A reason to install Microsoft Edge on your Mac: viewing cookies

As a web developer, I actually don’t use cookies that often (mainly because I’m not interested in tracking users’ behavior). But I do need to use them occasionally, such as to remember when they’ve clicked the “X” to close a modal alert, so I don’t keep showing it to them on each new page they visit.

That’s what led me to today’s surprising discovery. My cookie wasn’t working properly, so I wanted to investigate a) whether or not it was actually being saved, and b) what data it was saving.

I work on a Mac, and Safari is my primary browser. But I already knew Safari doesn’t let you inspect the contents of cookies, so I fired up Chrome, which is my go-to for testing anything that I can’t test with Safari. I know Chrome always used to let you inspect the contents of cookies, so imagine my surprise today when I discovered that, at some point fairly recently, Chrome apparently removed that capability. You can still see which sites have stored cookies, and how many, but you can’t investigate the details any further than that. Seriously??

Next I tried Firefox. Nope, same.

At this point I was highly dubious that the fourth browser in my testing queue would handle things any differently, but I had no alternative, so I reached for that rarely-clicked-upon blue-green swirl icon in my Dock, loaded my page in Microsoft Edge, and… what do you know, Edge does still let you inspect the exact contents of stored cookies.

But for how long?

Anyway… for now, I have a justification for keeping Edge installed on my Mac.

I think I just had my first encounter with web push notifications and I HATE IT

What. The. F&#*.

I’ve just spent the past few minutes looking at several restaurants’ pages on OpenTable — because the restaurant company is one of my clients and I’m in the process of updating OpenTable links on their websites.

Each time I kept one of their OpenTable pages open for a minute or so, on my Mac, I would get a “Time Sensitive” notification pop-up on my iPad and my Apple Watch. I realized after the second or third time that some system had determined that it was time for me to leave if I was going to get to the restaurant in time for the reservation I hadn’t even made.

WHY IS THIS HAPPENING.

I would get it if I was heavily into the OpenTable “ecosystem,” but I don’t even have their app installed on any of my devices. I’m guessing it’s this new web push notifications thing. But… GAAAH!! I’m not even logged into OpenTable in my browser on any of these devices, or on my computer. Somehow Safari itself must be pushing these notifications to my devices.

DO NOT WANT.

Gruber thinks Apple is doing this to comply with increased regulatory scrutiny in the E.U. If that’s the case, it just once again proves that the only times governments seem to get involved in the dealings of tech companies is to make things worse, mainly because the people in government making these decisions don’t understand what the problem is, and they understand even less how to fix it. And don’t get me wrong, I am not some kind of techno-libertarian. I think tech companies do a lot of bad things that the government needs to regulate. But the people in government trying to do that just don’t get it.

I can tell you one thing. I absolutely do not want any website I visit, ever, to be able to send push notifications to my f&#*ing devices. Stop. Just stop.

iCloud Drive: Don’t do what I did!

Being deeply immersed in the Apple ecosystem, a couple of years ago I made a decision:

I’ll move all of my work files onto iCloud Drive!

I work (as in, write code and edit image files) mainly on my Mac. But I was seduced by the possibility of accessing all of my work files in a pinch on my iPad (which I still had at the time) or even my iPhone. Plus, since my files would be in “The Cloud”, I could even access them from another computer (or from my Mac when booted into Windows) if I needed to, by logging into my iCloud account from a web browser.

It seemed… so obvious. So perfect.

Umm… maybe not.

For the past two years, I have been constantly fighting with iCloud Drive. One of its signature features is that it can manage disk use on your Mac automatically, so as your hard drive fills up, it deletes files you haven’t used in a while, keeping them safely in the cloud while freeing up disk space on your Mac. And with my MacBook Pro sporting a (meager?) 256 GB hard drive, with 40-odd GB allocated for a Windows partition, and over 60 GB occupied by Logic Pro X sound samples, my drive is filling up constantly.

While this is great in principle, it is completely unworkable in practice for three interrelated reasons:

  1. If you have a large amount of data in play here (for me, it’s in the vicinity of 100 GB), iCloud Drive may get to a point where it is constantly transferring data. If you’re not on a gigabit fiber connection, this can both use up all of your Internet bandwidth and take ages.
  2. Because #1 is taking place constantly, if you do find yourself needing to grab one of those files that has been deleted locally (as indicated in the Finder by a cloud icon with a down-pointing arrow), you may find yourself waiting several minutes for the file to become available, even if it’s small (as in, under 1 MB).
  3. In an effort to make this all appear seamless to the user, the Finder represents cloud-only files as… regular files. But they’re actually just pointers with a hidden .icloud filename extension… as you’ll find if you ever try to perform Finder actions inside another program, such as syncing files to a web server using Transmit.

All of this might be tolerable if Apple gave you any control whatsoever over which files get deleted locally. But they don’t.

It gets worse.

What’s worse than getting stuck in this situation? Trying to get out of it. It’s like quicksand… the more you struggle against it, the faster and deeper you sink into it.

I made the decision earlier this week to extricate myself from the iCloud Drive nightmare, by buying a 250 GB SanDisk external SSD. First off, a little unpaid plug for this drive… it is awesome. It’s super light and small, seemingly at least as fast as the internal SSD in my MacBook Pro (in that I am able to transfer multiple gigabytes of data in seconds), and it even looks cool. I’m going to be using it all the time, so I’m actually considering putting adhesive Velcro on both it and the top of my MacBook Pro so I can keep it permanently attached. (Which says a lot about how much my regard for Apple has fallen lately — in the past I would never have sullied the exterior of an Apple laptop with something adhesive.)

So anyway, external SSD acquired, my goal was to start transferring my files from iCloud Drive over to the SSD.

Uh… good luck with that.

Because I’m now at a point where I have more than double the amount of data stored on iCloud Drive as I have available space locally, a majority of my files are now only in “The Cloud.” Ugh. Which means waiting for all of that data transfer stuff to happen. If only I could, somehow, bypass this broken process, I thought.

There has to be a way.

tl;dr Nope.

So, here’s the thing. I’ve been using iCloud Drive for the bulk of my cloud-based file storage, but I do use other services as well. I have Google Drive. I have Dropbox. I know how they work.

Specifically, I know that you can, y’know, like, select a folder and download the entire thing as a zip file.

So I thought to myself, I’ll just go to iCloud in a web browser and do that! Download the whole friggin’ thing as a big zip file, or maybe a few zip files, and be done with it.

Nope.

For whatever reason, iCloud doesn’t let you do that. Probably because of the whole seamless “It just works” Kool-Aid drinking song everyone in Apple land has been singing. (Myself included, mostly.)

You can only download individual files, not folders, from the iCloud web interface. It does let you select multiple files at once, but only within one folder.

Check out this delightful thread full of know-it-all asshats whose response to a legitimate question — why doesn’t Apple allow this thing that every competing service does? — is to challenge the validity of the question and the intelligence of the questioner. (That thread is now closed so I’ve just opened my own new thread on the topic. Watch this space for trolls!)

There. Are. Plenty. Of. Reasons. A. Person. Might. Have. For. Needing. To. Do. Something. That. You. Have. Not. Previously. Considered. Stop challenging their premises and answer their question, or shut the hell up.

Whew.

I ended up “solving” the problem by resigning myself to the fact that it wouldn’t be completely solved. So instead I took the drastic approach of temporarily logging out of iCloud completely, just so I could strand the files I did have saved locally, and copied them to the SSD.

Then I logged back into iCloud Drive and tried to get it to stop syncing my files by unchecking the Desktop and Documents Folders option.

The only problem is, I didn’t have my work files in those folders. I had them in a separate top-level folder in the iCloud Drive that I created myself. Because, you know, you can do that and it didn’t seem like a crazy idea or anything.

It was.

I discovered this morning that even though I had done all of this and tried to purge the nightmare of constant iCloud Drive syncing from my Mac life, once I had logged back into iCloud, the Mac went right back to quietly, constantly, syncing that iCloud Drive data on my Mac. As I type this, I have a Finder window open to my iCloud Drive and in the status bar it says “downloading 120,079 items (36.14 GB of 48.66 GB)”. Fun!

So, my new plan for today is to watch that window, and as the little cloud icons next to individual folders goes away, I’m copying those folders to my SSD and then deleting them from iCloud. My assumption is that as I do this, I am freeing up more local space and iCloud will continue to download the remaining items, and eventually I’ll have everything transferred over.

But please… do yourself a favor and don’t do what I did. iCloud Drive is not suitable for professional use.

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.