Internet Explorer 8 Beta 2 is now available! Some of the new features from this release that I really enjoy are Tab Grouping, the new address-bar, and InPrivate Subscriptions.
Tab Grouping groups tabs that are opened from the same page. For example, on a Google search results page if you open the first two links the two new tabs will be grouped with the Google search results page. If you close one of the tabs in that group focus goes to another tab in that group. Its small, but I really enjoy this feature and without knowing exactly what I wanted while using IE7 and FF2 I knew I wanted something like this. Plus the colors for the tab groups are pretty!
The new address bar and search box makes life much easier by searching through my browsing history for whatever I'm typing in. Other things are searched besides history but since I ignore favorites and use Delicious I mostly care about history. At any rate its one of the things that makes it impossible for me to go machines running IE7.
InPrivate Subscriptions allows you to subscribe to a feed of URLs from which IE should not download content. This is intended for avoiding sites that track you across websites and could sell or share your personal information, but this feature could be used for anything where the goal is to avoid a set of URLs. For example, phishing, malware sites, ad blocking, etc. etc. I think there's some interesting uses for this feature that we have yet to see.
Anyway, we're another release closer to the final IE8 and I can relax a little more.
I recently finished Braid, the Xbox Live game, and a comparison with Portal is helpful. From a screen shot Braid looks like a normal 2D platformer, but that's like looking at a screen shot of Portal and saying its a first person shooter. While the scaffolding of the game-play may sort of fall into that category, the games are actually about exploring the character's ability and solving puzzles. In Portal the ability is bending space and in Braid its bending time. However, whereas in Portal there is one space bending mechanism, the portal gun, Braid's protagonist explores several different time bending techniques including, most prominently, reversing time, but also time dilation, multiple time-lines, and other odd things.
Similar to the difference in game-play, while Portal has a strict simplicity to its visual style, Braid is much more ornate, like you're playing in an oil painting. Without seeing video of the game, or playing the demo (which is available for free on Xbox Live) its difficult to convey, but it is quite lovely and the animation adds quite a bit. Both games too are rather short leaving you just a bit hungry for more and have an interesting plot and an ending that I'd hate to spoil although Braid replaces Portal's humor with melancholy. If you enjoyed Portal and Twelve Monkeys then I'd recommend Braid.
The weekend before last was Sarah's birthday and as part of that, last weekend we took a trip to Victoria, BC. I've got a map of our trip locations and photos. Not all the photos are on the map but they're all in the trip photo set on Flickr. It turns out there's a lot of tourist intended activities right around our hotel which was in the inner harbor and downtown Victoria area. As such we didn't get a rental car and did a lot of walking.
On the first day we checked out the Royal British Columbia Museum which had some interesting exhibits in it and the Undersea Garden which was interesting in that its like a floating aquarium but was a bit grimy. There was a group of Japanese tourists next to us during the undersea show in which a diver behind the glass in the ocean would pick up and parade various animal life. The group all repeated the word starfish in unison after the show's narrator and one of the tourists was very excited to see the diver bring over the octopus. The diver made the octopus wave to us while it desperately tried to get away.
We flew in and out of the Victoria International Airport which is a smaller sized airport. Although we needed our passports we didn't need to take off our shoes -- what convenience! The US dollar was just a bit worse than the Canadian dollar which was also convenient. The weather was lovely while we were there and I only got slightly sun burned.
Sarah received her Wii Fit a few weeks ago. The Wii Fit is a game for the Wii and a balance board accessory that can tell how you're standing on it: leaning forward, standing on one foot, leaning backward and mostly on your left foot, etc. The game puts you through various exercises grouped into the categories of aerobic, balance, strength, and yoga. It also lets you set goals and keeps track of how well you do, how long you play, and a graph of your weight.
The portion I didn't expect were the mind games. Sarah turned it on after not using it for a day and it said something to the effect of 'Oh, didn't have time to exercise yesterday? Huh. Interesting....' I'm paraphrasing of course but the Wii Fit was definitely trying to lay down some guilt. In another instance when starting up the Wii Fit Sarah was asked 'Did you know that Dave has been using Wii Fit?' She selected yes and it then asked her how she thought I was progressing giving her four options. She selected the worst one, that I was getting worse (jokingly I hope) and it told her to tell me that, but not to use those words. In conversation Sarah should mention to me that I've been "living large". Now I'm not paraphrasing. It reminded me a bit of this xkcd comic 'Zealous Autoconfig'. Hopefully this is the extent of the manipulation and mind games that the Wii Fit will perform.
More of my thoughts have been stolen: In my previous job the customer wanted a progress bar displayed while information was copied off of proprietary hardware, during which the software didn't get any indication of progress until the copy was finished. I joked (mostly) that we could display a progress bar that continuously slows down and never quite reaches the end until we know we're done getting info from the hardware. The amount of progress would be a function of time where as time approaches infinity, progress approaches a value of at most 100 percent.
This is similar to Zeno's Paradox which says you can't cross a room because to do so first you must cross half the room, then you must cross half the remaining distance, then half the remaining again, and so on which means you must take an infinite number of steps. There's also an old joke inspired by Zeno's Paradox. The joke is the prototypical engineering vs sciences joke and is moderately humorous, but I think the fact that Wolfram has an interactive applet demonstrating the joke is funnier than the joke itself.
I recently found Lou Franco's blog post "Using Zeno's Paradox For Progress Bars" which covers the same concept as Zeno's Progress Bar but with real code. Apparently Lou wasn't making a joke and actually used this progress bar in an application. A progress bar that doesn't accurately represent progress seems dishonest. In cases like the Vista Defrag where the software can't make a reasonable guess about how long a process will take the software shouldn't display a progress bar.
Similarly a paper by Chris Harrison "Rethinking the Progress Bar" suggests that if a progress bar speeds up towards the end the user will perceive the operation as taking less time. The paper is interesting, but as in the previous case, I'd rather have progress accurately represented even if it means the user doesn't perceive the operation as being as fast.
Update: I should be clearer about Lou's post. He was actually making a practical and implementable suggestion as to how to handle the case of displaying progress when you have some idea of how long it will take but no indications of progress, whereas my suggestion is impractical and more of a joke concerning displaying progress with no indication of progress nor a general idea of how long it will take.
This post is about creating a server side z-code interpreter that represents game progress in the URI. Try it with the game Lost Pig.
I enjoy working on URIs and have the mug to prove it. Along those lines I've combined thoughts on URIs with interactive fiction. I have a limited amount of experience with Inform which generates Z-Code so I'll focus on pieces written in that. Of course we can already have URIs identifying the Z-Code files themselves, but I want URIs to identify my place in a piece of interactive fiction. The proper way to do this would be to give Z-Code its own mimetype and associate with that mimetype the format of a fragment that would contain the save state of user's interactive fiction session. A user would install a browser plugin that would generate URIs containing the appropriate fragment while you play the IF piece and be able to load URIs identifying Z-Code files and load the save state that appears in the fragment.
But all of that would be a lot of work, so I made a server side version that approximates this. On the Web Frotz Interpreter page, enter the URI of a Z-Code file to start a game. Enter your commands into the input text box at the bottom and you get a new URI after every command. For example, here's the beginning of Zork. I'm running a slightly modified version of the Unix version of Frotz. Baf's Guide to the IF Archive has lists of IF games to try out.
There are two issues with this thought, the first being the security issues with running arbitrary z-code and the second is the practical URI length limit of about 2K in IE. From the Z-Code standard and the Frotz source it looks like 'save' and 'restore' are the only commands that could do anything interesting outside of the Z-Code virtual machine. As for the length-limit on URIs I'm not sure that much can be done about that. I'm using a base64 encoded copy of the compressed input stream in the URI now. Switching to the actual save state might be smaller after enough user input.