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I’m a data hoarder of sorts. In the last decade I’ve collected a lot of stuff and that must be sorted and cleaned up. Over the years I tried different sorting structures but it never worked out for me. But currently, I have a pretty solid system and over the last year I’m sorting everything in. And I’ll give you a glimpse into my archives by writing about some of it.

ClassicPress 1.5.0 was released a few days ago with support for PHP 8. And this solves a lot of problems I had on this blog in the last few month: On the homepage was the title „Archive“ visible, which should not be visible; and on my archive page nothing was shown at all—except for the title; and all I’ve got was mysterious error messages in the logs … Guess I should have better looked at the requirements (which are now, btw, a bit outdated), than I would have seen that I was using the wrong PHP version. Lesson learned.

So now I can start tinkering on this blog again and not try to hunt this weird behavior of ClassicPress.

Just some days ago I saw a video of Linus Tech Tips about battery-draining standby modes of Windows laptops (and sometimes MacBooks).

Now I came across Sleep Aid (via Michael Tsai), a macOS tool to diagnose and solve standby aka. sleeping issues on Macs. From the blog post Hot Bag MacBook about it:

Have you ever travelled somewhere to find that your MacBook is nice and warm, with next to no battery left? If so, these are the common causes of a „Hot Bag MacBook“ that we’ve found so far.

This could be handy.

100 Days To Offload:

The whole point of #100DaysToOffload is to challenge you to publish 100 posts on your personal blog in a year.

Posts don’t need to be long-form, deep, meaningful, or even that well written. If there are spelling and grammar mistakes, or even if there’s no real point to the post, so what? What’s important is that you’re writing about the things you want to write about.

Your posts could be how-to guides, or links to another post you have found interesting. They could include your own thoughts about that post, or a response to it. It could be a simple update about what you have done that day. Tell us about your dog, your cat, your fish tank, or whatever hobbies you have. Someone will find it interesting.

Just. Write.

A few days ago I stumbled upon this: Writing 100 blog posts on my blog in 365 days—can’t be that hard, right?! Challenge accepted.

Screenshot of the intersection of two Instagram story ads: the first is for Adobe Creative Cloud, the second for Affinity 2.0

The ad targeting of Instagram is on point again.

SimCity 4 ist mittlerweile fast 20 Jahre alt. Man sollte meinen, dass das Spiel längst nur noch im Gedächtnis der SimCity-Fangemeinde existiert; aber: mit nichten! SimCity 4 ist immer noch eines meiner Lieblingsspiele, das trotz seines Alters immer noch auf neuen Computern (und Macs) läuft und sich weiterhin einer regen Community erfreut: Es gibt hunderte Erweiterungen, die immer noch gepflegt werden, um die gröbsten Bugs im Spiel zu beheben oder fehlende Funktionen zu ergänzen, wie das Network AddOn Mod; dazu gibt es YouTube-Kanäle und Reddit-Foren, in denen Millionen-Städte präsentiert und Städtebau-Techniken diskutiert werden.

Auch wenn das Spiel mit einem Bias kommt, der US-amerikanisch und Auto-abhängig ist, so lassen sich hier doch einige Städtebau-Arten und -Ideen ausprobieren: Europäische Städte, mit gemischten Quartieren und kurzen Wegen oder Städte nach der Charta von Athen mit getrennten Zonen für Wohnen, Arbeit und Freizeit, verbunden durch »Strodes« (große Straßen, die für Fußgänger quasi unüberwindbar sind) – das alles lässt sich ausprobieren und die jeweiligen Probleme erkennen, die man dann lösen muss.

SimCity 4 ist mittlerweile ein Oldie, aber ein Goldie – und eine schöne Beschäftigung für verregnete Sonntag Nachmittage im Herbst.

Dieser Beitrag erschien zuerst am 30.09.2022 im polisFORUM.

Cover von Adobe Flash CS5: Das umfassende Handbuch

Geöffneter Buchrücken mit DVD von Adobe Flash CS5: Das umfassende Handbuch

Verschenke mein Fachbuch Adobe Flash CS5: Das umfassende Handbuch aus dem Verlag Galileo Design (heute: Rheinwerk-Verlag) von 2010, inkl. DVD. Ohne Mängel, nur der Buchumschlag hat Gebrauchsspuren.

Ich kaufte es mir Ende 2011 für die Vorbereitung meiner Kurse für angehende Online-Redakteure, die etwas über Flash lernen sollten – heute taugt es nur noch für das moderne Antiquariat.

Das Buch kann sehr gerne bei mir in Wuppertal abgeholt werden. Versand ist auch möglich, wenn die Versandkosten in Höhe von 6,99 € (Paket bis 5 kg) übernommen werden. Anschreiben!

Bibliographische Informationen: Nick Weschkalnies & Sven Gasser: Adobe Flash CS5: Das umfassende Handbuch. Galileo Design, Bonn, 2010. ISBN-13: 978-383621-564-0. DNB: #1001391713.

Auch online bei: ebay, ebay Kleinanzeigen, nebenan.de

Update 11.12.2022: Das Buch hat ein:e neue:n Besitzer:in gefunden.

A lot has changed over the last decade on the web—and so has WordPress: WordPress has started as a simple blogging tool and has grown into a widely used CMS with a simple interface for (new) users and a huge ecosystem of extensions, themes and developers. That’s great—and a reason why I still use it for other projects and at work—but WordPress has outgrown my needs for a simple blogging tool that I want for my blog. And now, with WordPress 6.0 around the corner, it’s time to switch to ClassicPress. ClassicPress is a fork of WordPress 4.9—or: the pre-Gutenberg era—and so exactly what I want my blogging tool to be: simple.

Lately I had a tough time to figure out how to serve a Unity3D WebGL export via AWS CloudFront from an AWS S3 origin after updating to Unity3D 2020.01 with it’s new WebGL loader. I don’t describe how to connect AWS CloudFront to serve files from AWS S3—Andrew Welch does this neatly in his tutorial (one can skip the last step about Craft CMS, though)—I focus on the special configuration the Unity3D files need.

The new WebGL loader

The new WebGL loader requires that certain files are served in a specific way, contrary to the default web-server configurations.
From the forums:

When hosting such a build on a server, the following http headers should be added to the server responses in order to make the build load correctly:

  • .gz files should be served with a Content-Encoding: gzip response header.
  • .br files should be served with a Content-Encoding: br response header.
  • .wasm, .wasm.gz or .wasm.br files should be served with a Content-Type: application/wasm response header.
  • .js, .js.gz or .js.br files should be served with a Content-Type: application/javascript response header.

The Apache configuration example makes it even clearer:

<IfModule mod_mime.c>
# The following lines are required for builds without decompression fallback, compressed with gzip
RemoveType .gz
AddEncoding gzip .gz
AddType application/octet-stream .data.gz
AddType application/wasm .wasm.gz
AddType application/javascript .js.gz
AddType application/octet-stream .symbols.json.gz

# The following lines are required for builds without decompression fallback, compressed with brotli
RemoveType .br
RemoveLanguage .br
AddEncoding br .br
AddType application/octet-stream .data.br
AddType application/wasm .wasm.br
AddType application/javascript .js.br
AddType application/octet-stream .symbols.json.br

# The following line improves loading performance for uncompressed builds
AddType application/wasm .wasm


The easiest way to serve the Unity3D WebGL files via AWS CloudFront from an AWS S3 origin with the correct configuration is to set the correct Content-Type and Content-Encoding in the S3 bucket. Then CloudFront serves them to the user with the correct configuration directly.

To achieve this, one can set the correct metadata of the files via the AWS S3 management console: Select the file, open the “Actions” menu, select “Change metadata”, set the metadata in the opening pop-over on the right-hand side.

Screenshot: AWS S3 console with opened edit view for file metadata

At one point I wrote a small helper script in Python, using boto3, to set the correct metadata after I uploaded the files manually:

Finally, the next step—that I didn’t took, because it worked for me at this point—would be to upload the files with this script and set the correct metadata directly.

The Process Of Design Squiggle by Damien Newman, thedesignsquiggle.com (CC BY-ND 3.0 US)

Damien Newman versucht mit The Design Squiggle den unklaren, kreativen Prozess des Gestaltens hin zu einem konkreten Ergebnis zu beschreiben:

The Design Squiggle is a simple illustration of the design process. The journey of researching, uncovering insights, generating creative concepts, iteration of prototypes and eventually concluding in one single designed solution. It is intended to convey the feeling of the journey. Beginning on the left with mess and uncertainty and ending on the right in a single point of focus: the design.

So as I pursued my own career in design, I began to write proposals and pitch the process of design using the terms: Abstract, Research, Concepts and then Design.

2009 schrieb er zur Entstehung:

Years ago I dropped a simple illustration into a proposal to convey the design process to a client. It was meant to illustrate the characteristics of the process we were to embark on, making it clear to them that it might be uncertain in the beginning, but in the end we’d focus on a single point of clarity. It seemed to work. And from then on, I’ve used it since. Many many times.

(via Daring Fireball)