June 21, 2022
The end of a pod
My epic and completely unnecessary project of re-listening to all of Reconcilable differences is almost at an end, and I look forward to … something different?
I am not sure why, but at some point I turned this little adventure into a milestone. Once I am done, I intend to try and keep my podcast listening time down and instead … do other things. There should be other things I can spend all that focus on, at least sometimes. I clearly feel when I have been listening too much for one day, I get a bit restless and feel like I have wasted time and energy on the wrong things. And because I like to focus on what I listen to, I rarely really let my mind wander while listening to podcasts. Background processing of other thoughts is if not on hold then at least greatly slowed down compared to when I listen to music, or, even better, nothing but my surroundings.
In short, I have the classic goal of mindlessly consuming less and instead do things with more intent - including truly doing nothing and relaxing.
It has never really worked out before, so I look forward to giving it another go.
June 20, 2022
Books I have read
Books and other literature I have read, in, somewhat uncertain, reverse chronological order. The list starts from the summer of 2008, and my main purpose with it is to be able to see what I have actually been reading. I do feel that I read many quite good books, but I never seem to be able to recall what I have recently read when asked for recommendations.
- Porträtt av en villkorslös kärlek, by Jonas Gardell
- How to write a thesis, by Umberto Eco
- Laziness does not exist, by Devon Price
- Don Rosa-biblioteket, del 1
- Boken om Drakborgen, by Orvar Säfström and Jimmy Wilhelmsson
- The phoenix project, by Gene Kim, Kevin Behr, and George Spafford
- Take control of working from home temporarily, by Glenn Fleishman
- Norma, by Sofi Oksanen
- The soul of a new machine, by Tracy Kidder
- Under Stalins diktatur, by Signe Kaskela
- Game engine black book: Doom
- How to make sense of any mess, by Abby Covert
- Creative selection, by Ken Kocienda
- The leprechauns of software engineering, by Laurent Bossavit
- Algorithms to live by, by Brian Christian and Tom Griffiths
- Afrikanen, by J.M.G Le Clézio
- Mooncop, by Tom Gauld
- The levers of power, by Jason Fry
- A new dawn, by John Jackson Miller
- Bottleneck, by John Jackson Miller
- Mercy mission, by Melissa Scott
- Natural born heroes, by Christopher McDougall
- Making sense of color management, by Craig Hockenberry
- Tarkin, by James Luceno
- The year without pants, by Scott Berkun
- Batman - the killing joke by Alan Moore and Brian Bollard
- What if? by Randall Munroe
- Käre ledare - min flykt från Nordkorea, by Jang Jin-Sung
- Äventyrsspel - bland mutanter, drakar och demoner, by Orvar Säfström and Jimmy Wilhelmsson
- Take control of Audio hijack, by Kirk McElhearn
- Pro HTML5 games, by Aditya Ravi Shankar
- So, anyway …, by John Cleese
- The Martian, by Andy Weir
- Extremely loud & incredibly close, by Jonathan Safran Foer
- Svärdet och spiran, by Ken Follett
- What is code, by Paul Ford
- Marina, by Carlos Ruiz Zafón
- Becoming Steve Jobs, by Brent Schlender and Rick Tetzeli
- Gone girl, by Gillian Flynn
- Thinking, fast and slow, by Daniel Kahneman
- Expeditionen - min kärlekshistoria, by Bea Uusma
- Världens vinter, by Ken Follett
- Generation 64, by Jimmy Wilhelmsson and Kenneth Grönwall
- Inferno, by Dan Brown
- Yellow submarine, English interactive edition
- Giganternas fall, by Ken Follett
- Ensam i Berlin, by Hans Fallada
- Stora löparboken, by Hans Wiktorson
- Creativity, inc. by Ed Catmull with Amy Wallace
- Nionde arméns undergång - kampen om Berlin 1945, by Niclas Sennerteg
- Version control with Git, by Jon Loeliger and Matthew McCullough
- Life of Pi, by Yann Martel
- Ravioli, by Klas Östergren
- I döda språks sällskap, by Ola Wikander
- Berättelser från Engelsfors, by Sara Bergmark Elfgren and Mats Strandberg
- En av oss, by Åsne Seierstad
- The great Gatsby, by F. Scott Fitzgerald
- Living with someone who's living with bipolar disorder, by Chelsea Lowe and Bruce M. Cohen
- Out of time in Wan chai, by Fan Tong
- Mitt liv som porrstjärna, by Puma Swede and Jan Ekholm
- The complete works of H.P. Lovecraft
- How to get filthy rich in rising Asia, by Mohsin Hamid
- The new Avengers volume 1: Breakout, by Brian Michael Bendis and David Finch
- On writing well, 30th anniversary edition, by William Zinsser
- Bipolar II disorder, modelling, measuring and managing, second edition, by Gordon Parker (editor)
- Eat and run, by Scott Jurek and Steve Friedman
- Knockout.js succinctly, by Ryan Hodson
- Clean code, by Robert Martin
- Peopleware, by Tom DeMarco and Timothy Lister
- The mythical man-month, by Frederick Brooks
- Code complete (second edition), by Steve McConnell
- Mona Lisa overdrive, by William Gibson (yes, re-read)
- The art of readable code, by Dustin Boswell and Trevor Foucher
- Count Zero, by William Gibson (again, re-read)
- Neuromancer, by William Gibson (re-read, but last time was 15 or so years ago …)
- Churchill, by John Lukacs
- Tito - folkets diktator, by Björn Kumm
- Tweeting the universe, by Marcus Chown and Govert Schilling
- Andra världskrigets historia, by Liddell Hart
- Jag är din flickvän nu, by Nina Hemmingsson
- The bipolar disorder survival guide, by David Miklowitz
- Metro 2033, by Dmitry Glukhovsky
- C++ direkt, by Jan Skansholm
- Test-driven iOS development, by Graham Lee
- Sunset park, by Paul Auster
- Pushing ice, by Alastair Reynolds
- The difference engine, by William Gibson and Bruce Sterling
- Born to run, by Christopher McDougall
- Idea man, by Paul Allen
- Med Hitler till slutet, by Heinz Linge
- Insanely simple, by Ken Segall
- Lyckohjulet, by Jonas Hansson
- The art of deception, by Kevin Mitnick
- Neonomicon, by Alan Moore and Jacen Burrows
- Doggy Monday, by Maria Sveland
- Steve Jobs, by Walter Isaacson
- The arrival, by Shaun Tan
- Maria & José, by Erlend Loe och Kom Hiorthøy
- Stupid white men, by Michael Moore
- The design of everyday things, by Donald A. Norman
- Being geek, by Michael Lopp
- The elements of style, by William Strunk and E. B. White
- The Authoritarians, by Bob Altemeyer
- Seven languages in seven weeks, by Bruce A. Tate
- A mind in prison, by Bruno Manz
- Do androids dream of electric sheep? by Philip K. Dick
- Var är min syster? by Sven Nordqvist
- Svenska skrivregler, by Språkrådet
- Endless nights, by Neil Gaiman
- Ipad programming - a quick-start guide for Iphone developers, by Daniel H Steinberg and Eric T Freeman
- Textmate: power editing for the Mac, by James Edward Gray II
- In cold blood, by Truman Capote
- Harry Potter and the deathly hallows, by J.K. Rowling
- Harry Potter and the half-blood prince, by J.K. Rowling
- Nausicaä of the valley of the wind, by Hayao Miyazaki
- The catcher in the rye, by J.D. Salinger
- The Wake, by Neil Gaiman, part ten of the collected Sandman comic.
- Vad jag pratar om när jag pratar om löpning, by Haruki Murakami
- Vitt ark, by Simon Eidorson
- The pomodoro technique, by Francesco Cirillo
- The Harry Potter series part one to five, by J.K. Rowling, as audiobooks.
- Lika barn..., by Simon Eidorson
- The Kindly ones, by Neil Gaiman, part nine of the collected Sandman comic.
- The lost symbol, by Dan Brown
- Den som dödar draken, by Leif G.W. Persson
- Lev livet - det går inte i repris
- Coders at work, by Peter Seibel
- Beautiful code, edited by Andy Oram and Greg Wilson
- Iphone SDK development, by Bill Dudney and Chris Adamson
- I have life, Alison's journey, by Marianne Thamm
- No logo, by Naomi Klein
- GUI bloopers 2.0, by Jeff Johnson
- The angel's game, by Carlos Ruiz Zafón
- Snow crash, by Neal Stephenson
- Spook country, by William Gibson
- Bone, by Jeff Smith
- Jpod, by Douglas Coupland
- World's end, by Neil Gaiman, eigth part of the collected Sandman comic.
- RESTful web services, by Leonard Richardson and Sam Ruby
- Test-driven development by example, by Kent Beck
- The knowledge-creating company, byt Ikujiro Nonaka and Hirotaka Takeuchi
- Compilers - principles, techniques and tools, by Aho, Lam, Sethi and Ullman
- Structure and interpretation of computer programs by Hal Abelson, Gerald Jay Sussman, and Julie Sussman
- Pragmatic thinking and learning - refactor your wetware, by Andy Hunt
- Practical common lisp, by Peter Seibel
- The algorithm design manual, by Steven Skinea
- Brief lives, by Neil Gaiman. The seventh part of the collected Sandman comic.
- Blink, by Malcolm Gladwell
- Mahatma!, by Zac O'Yeah
- Gomorra, by Roberto Saviano
- Inshallah, by Donald Boström
- Montecore, by Jonas Hassen Khemiri
- Hemsöborna, by August Strindberg
- Everything is illuminated, by Jonathan Safran Foer
- The time machine, by HG Wells
- Egalias döttrar, by Gerd Brantenberg
- The secret history of Star wars, by Michael Kaminski
- Learning Cocoa with Objective C, by James Duncan Davidson
- Cocoa programming for Mac OS X, by Aaron Hillegass
- Människa utan hund, by Håkan Nesser
- Tyskungen, by Camilla Läckberg
- Carolus Rex, by Ernst Brunner
May 30, 2022
Peak dental care
Sometimes, reaching a local maximum can be a lot more rewarding than the absolute one.
I had some good years of dentist relations, and of course a lot of so-so ones. Years where the little things add up in one way or the other, where focusing on one thing only seems to mean another will be remarked upon during the next check-up.
Last time I went, we had the usual conversations, the usual x-rays, and the usual poking around. As far as I recall, the comments sounded as they usually do as well.
Then, the dentist wrapped up the examination. I was expecting some immediate or schedulet follow-up to address this or that, as well some comments about flossing more, brushing softer, not drinking carbonated drinks, what have you.
All I got was "We do not need to do anything."
No praise could have felt greater.
May 20, 2022
Can touch this
In 2007, I got a touch-based device which felt magical.
Not a phone, silly, that had to wait another year.
No, it was the Ipod touch.
On the occasion of Apple discontinuing the Ipod touch line, we started talking about it on a recent episode of Björeman // Melin. I was wondering out loud where mine was, only to realize that it was sitting right there on the shelf just above my monitor.
Still slimmer than my actual Ihpone.
And, for some reason, it still works perfectly.
It is definitely a relic frozen in time. Old OS, no chances of updates, no chance of new apps, and all sorts of show stoppers (and slowness) when it comes to browsing the web.
But you know what is good about a device which fits all of your music into your pocket? You do not need any connection to the rest of the world to enjoy your music.
Not only that, but my old music collection actually contains some stuff I can not find on Spotify. Video game remixes for one, but, more importantly, Girl talk's essential All day.
Yes, Plex and Plexamp and all that good stuff. But that is a whole lot more stuff and connections than just having the songs in my pocket, a swipe and a tap away from my ears.
- Chamfered edges
- A shiny metal back, beautifully scratched
- A very clicky power button
- A dock
- A 30 pin cable (that is not on the plus side)
May 08, 2022
Nearly there, much at stake
Quake. The first first-person shooter completely in 3d. Released in 1996. How much of a different era was that? Enough that it was the very last game I got on floppy disks - 19 of them as I recall - each with a compressed part of the whole game on it. (I feel as if it was zipped, but I suppose it may have been RAR:ed, too.)
Quake felt special. Serious. Id software and John Carmack being special when it came to game engines was already a known concept, and the "completely 3d" thing felt meaningful. Everything felt solid, not even the flames of torches were 2d sprites. More mature people who purchased games got the CD with Nine-inch nails' ambient soundtrack to play with the levels, but even without music Quake had a dark, brooding mood all of its own. Spirit-like whispers, the groan of zombies, not to mention that metallic sound of bouncing grenades.
Fast-forward six hundred and forty FPS generations to 2022. There is a Switch in the house, and I realize - in a rapid series - that a remaster of Quake has been released, that it is very highly rated, and that the Switch is by far the most appealing machine in the house to try the game on.
A quick throw of money at the Nintendo e-shop and a somewhat longer wait for the download later (yes, there is such a thing as impatient playing of Mario kart), and I was ready to re-visit Quake.
Apart from being caught in a portable console, Quake was still extremely familiar territory. Sights and sounds came flooding back and felt as if they had never left. What I did not remember was just how fast things feel. You can set a lot of the pace yourself by how you get into and back out of encounters, but the action moves very fast and very smoothly.
This is the base upon which we built increasingly tall towers of complexity, much of it essentially meaningless.
Levels are more intricate than I recalled, weaving back through themselves in three dimensions in very nice ways. The shotgun somehow feels a bit wimpy, possibly because I do not yet close in enough when using it, but fragging enemies with grenades remains the joy it always has been and always will be.
Having played my share of console FPS, I expected controls to be a non-issue, if lacking the precision of a keyboard and mouse setup.
I played a few maps, and generally failed to get comfortable with the controls. I think my main problem was the acceleration when aiming, and that can be adjusted in settings, but it felt like there was a layer of frictionless ice between me and the pixel-precision I want and quite frankly need when aiming. Quake is not Quake without good aim.
Then I made The Discovery. Clearly the people who remasterd Quake knew their audience, even on the Switch.
I grabbed the Switch and its dock, headed down to the basement and the trusty work desk. The Switch connected to the monitor, and into those lovely, lovely USB ports on the side of the dock went my mechanical keyboard and honest to Cthulhu optical mouse. Elegant weapons, for less civilized times.
This is how Quake is meant to be played. Pixel-perfect aim, butter smooth, breakneck speed, zombie guts exploding all over the place. That experience has not aged a day.
But I should try to adjust the other controls as well, because it is a pretty cool feeling to snuggle up with Quake in bed as well.