2017 stats

I started this blog 1 year age. The motivation was 100% for fun and to see how many visitors and view I could get without any niche. I made roughly 64 posts (nice round number) spanning different topics, primarily programming related.

The stats of 2017 are shown here:


According to the stats I got about 500 views (41/month) and 250 visitors (20/month). Not anything to brag about and nowhere near the 100,000 views / month required to earn a decent amount of money on ads.

To increase the number of views, it is clearly required that one

  • Clearly defines a niche! not just any-topic as I have done.
  • Exposes the content through social media or other sites.
  • Improves the look and feel.
  • Self-hosts – using .wordpress.com looks a bit cheap.
  • Learn to write better.

Although I believe I have improved on the last point – I am nowhere near a blogging expert.

I really need to level up my game if I want to increase the number of views.

So for 2018, my goal is to see if I can reach 1000 views and 500 visitors.






I recently encountered a problem with one of my many Azure services. The service in question provides an API to download files from a Azure file share; this worked perfectly on some endpoints but not on others.

It took me a while to nail the issue which was due to a violation of MinResponseData rate limit in Kestrel. On endpoints with a stable Internet connection, everything was OK, but on others were the Internet connection was less stable the download frequently failed.

Even if the endpoint had OK bandwidth, the download would still fail since the connection might be gone for a few seconds. According to the docs:

Defaults to 240 bytes/second with a 5 second grace period.

This can be disabled by

.UseKestrel(options => options.Limits.MinResponseDataRate = null)


Lakka 50hz vs 60hz

Lakka supports Raspberry Pi 3 and I wanted to see if it was indeed powerfull enough to run SNES and N64 emulation.

I flashed a Microsd with the latest Lakka image and tested the setup using my 42″ Panasonic Plasma. First impressions were very bad, Super Mario World was choppy and the sound was glitchy.

Changing resolution of retro-arch from 1920×1080 to 1280×720 helped a bit, but still the performance was not acceptable. I tried with vsync off and on, but the performance still seemed bad.

After tweaking a bit, I noticed that the FPS was locked at 50 when inside the menu. It seemed my TV was running 50Hz and not 60Hz. The Super Mario World rom was the NTSC version, i.e. 59.99Hz version, which ofcourse meant that 50Hz would feel bad.

I connected with SSH and using tvservice to see what my output was. Indeed, 1920x1080x50hz was my output!! What the hell…

Luckily, this can be changed within the config.txt file residing in /flash. (Remember to remount flash with write permissions since it is readonly by default)

Adding the following lines to config.txt fixed my issue:


the lines above configures the output to be HDMI with audio with a specific mode. Mode defines the resolution and refresh-rate, e.g. mode 16 is 1920x1080x60hz while mode 31 is 1920x1080x50hz. Mode 31 was selected by default in my setup apparently.

After a reboot, everything was smooth as silk.






Recharts vs Chart.JS

For my latest project I required about 50 x 250px x 250px charts on one page. Initially, I used Recharts because it looks freaking great and integrates nicely with React.

I quickly realized however that Recharts does not scale well because it is DOM heavy. For my applicaiton I quickly reached 12,000 DOM nodes. Loading performance is pretty bad when so many DOM elements needs to be initialized – however, the performance when initialized is actually OK.

In any case, I replaced Recharts with Chart.JS and saw a big performance improvement. My DOM nodes were reduced from 12,000 nodes to about 2000 nodes. Loading time was substantially improved and the performance of the application feels much better.

The biggest difference between the two charting components isthat Recharts is implemented using SVG elements while Chart.JS is implemented using a 2D canvas. The canvas only requires a single DOM node, while SVG requires several DOM nodes for data, chart configuration, etc.

In any case, for chart heavy applications with many charts, Chart.JS is my charting component of choice.


I was looking for a fast JavaScript vector library and found glMatrix. glMatrix is a Matrix and Vector library with high performance. The high performance is achieved using API conventions, e.g. by avoiding reducing use of implicit memory allocation and by carefully designing the usage of the library.

The lib does not feel natural but I do like that I know that memory management performance will not explode in my face when using it.

Creating a 2D vector is done explicitly by writing

let v = vec2.create();

while adding vectors together is done by

vec2.add(out, v1, v2);

operations such as add, sub, etc. do not enfer any memory allocation what so ever, making the operations fast and without garbage collection at a later time.

The API does feel very ‘C’ like. I really miss the ability of .NET where one can allocate to the stack by using Structs.


Photoshop Mockup

I ditched the idea of doing mockups using scripting from Photoshop. The primary reason was that Photoshops scripting capabilities are not great for doing WYSIWYG, i.e. every time a code change is made one has to reopen and reload the script. I had personally hoped for the ability to do F5 refresh of the script without any hassle.

Alas this is not possible. In any case, I actually did manage to produce a Mockup of a Red Alert inspired game using both real-time and turn based mechanics. This mockup was made using Photoshop and conventional tools.


I got heavily inspired by the graphics of the Cmd & Kill game made by renderhjs.
Primary inspiration thread can be found at: http://polycount.com/discussion/120427/pixel-art/p10

I got the idea of combining RTS and Turned-based strategy. The concept uses two phases: planning & execution. In the planning phase, one plans troop movements, production etc. In the execution phase, troops move and attack. I made a GIF showcasing the concept.


I haven’t really decided yet if I want to pursue this any further – but I believe it can be made to work. Frozen Synapse uses something similar, although this is on a more tactical level compared to what I was thinking.

Photoshop Scripting

In Photoshop CS6+ it is possible to do scripting using JavaScript. Photoshop exposes a DOM, similar to that found on the web, where one can manipulate layers, etc.

Creating a new document is as simple as invoking the following code:

var docRef = app.documents.add(2,4);

Next up, we can add a text layer:

var artLayerRef = docRef.artLayers.add();
artLayerRef.kind = LayerKind.TEXT;

and set the text of the text layer:

var textItemRef = artLayerRef.textItem;
textItemRef.contents = "Hello world";

Simple as that.

I had an idea that I might be able to use Photoshop for some mockup purposes using scripting. Not yet verified though.