because the structure of Emacs
makes it very easy to experiment with new functionality. The built-in Emacs
Lisp REPL had me speeding through iterations of my evaluation functions, and
the ability to jump to functions by name with a single key-chord was
invaluable. This would not have been possible if I had been unable to read
the context from the sources of comint-mode, nodejs-repl and
js2-mode. Even if I had just been forced to grep through the codebases
instead of being able to jump straight to functions, it would have taken
longer and been much less enjoyable.
The beautiful part of this process is really how it enables one to stand on
the shoulders of those who came before. I accomplished more than I had
expected in far, far less time than I had anticipated because I was able to
read and re-use the code written by my fellows and precursors. I am
thoroughly happy with my results and have been using this code to speed up
prototyping of Node.js code. The entire source code can be found here.
Written by J. David Smith Published on 05 April 2014
What instigated this post?
Last night, an unnamed redditor asked the WoW sub-reddit what the fastest way
to level these days is. Why? Because their girlfriend "has been wanting to
start playing wow with me". Seems reasonable, right? S/he goes on to ask about
RaF.
I immediately jump in and try to head off a disaster in the making. "What
disaster?" one may ask. Simple: RaF dungeon spamming isn't fun. In fact, I
wrote that "Personally, I wouldn't even use RaF because of how it completely
screws up the structure of the early game." This set the gears in my head to
whizzing frantically. What changed that made a really cool system actively
harm the game? And – more importantly – how can it be fixed?
What is Recruit-a-Friend?
In order to answer those questions, it is important to understand what the RaF
system actually does. Blizzard's FAQ does a good job of describing the
system. There are actually a lot of perks to using RaF, but there is one in
particular that really hurts the game: triple XP.
For levels 1 - 85, while in a group and similarly leveled the recruiter and
recruitee gain 3 times the normal amount of experience. This isn't simply mob
kill experience either: quest experience is also affected. The result these
days is that – if you aren't spamming dungeons to power-level – you
out-level zones just as you're starting to get their stories. To understand
the impact of this effect, we need to first dig deeper into what the reward
structure for WoW is.
I Saved Westfall and all I got was this stupid T-Shirt!
World of Warcraft is not unique in its structure. You help people, kill
monsters and collect rewards. There are two general classes of rewards in
WoW:
Power-increasing rewards
These rewards increase the player's overall power level (although perhaps
not immediately). Examples of this are loot (literal character power), gold
(economic power) and experience (character power – albeit slightly
delayed).
Emotional rewards
These rewards tug on the player's heart-strings. Whether it's saving an
adorable little orphan boy or laughing maniacally as you help Theldurin punch Deathwing in the face, these ones make you feel good (or bad) for
having done whatever it was you did. Type 1 rewards are a subset of this
reward class.
In my experience, the latter are much more important than the former. This is
upheld by observations of the reaction to the MadnessofDeathwing fight and
Deathwing in general. While players got more powerful than ever before, there
was something missing. Emotional reward was lacking, and it showed.
How does this relate to Recruit-a-Friend?
The RaF system increases the gain rate of a particular Type 1 reward:
experience. However, it not only causes problems with the rate of gain of
other Type 1 rewards, but often outright prevents the gain of Type 2 rewards!
Recently, I leveled through Darkshore. Starting at level 11, I finished the
quest achievement at level 24. Had I been using RaF, I'd have only made it
through the first 1/3rd of the quests in that time. This would have left the
story hanging and broken the illusion of world-changing impact that Blizzard
has worked so hard to create.
As a result, emotional investment can become a liability preventing enjoyment
rather than a boon aiding it. It's like reading the first third of every
Spider-Man comic in order to 'catch up' to the current. Sure, one would reach
your goal faster, but at the cost of enjoying the process of reading comic
books. Even once you were caught up, you wouldn't understand all of the stuff
going on in the current issue.
I've seen situations where one player wants to get their significant other
into the game using RaF. In every case I've seen where the core benefit of RaF
is used to its fullest (ie by dungeon spamming), the SO quits playing.
Therefore, I believe that the overall benefit of RaF for the new player is
non-existent and in many cases it even causes damage to their perception and
enjoyment of the game.
Two Birds, One Stone
The solution to this problem is relatively simple. While simply removing the
XP bonus would go a long way towards preventing the damage currently being
done by RaF, why stop at simple prevention when it can be used to make the
game genuinely more enjoyable?
Think back, ye die-hard WoW fans: what problem always crops up when questing
as a group? Yes, that one. You know it well. Someone plays while the others
are away, gets ahead in both experience and quests and is either forced to
wait for the group to catch up, retread the content you just did, or leave the
group behind.
With long-time players, this isn't much of a problem. We have alts, we have
mains, and we can always do something else while the group is offline. For a
new player, however, such options are severely lacking. PvP grants experience,
dungeons grant experience, even gathering mats to level crafting grants
experience these days! Imagine if the Priest class is the only one that really
clicks with your friend. Are you going to ask them to not play when you aren't
online? To roll an alt? A second priest?
This problem is solved relatively well by the combination of massively
boosted XP and level granting: the increased XP rate encourages moving on to
other quest chains with relative frequency and level granting ensures that the
older player can keep up (most of the time). However, if triple XP is removed
from the system, then the problem again rears its ugly head because the player
no longer has such an incentive to move on in the middle of a quest chain.
Sure, the two players can remain evenly leveled, but what about quest
progress? Forcing the new player to retread content is not exactly ideal, so
why not allow the new player to catch the older one up not only in levels but
also in quests?
What I am proposing is this:
Remove 3x XP from RaF
Allow the new player to set the old player's quest progress to be equivalent
to their own
This would prevent XP gain from completely overriding any other sort of reward
in the game and would allow new players to continue questing with their
friends without worrying about quest dependencies and level discrepancies. To
my view, this would be superior to the current system – especially since the
store is now the go-to way to pay for a fast 90. However, one question remains
to be answered.
Why was it designed this way in the first place?
World of Warcraft is not the game that it once was. In ye olden days, when
Azeroth was yet young and paladins still only had 2 buttons for the first 40
levels, there were fewer quest chains and it was common – up til Outland, at
least – to complete a zone without having out-leveled it. In that era, there
were far fewer tales of merit told in the quests.
Way back then – near a full 6 years ago – tripling the experience rate made
sense. It meant that you'd have to do one zone to get through a level range
instead of 2.5-3. Still, those days are gone and now, with the world designed
to take one player through a level range in one zone, it no longer makes
sense.
Here's hoping that Blizzard fixes this system soon. It bothers me to think of
the people potentially missing a great experience because something that
should be rewarding can easily become the opposite. With all of the dramatic
WoD changes incoming, this could be the perfect time to do it!