Security Advisories and Cognitive Overload
Security advisories are a mechanism by the open source community to distribute potential software vulnerabilities to their developers confidentially. It is a vital mechanism to ensure software remains safe to use. However, in recent years, there has been an increase in low to medium severity reports which tend to drown out critical reports that need much faster response times. A rant on cognitive overload that decreases the security of software. [Read more]
Heuristics and Assumptions
Heuristics are everywhere. But every heuristic is always also just a good assumption. And assumptions can be violated. In this post, I share a story about when my data suddenly turned foul, and the cause of this was anything but obvious. The lesson? The road to hell is paved with good assumptions. [Read more]
Can We Still Trust Our Software?
In the past months, the software I use daily has started to get less and less reliable. While mostly anecdotal evidence, I believe this to be a potential canary for deeper problems that plague software. For now, we may still be able to trust our software. But what about in ten years? [Read more]
Where Zettlr Failed: How I Wrote My Entire Thesis Using (Almost) Only One Program
This is a (late) extension to both my PhD series and my “How I work” series. In this article, I explain the technical setup of my PhD thesis — how I integrated my data analysis pipeline into my writing, and how I enabled exports for the various journals I had to submit my work to. [Read more]
WebGL Series, Part 8: Implementing Multi-sample Antialiasing (MSAA)
In this last article in my series on WebGL, I re-implement antialiasing to make the rendered graphic look more crisp. This step concludes the full setup of the iris indicator that you can see on the demo page. [Read more]
WebGL Series, Part 7: Adding a Bloom-Filter
In the second-to-last installment of my series on WebGL, I explain how a Bloom filter works and how I added it into the processing-pipeline of the iris indicator. [Read more]
WebGL Series, Part 6: Post-Processing
In part six of this series on WebGL, I introduce the concepts behind post-processing a rendered image, and how to implement that in a WebGL program. [Read more]
WebGL Series, Part 5: Computing Colors
In this fifth article on WebGL, I explain how I procedurally generate colors and animate them to convey changes in the state of the iris indicator. [Read more]
WebGL Series, Part 4: Animating Things
In this fourth article of my eight-part series on WebGL, I explain how I animated the rendering and ensure that it conveys a sense of motion. [Read more]
WebGL Series, Part 3: Drawing Things
In this third installment of my 8-part series on WebGL, I explain how I finally was able to draw triangles onto the screen, based on the previous two articles that were merely concerned with setting things up. [Read more]