Further adventures with the iCloud Photo Library… why can’t we just do this all on the web?

As I’ve mentioned previously, I have a problem with my iCloud Photo Library. A few problems, in fact:

  1. I only add photos/videos to the library from my iPhone. I might occasionally take photos with my iPad, but I almost never need to add those to my library.
  2. The way Apple “manages” storage for the iCloud Photo Library is woefully inadequate. As I noted in the post linked above, there are only three options: put everything on your device, let your device decide on some arbitrary amount of free space to keep, or don’t have the photos on your device at all.
  3. The way the options work is not adequate for me with an unwieldy library of over 50,000 photos, and neither the storage space nor the need to have my whole photo library on my iPad and Mac.

I pretty much have no interest in the new Apple Intelligence features that are rolling out as we speak. But today I did learn there’s one intriguing new ability. (At least, I think it’s new.) The Photos app can now identify duplicates in your library, and purge them, retaining only the highest-quality version and merging all of the meta data.

I immediately took advantage of that feature, and removed about a thousand duplicate images.

But I still was confronting a very convoluted situation with my new iPad, which has only a meager 64 GB of storage. (I was seduced by a “Cyber Week” promotion to upgrade from my old 8th Gen to a 10th Gen that was on sale for $259, but I overlooked the fact that in so doing, I was going from 128 GB to 64 GB.) The whole damn library got loaded onto the new iPad before I could stop it, and now I’m dealing with trying to purge it.

There should be a simple and fast way to just delete the entire thing from a device, but there isn’t. Apparently turning off iCloud Photos on the device deletes everything, but… does it? It’s not instant, and there’s no progress indicator. The photos do seem to be very slowly disappearing from the device, but the lack of clarity is maddening.

Meanwhile, I also (finally) discovered something that I think should obviate all of this nonsense. You can very easily access your entire iCloud Photo Library from iCloud on the web!

Yes, just go to icloud.com/photos and log in to your account, and you have a fairly decent set of tools for interacting with your entire iCloud Photo Library without having to store any of it on-device.

One look at the crap I keep in my library should make it clear why I don’t need this filling up all of my devices’ storage.

Why isn’t this one of the default options? In fact, it seems like it would be a no-brainer for Apple to make the Photos app present an option to interact with the library in the cloud only. I know there are bandwidth and connectivity implications, so it would probably involve a reduced set of features.

I suppose, in a way, that’s what the option to optimize storage does — or at least what it’s intended to do — but I am still astonished that it works in such a way that even the reduced/optimized images can fill up your device storage. Why doesn’t it just keep the tiny thumbnails plus the meta data (and no videos!) on-device, and only retrieve larger versions when you interact with an individual image directly?

Again… maybe it actually is doing that, and it’s just that my library is so ludicrously large that it still causes a problem.

But I know I’m not the only person with a huge library (probably others are even much larger than mine), who only ever wants to add items to the library from their iPhone, not their iPad or Mac. It seems that in those extreme cases, they could provide a “web-only” option.

Or, at least… let people know you can shit-can your whole Photos library on the iPad and just access it through the web if you really need to get to your photos.

Sure, you lose cool things like the “memories” widgets on the iPad OS home screen if you don’t have the library on-device, but it’s a trade-off that is not only acceptable, but necessary in a situation like mine.

Sometimes, in their effort to make tools easier to understand by limiting how much they explain what’s going on behind the scenes, Apple actually makes their tools harder to use.

ST:TNG Treadmill Review #14: They ended the season with a goddamn CLIP SHOW

Shades of Gray
Season 2 Episode 22
Original airdate: July 15, 1989

Netflix Synopsis

Who cares, it’s a damn clip show.

My Brief Review

It’s a goddamn CLIP SHOW.

I skipped the previous episode because it featured the Ferengi. The goddamn Ferengi. This is the final episode of the season, and what… it’s a CLIP SHOW?! Riker is in a coma with an infection he picked up on an alien planet, so the majority of the episode is random clips from the first two seasons that he’s supposedly dreaming while in said coma.

What. The. Hell.

I can’t believe this show lasted beyond this moment.

To be fair, according to IMDb, they resorted to making this clip show either or both a) because the outstanding Q Who episode from earlier in the season had gone way over budget, or b) there was a writers’ strike. Q Who was good enough that they probably should have just ended the season right there.

Memorable Moment

All of the moments I already remembered from previous episodes.

Crew Rando

Who cares.

Distance Rating: 3K*

*With all of these reviews, I rate it by the distance I run on the treadmill. Then I continue to walk on the treadmill to watch the rest of the episode. This is the first one where I stopped and turned it off.
IMDb score: 3.4/10

Here’s hoping things pick up with season 3. I’ll find out tomorrow. I honestly don’t remember this show being so terrible.

I think I like Super Mario Run

Here’s my early review of Super Mario Run, less than a day after it was released.

I think I like it.

I have been waiting forever for Nintendo to finally accept the reality of modern mobile devices and make games for the iPhone. (No, Miitomo doesn’t count. And Pokémon Go doesn’t really, either, especially since Nintendo didn’t actually make it.)

There have been a ton of Mario-inspired platform games for iOS over the years, and while many have been of very high quality and creativity, none has stuck for me.

What makes the top-tier Nintendo franchises (and here I am thinking Mario, Zelda, Metroid, and maybe Pokémon) so great? These are the criteria:

  1. Engaging concept
  2. Attention to detail
  3. Playability
  4. Platform-optimized experience

Every would-be Mario surrogate on iOS has failed at least one of these criteria. And I expected that, if Nintendo ever did make an iOS game, especially a Mario game, when it finally did arrive it would be an unmistakably “Nintendo” experience because it would nail them all… and most likely differ from what I thought I wanted about the experience, because what I thought I wanted wouldn’t really work, and what I actually wanted was something I couldn’t quite imagine.

People have been saying it for years, but yes: this is how Nintendo and Apple are alike, and why I expected to be surprised, if not amazed, by what Nintendo came up with, even if it didn’t seem at first glance like it would be successful.

The biggest surprises for me about Super Mario Run when it was announced were a) how slow Mario seems to run, and b) that it’s essentially an endless runner with one control: tap-to-jump. It’s like the old joke before the iPhone came out that, if Apple ever released a phone, it would only have one button. Guess what: it did, and it changed everything.

Let’s explore the criteria, one by one:

Engaging concept. It’s classic Mario. The basic formula that has existed since Super Mario Bros. in 1985. More specifically, this game, visually and structurally, fits very much into the mold of the New Super Mario Bros. series that debuted about a decade ago on the Nintendo DS. Check.

Attention to detail. This feels like a Nintendo game, in all of ways, both good and bad. The good is where it counts — the actual game experience. The bad is the surrounding stuff, showing that Nintendo is still out-of-step in the online world. First, the bad: this game requires an always-on Internet connection, which seems a bit ludicrous. Apparently the primary reason is to prevent piracy, which I really don’t get. The only way to pirate iOS games is to jailbreak the device, and it seems like there would be easy enough ways for the game to detect that without an Internet connection.

Besides the Internet connection issue, there’s also the fact that the initial setup process requires selecting your country from a huge list (again, this is something the game should be able to detect automatically, especially since it has to be online to function) and a distracting Nintendo Account step. Then after a brief gameplay tutorial, you’re thrust into a black screen with a progress bar as the full game content is downloaded. I’m not sure if my experience was just due to peak interest at the launch, but it took forever to download… in fact, I tried over four sessions as I was out-and-about, jumping between LTE and WiFi in various locations, until I finally got the last 5% to download when I was at home several hours later.

So, that’s the bad, and it really kind of sucks. But the good is, once the game is actually loaded up on your device, it has all of the polish you expect in a top-tier Nintendo title. The design is flawless, the UI interactions are smooth as can be, and everything about it shows the same level of care that Nintendo puts into the best Mario games for their own systems. And because the iPhone screen resolution is so much better than on a DS/3DS, this looks much more like a Wii U game than a mobile game.

Playability. This is where I was really surprised. At first I was disappointed. Mario runs continuously, which makes sense for the one-hand — really, one-finger — control scheme, but he seems slow. This is not the “hold down the B button” running we’re used to in a Mario game. It’s about halfway between his usual walking and running speeds. But you quickly realize the speed was carefully calibrated for optimal playability. When you don’t have the ability to make Mario stop, you need just a fraction of a second longer to figure out how best to react to what’s going on in his environment. Before long you realize this speed feels perfect in conjunction with timing jumps, interacting with special blocks and avoiding enemies.

Speaking of enemies, when Mario is running and approaches an enemy, he automatically vaults over it. It’s a cute effect, but initially it made me wonder… is there any way to die in this game? Especially since it seems like even when Mario would die, such as falling down a hole, he instead goes into a bubble (as in New Super Mario Bros. U) and gradually floats backwards on the course? Well, yes. I didn’t immediately realize that you have to earn those bubbles, and they eventually run out. Plus, Mario only vaults over enemies if he’s running. If you’re mid-jump and he touches an enemy (other than landing square on its head), he dies just like in any other Mario game.

After a couple of easy screens, the complexity of the courses quickly catches up with you, and before you know it you feel like you’re just playing a regular Super Mario title, not a streamlined “endless runner” version.

Platform-optimized experience. Speaking of that streamlined “one-finger” control: one of the most irritating problems with any iOS game, aside from the difficulty of using a simulated, on-screen D-pad for movement, is the fact that your fingers obscure part of the screen. Nintendo, of course, solved this perfectly. When you’re navigating the game interface, the full screen is used as in any other game. But during a run, the bottom 1/4 or so of the screen has no action… only a generic background design matching the style of the current course. That way, you can keep your thumb poised at the bottom of the screen ready to tap (or tap-and-hold for a longer jump) without covering up any of the action.

I would never have expected a one-control, endless-runner style Mario game to work as a real Mario game, but it does, and is probably the only way to make this work on an iOS device. But Nintendo not only defied most fans’ logic with this control scheme, they perfectly tailored the elements of the game to work with it. They removed standard elements of Super Mario games (like Fire Flowers) that simply wouldn’t work with this control scheme, and they added things that — while they maybe would work with a traditional control scheme — are only logical with an endless runner, like special blocks that make you change direction when you jump on them, and others that pause the action to give you an extra moment to decide how to proceed.

A couple of other realities of mobile devices that Nintendo acknowledged with this game’s design are the brevity of play sessions and the interest in online competitive play. The levels here are shorter than typical Mario levels, although they don’t feel especially short, but they work well if you only have a minute or two to play. And the Toad Rally mode is a great way to do online competitive play. You’re not actually competing in real time, but the game makes it feel like you are, by matching you up with actual previous runs by other players.

There’s also a reward system for daily play, unlocking both useful features like additional playable characters as well as more frivolous prizes like decorations for your Mushroom Kingdom, similar to some of the features in Miitomo. And of course, you can tie in your Nintendo Account so your Mii shows up throughout the game. (I assume some of what you do here feeds back into the Miitomo experience as well, but to be honest I deleted Miitomo off my iPhone months ago.)

Overall… yes, I do think I like it. This is not the perfect classic Super Mario experience I always thought I wanted on my iPhone, but… let’s be honest. There are enough other, really well-done iOS platform games out there that I have tried for a day or two and then abandoned that I realize a perfect classic Super Mario experience is impossible on a touchscreen device with no physical controls. What Nintendo has delivered is a new kind of Super Mario experience that feels 100% “Mario” but actually works on an iPhone.

Now, what I really want them to do is an iOS Zelda game. There are Zelda DS games that rely almost entirely on the touchscreen and stylus for all movement and action. It seems like a no-brainer that this experience would translate well to a mobile phone. But then, what do I know?

Just remember… If you see a stylus, they blew it.

A passable but imperfect solution for full-bleed background images on Android and iOS

I’m working on a site right now that has a fixed, full-bleed (i.e. background-size: cover) background image on the <body>. The content flows over it, mostly obscuring it completely, but the background is occasionally revealed in the spaces between content blocks. Some blocks have a semi-transparent background so you can see the fixed background as if through frosted glass.

Here’s the CSS:

body {
  background: rgb(255,255,255) url('../images/ui/body_bg.jpg') center center no-repeat fixed;
  background-size: cover;
}

It’s a cool effect, but it really, really does not want to play nicely on mobile. Various odd things happen on both Android and iOS, and they are completely different.

Quick side note: Yes, the background image is a JPEG. Normally I only use PNG or SVG images in UI elements, but I had good reason to use JPEG here: even though it’s only two colors (with some in-between colors due to antialiasing), the pattern in the background is incredibly complex, and a JPEG version of the file is about 1/5 the size of the PNG. And since it’s an illustration, I tried making an SVG version first, but the pattern is so large that the SVG was about 2 MB! So JPEG it is… which may be a factor in the issue I’m having on Android, but I haven’t tested a PNG version of the image to verify that.

iOS Problems

I’m an iPhone user, so I mainly test responsive sites on iOS. I do own an Android phone (a Motorola Moto E, which I highly recommend as a cheap-but-decent Android phone for testing), but I generally only break it out during the final round of browser testing prior to launching a site.

The issues with background images on iOS are well-known to most web developers. iOS has a number of rather arbitrary seeming limitations imposed upon the Mobile Safari browsing experience, generally for one of three reasons: 1) performance, 2) touch interface usability, 3) the whims of the ghost of Steve Jobs. In the case of background images, background-attachment is not supported. I’m not really sure how this would impact either (1) or (2) — although I think with the early underpowered iPhone generations, it did impact performance — so I think we’re dealing mostly with (3) here. At any rate, because you can’t have an attached background on iOS, I added this in my media queries:

@media screen and (max-width: 782px) {

  body {
    /* For background handling on iOS */
    background-attachment: scroll; background-repeat: repeat;
  }

}

Another quick side note: Why is my phone break point at 782 pixels, you ask? Because that’s where WordPress has its break point for the admin interface. I’m not exactly sure why the WP team chose that number, but why fight it?

Besides the background attachment, there’s also the issue that background-size: cover on a phone is going to make the background image huuuuuuuuuge because it’s scaling it to fit the height of the page content, not the screen size. I initially solved that with background-size: 100%;, since we’re now allowing the background to repeat. As you’ll see, however, that led to problems on Android, so I ended up scrapping it.

Android Problems

Yes, Android has problems. Don’t even get me started! But I wasn’t prepared for this.

I opened the page in Android, and, although the background image was displaying as I expected in terms of size and attachment, it looked… awful. The original source image I am working with is a generous 2400 x 1857 pixels, enough to look reasonably sharp on most displays, even at high resolution. And it looks great on my Mac, great on my iPhone. But on the Android phone it was splotchy and low-res looking… like it had been reduced to 200 pixels and then upscaled (which is maybe what Android is doing, somehow… and here is where I’m wondering if the image being a JPEG is a factor, but that’s just a stab in the dark).

I tried a number of possible solutions, the most obvious being to set exact pixel dimensions for the image. I tried 1200 x 929, basically a “x2” size for high-res devices. Still looked like crap. I even tried setting it to 2400 x 1857, the actual dimensions of the image, and it looked like crap… and I don’t mean pixel-doubled, which is what it actually should be; I mean the same splotchy weirdness I had been seeing at other sizes.

And then I discovered David Chua’s solution:

html {
  /* For background image scaling on Android */
  height:100%; min-height:100%;
}

Yet another quick side note: Here I am not placing this inside a media query. We don’t want to only fix this issue on phone screens. Granted, the iOS solution above needs to work on iPads, too… something I haven’t really solved here. I’m workin’ on it!

This change for Android worked perfectly! By this point I had, temporarily at least, removed the iOS workarounds I mentioned above, so on Android the background image was not only perfectly scaled to the browser window, looking sharp and clean, but it was even fixed-position, just like on desktop!

But… the image was back to being huuuuuuuuuge on iOS. Apparently this html trick for Android does absolutely nothing on iOS, so you’re left trying to find another solution that won’t simultaneously break Android.

An uneasy compromise

It’s not perfect, but I found that if I put both of these tricks together, everything works… the only thing we lose is the fixed-position treatment that Android allows but iOS does not. But the background looks great on both platforms and most importantly, behaves consistently on both.

Here’s the complete code I’m rolling with, for now:

html {
  /* For background image scaling on Android */
  height:100%; min-height:100%;
}

@media screen and (max-width: 782px) {

  body {
    /* For background handling on iOS */
    background-attachment: scroll; background-repeat: repeat;
  }

}

As noted above, this doesn’t really address iPads. A simple solution would be to change the media query to @media screen and (max-width: 1024px), but a) that doesn’t account for the larger iPad Pro and b) it also means a desktop display will lose the proper background effect if the window is smaller than that size. I don’t really have a solution; an adaptive treatment using either server-side or JavaScript-based browser detection would be a consideration, but I don’t really like resorting to that sort of thing for something as basic as this.

It doesn’t help that I recently gave my iPad to my daughter so I don’t currently have a tablet of any kind for testing. That’s about to change as I have a newly ordered Kindle Fire arriving today, but of course that’s not going to give me the answer for an iPad. I can try Responsive Design Mode in desktop Safari, but that’s not always a perfect representation of the quirks of an actual mobile device.

Still… this combined solution for phones is an improvement over the default behavior in both cases.

Top 5 Albums of 2014: The Finalists

Getting closer… I’ve eliminated a few albums that just don’t stand a chance *cough* *Heaven and Earth* *cough*. Here are the top 10 contenders for the final list. The final list finalists, if you will.

Aphex Twin — Syro
Beck — Morning Phase
Com Truise — Wave 1
Foo Fighters — Sonic Highways
Lusine — Arterial [EP]
Room 34 — 5mi
Tycho — Awake
U2 — Songs of Innocence
“Weird Al” Yankovic — Mandatory Fun
Zero 7 — Simple Science [EP]