Hello everyone. We are going to talk about pain points of contribution in the Drupal community. Very excited to be here and very excited to be speaking. We have bit.ly links. First one is for the notes. It's bit.ly slash pain hyphen points, hyphen notes. We encourage you to take notes because more notes is better after this session. Val and I will be preparing synthesis based on the discussion here. We have also posted the slides online which is bit.ly slash pain hyphen points, hyphen slides. So you can follow along and you can see our speaker notes what we will be talking here. My name is Kalpana Goyal. I am from Washington, D.C. I work for ForumOne as a developer and ForumOne is a full-service digital agency. We do a lot of non-profit organization work and government agencies in Drupal. My name is Valerio Luria. I run a small Drupal agency which is a distributed team. We work in Europe mostly. I maintain several country models on Drupal.org and I am hireable both as individual and as an agency. So we are talking about pain points of contribution, but what is contribution? Contribution is organizing sprints, camps, meetups, writing documentation, whether it's documentation patch or writing documentation on Drupal.org, doing manual testing, design review, UX review, but in this talk mainly we are going to talk about code contribution and reviews. I presented similar session at Drupal Con LA with another co-presenter and it was surprising that multiple people and quite few people said that their biggest pain point for contributing in Drupal community is using IRC. I was really surprised because personally I like IRC really. But IRC is because how many people in the audience use IRC? About 40%. So you know that Drupal lives on IRC. We do interact our day-to-day interaction in IRC related to issue in the issue queues. But how about if a new contributor decides to contribute to Drupal and have no idea that there is such thing exist or any newcomer to Drupal community? As for example, when I started working in Drupal, I didn't know that IRC really existed. And one of my co-workers just told me one day why you are not IRC and I said what is IRC and why you are asking me to be on IRC. Why I have to be on IRC? And he said because Drupal lives on IRC, if you want to work in Drupal, you have to be on IRC. So how people can learn about IRC? How do I connect to IRC? What channel should I be in IRC? There is no information about list of channels or any information about IRC on Drupal.org home page. So you can go to Drupal.org slash IRC, which lists all the channels of the IRC which you can log in and connect to. Or you can go to Google and search for Start Contributing and then go to Drupal core mentoring page and that has a list for the IRC page. So some people said that it is very difficult to keep up on IRC. For example, if three or four people having a conversation on IRC and if people, like somebody is typing my nick or IRC handle then I know that person is talking to me. But if nobody uses my IRC handle, I don't know who is talking to who. So for example, other chat apps like Slack and HipChat, it shows like who is typing. So you kind of get an indication, okay, this person is talking to me and is typing. So I should wait for it to get an answer. So for some people, it's really, really hard to keep up on IRC. And someone also mentioned I was at PHP World last year and I happened to organize a Drupal core hackathon and somebody from the PHP community said that why you are on IRC? Because IRC is so 1990s and I had no answer to that. And I just said because we just talk on IRC, so we are on IRC. Another pain point of using IRC is that there is no scroll back or history. I am logged in on IRC. But for example, I'm not on my machine or computer for two hours. After I come back, after two hours and I want to scroll back and read what happened in two hours. There was interesting discussion and I was interested to know more about that and I want to read about it. But there is only so much my IRC client, which is Line Chat I use, that can show to me. So there is that, that history is all lost. I don't know what happened. I really wanted to know, but there is no way to knowing that. So to mitigate that problem, you can set up Bouncer. And so the question is what is a Bouncer? How many people here in the audience use Bouncer? Two. So Bouncer is a piece of software, like running on remote server. So you can, the advantage of setting Bouncer is that you are always connected to IRC. But setting up Bouncer is not easy. It requires technical steps and it costs money. So in the beginning, there are some steps that you need to set it up, but it becomes easier in the future if you want to use it. But it does take time and money. There is an issue on Drupal.org. The issue number is 2490332. So in this issue, I actually created this issue after DrupalCon LA session. So in this, we are talking or community is discussing about an exploring and better option or alternative in place of IRC. So some of the options being discussed is Water, which is open source software application, or Slack or HipChat. We know that the Slack and HipChat, you can use it for certain limit for free. But like if you want to store, like show the history and if you want to display the old messages, I think then you need to go to the premium account. But this, nothing has been finalized yet. It's still in the discussion. So if any of you are interested and have any feedback, please do participate in the discussion because it will help the community. It was also noted during previous discussion that IRC is definitely not the only channel to communicate, that is used to communicate through within the Drupal community. First of all, there is a powerful tool of issue notifications via email. And if you go to any page of any project, including Drupal Core, of course, which is www.drupal.org slash project slash Drupal, there is quite a few links in the right block, including subscribe via email. And there are several options to choose when exactly to get identifications via email. Some things have changed also since LA and we have more or less regular core updates. That resides in groups.drupal.org slash core slash updates. They go from weekly to monthly, this week in Drupal Core or this month in Drupal Core. And in addition to being a web page, it is also an email subscription. There is ongoing discussion on Node 2230579 about how we can recognize contribution which is different from writing code. And we are focusing on writing code and contribution by writing code in this session, but still we have other types of contribution like research, like providing screenshots, writing issue summary, and things like that. So if you want to participate in that discussion, you're very welcome to visit that node. So my co-presenter Val just talked about how do we recognize contribution, because this is also a problem. We do recognize contribution for somebody writes a patch. Now we made an improvement that now we recognize contribution for the reviewers, because reviewers spend a lot of time. They read each line of your code or documentation, and they spend time reading each line of the code, making sure that it does what it's supposed to do. So we have made huge improvement and we do recognize that contribution. But what about documentation review? Because when you are reading documentation, you just say that, okay, I read each line of doc, and it does what it's supposed to do. Do you get credit? Come with credit for that? Does anyone have experience about that? No one? I will share my story here. So recently I had an opportunity to participate in the code sprint at MWDS, and we were working really hard on safe markup issues. So someone asked me, can you review my patch? It's a documentation patch, and for the safe markup, and I said, sure, I will do that. So I spent two hours because that patch was so long, and I kept reading each line of the code. And the person who worked on the patch, he was also there. So I had some suggestion, and I went and talked to him. He made those changes. I was talking with Alex Pott on IRC, and in the meantime, he also provided better language for the documentation I was not happy with. And so everything is good. I said later in the night, I said, I read the patch, it looks good. I will mark RTBC. But guess, did I get commit credit for that? Any guesses? No. So that was disappointing because we all want commit credits because we all volunteer our time. We are not getting paid. This is volunteer stuff. So of course, I want to get commit credit because this is something I am really proud of. This is what I have invested myself into. But I will tell you why I didn't get commit credit for that issue. Because when I RTBC that patch, I said, I read this patch, and everything looks good. And it was not enough. It was not enough. When you do code review, you read each line of the code, and you just provide thorough feedback and say, yes, I read each line of the code, this function is doing this, this variable is doing this, this method is returning this, or this looks good. But what about documentation review? Documentation has the same thing. When you do doc review, you say like, I read this documentation, and this is doing what this function is supposed to do. And that's what I liked. So if you want commit credits, please do follow those steps and provide thorough feedback or review on even on the documentation patch if you do want to get commit credits, which I don't know if you want to spend two hours and not care about commit credits. Not me. Another improvement has been a huge improvement has been made to user profile pages on Drupal.org. So that new improvement now it shows the commit mentioned on number of the issues that has been marked fixed in three months, the last three months. But by the way, how many people here think that their user profile page on Drupal.org is really important, and they use it on their resume. Can you please raise your hand? About 40%. I think it's important because that is the place I tell my employer to go and look even though I have not contributed any module or team but I have now the core mentioned which I think it's important. And then people have listed me as mentor. That is also important because that shows that I am one of the mentor and I I don't work on my own issues, but I rather help other people to work on their issues. So I think these are huge improvements. As many of you know, there is thing called mentored core hours, which happens every week in IRC. Sorry for IRC, but still. And what I've heard from many mentors that visit that core mentoring hours almost every week, including myself, is that it gets kind of disappointing when people work on their own issues. And when they finish and they get some help from other people, who from their side can easily commit that trivial change in the text and get their own commit. So they help other people to get started with contributing with core to core. So mentors are very happy when other people list them as mentors, because it's also part of the new user profile on Drupal.org. So this is a screenshot of my user profile page on D.O. As you can see, I have listed a few people as my mentor because they help me work on issue. One of my mentor, he's sitting right here, Tobias. He's a shortcut module maintainer and he helped me work on shortcut module issues. So this is my token of appreciation to him that, you know, he instead of working on his own issue, he spent time with me and he explained me what's going on into the issue and how I should proceed forward. So kudos to him to spend time with me and help me work on that issue. We'll work on it on Friday. And this is like and some people have listed me as their mentor, because at some point I help them work on some issues. And also you can see that the in the previous slide, what I was talking about, it has the commit mentions. So I fixed I got commit mentions in 12 issues, which got fixed in last three months. So this is new. So after LA like LA was four months. So after LA like maybe from July, August, September. So this is this is I think this is a really huge improvement. Can I interrupt you for a moment? Yes. So this here is another pain point is that this is a number of issues that were really committed to core and a lot of people participate in issues that can long for months or years. And this number doesn't appear here, which is kind of sad. Another thing is that how can we encourage companies to contribute their developer time? So we don't do much to recognize those kind of contribution for the companies. We have new feature on triple dot org, like if you work on the issues, you can select like, like K Gwell at forum one. So my company get credit. And they recognize that forum one is contributing their developer time to work on core. But I think there is some, some idea or some kind of planning in the future that they will gather all these companies name and show somewhere on triple dot org, but it's not there right now. So I think the whole back for the companies is that, okay, we can sponsor triple con, triple camps and sprint because we get more recognition because more exposure during those events. But if I can't let our developers to work on core, then there is no such recognition. Yes, Mike, please. There we changed the marketplace to reorder by that yesterday. So there is today. Is there is that information somewhere on dribble dot org that we can go and check? It's the marketplace. Yeah, it was the keynote introduction. And Josh posted a blog post on the home page of triple dot work too. So yeah, it's yeah, it's really recent. It was just yesterday. But yeah, it's done. Would you mind posting that link into our Google doc, the link I posted? I don't have the link to the doc. Okay. Yeah, it's the most recent news post on the triple dot work home page. So that's a biggest step. So I guess the whole back for the companies is that because they don't get recognition and so they don't want to contribute their developer time to work on core. I want to give as an example. How long it took us to raise triple eight accelerate fund? Does any everyone know what the eight accelerate fund is? Does anyone not know what the eight accelerate fund is? What is that? Yes, so this is something new, which we did for triple eight. So triple eight accelerate fund is to raise money to help core developers work on critical issues to help move triple eight forward. And there is a related session, by the way, it's paid contribution past, present and future tomorrow at 1pm. I encourage you to all come and attend that session. And also, so this is a screenshot which I took from triple course dot com. It shows the list of the companies and agencies. So for example, card dot com. They have contributed five pet five developers and they have contributed 74 patches. So this is some kind of something nice. But this is this information is not on triple dot org. Somebody has to know that they can go to triple course dot com slash companies page and then find out this information. Mike Okay. And by the way, this is a core conversation. So this is a short presentation. And so there will be a plenty of time for discussion and question and answer. Kalpan was talking mainly about big companies and how we can interest them to pay people for contributing to the core. But there is the other side. People who work in small companies or work by themselves. And the problem for them, as well as big companies, of course, but the problem is different from that. It's their time and their money net. There is no one there is nobody that is able to pay for them. And of course, they all of us have families, we have bills to pay and full time jobs responsibilities. So it's kind of problem to find the proper balance. There is also a buff on increasing contribution in open source software tomorrow at 1145. Someone is doing it and asked us to add it in our presentation. So what other open source projects are doing things differently? So recently, a patchy tweeted this, that they pass 5000 committer, I think it's not committer but the contributor mark. And this is a graph I took it from their website. It shows like how you can see like it started in 1999, and it was pretty flat up to 2001. And then it started picking it up. And now by 2015, they have 5000 contributors. I don't think we have this problem in Drupal community, because currently we have 3150 contributor. But the problem is that we don't have many repeated contributors. And I will explain it. So this is a long tail graph. I took it from XGM's blog post. So you can see and this graph is few months old, because as I said that we have 3150 contributors. But you can see the line is flat, not like a patchy. A patchy is like moving up. But that is also from 1999 to 2015. But anyway, so we have lots of contributors who have contributed to core, but they have like patches up to like 5 or 10. But very few people, they have patches or contribution, like 20, 50, 100 and so on. So the problem is that we don't have many repeated contributors in core. Just to sum it up, we have talked about pain points from Los Angeles and something has been added since. And some of these pain points have we see suggestions that we can do. Definitely, we need more reviewers and we need to reward people who make contributions other than writing patches. We need not more documentation, but we need better structure documentations. We have tons of the commutations actually, which is written by people and generated from the source code. But in many cases, it's really hard to arrive to the piece of documentation that you need. There is a certain problem caused by unique workflow of Drupal that is different from other open source projects. And I know that we know that pull requests are coming to Drupal org. And this is great. But we're still not there. We need better communication, and probably something different from IRC channels. And you say about motivation. So this is not a suggestion. I have two pain points, which I have also it's not just my own pain points, but I have talked to many core contributors and my friends in Drupal community. And they all say motivation. How many people have that problem here? Or the pain point? Please raise your hand. Motivation. I really want to learn because Drupal 8 is great. We are using modern OOP. And it's great because if I learn this thing, maybe I can apply this knowledge to symphony level and other platform and do other projects. But the motivation to work on core, because it just drags some time. If I submitted a patch, if my made a comment, if I'm waiting for answer, it just takes a long time. And the problem is that we lack reviewers. There aren't many reviewers. But hopefully that will we will overcome that problem because we have started recognizing their contribution that reviewers are important to Drupal community. And another thing is time. We all have our personal life. We most of us have full time job. And I as I said, I want to work on Drupal core. But having full time job and working on core, it's not something not possible because I want to have a healthy life outside my Drupal life and work life. So it's it's very hard to balance everything together like my work, personal life, Drupal. So speaking of that, please come to the sprints on Friday, help us get release Drupal 8. And at this point, I will open the mic to audience, please share your pain points, suggestions with us. I would like to hear from you. Hi. So I'm not a Drupal developer at all. Can you say your Drupal.org name, please? El Smith 77. I do have that. Despite not being a Drupal developer. So one thing that that I noticed.  And I'm pretty sure that there are lots of benefits for doing it. So I'm not advocating like just dropping that. I do notice also that there's a GitHub.org mirror of Drupal. But it specifically says that no pull requests are accepted there. And I'm very active in the symphony community. And we have a similar situation in a way that we have a symphony GitHub repository, which is one monolithic repository where all the code lists, and then we have subtree splits for each of the different components. And for a long time, we didn't accept any contributions on the components because we work in the main repository and the components are just read only. And at some point we said, no, actually, we want contributions to be easy. So if somebody is just using the component, we now accept merge requests on the component and we do the work to bring it to the right process. And that basically means we pick up the people that want to contribute. We help them then move it to the proper process, rather than just telling them, no, this is not the place you have to go elsewhere. And the same way I would suggest that, for example, if you have that GitHub mirror, or even other places, that you welcome whatever contributions in whatever form, and then you do the work and bringing it into the right process, and thereby teaching the people how to do the proper process rather than just telling them, no, go elsewhere. And by telling we who pull things and proper people from other repositories to the main repository, you mean who exactly? Drupal community. So again, these would be volunteers from the Drupal world. But this is a great way of just bringing new people in into the community, rather than just telling them, whatever process you know up to now is wrong. You have to do this process.  Does anybody want to answer that? I think Klausi at one point had a tool he was using for Larry, can you say your Drupal.org name? For those who don't know me for recording. Yeah. I think Klausi had, at one point, a tool he used to synchronize like, I think it was before going GitHub from his GitHub account to Drupal.org issues. And just kind of a stop gap until we figure out how to get the full pull request like behavior on Drupal.org. There's a lot of pushback on it. But I think tools like that might help with what Lukas is talking about, just some way that we can automate, hey, there's a pull request over here. Now, talk to that person or whatever. Another thing that is a barrier is if you want to do reviews on Drupal.org, everyone needs to use Redditor for Drupal.org. Really, Redditor is the tool you have to use, which means you need to know that you need to go download this browser plugin in order to review patches for Drupal, which is just ridiculously weird. Is there a reason that's not just part of Drupal.org yet? I mean, it's kept in sync. I mean, we've got a Drupal.org person here, maybe you can answer later, but that seems like something that should just be baked into the site and not be a browser add-on. That would just be one less step that new reviewers have to think about. Hi. Sorry. I think there was discussion about that, about adding their editor to Drupal.org, and the reason that it's not part of Drupal.org is that there are people who are Drupal.org users who are not contributors, so they don't need their editor. As far as I know. So, yeah, there's probably an issue. We could look up the issue number for it and find out. And we can also listen to what Neil has to say. Cathy can use it. Yeah, so my name is Cathy. I'm Yessi T. The idea of not telling people no on GitHub and allowing them to do it there like they normally would and then redirect them to a different process is quite interesting. I think in the least, we could probably have some kind of GitHub hook that runs, that responds to a pull request with instructions on how to do it on the Drupal.org issues. And that might be a soft introduction to doing it that might avoid some of the backlash that other people's automatic postings on comments and stuff have gotten in the past. So it might be like a little bit of a halfway. I'm Neil Drum. So I work on Drupal.org. So a couple of things I've heard on the Dreditor thing is the Dreditor maintainers, they've basically Dreditor is a hack. And they've said, as far as I remember, something along the lines of like they don't think it should go into Drupal.org as is. It's not good enough. And yeah, we do want to take a look at some of the other, there's lots of open source code review tools out there. And maybe there's a standard software package that can be integrated and work well. So yeah. And the other thing is time. You know, we need to to actually look at those alternatives and maybe look at them and say, oh, well, our hack works. That's possible outcome. But yeah, that's the least a few hours of work. Yeah, I would agree with Neil that there's just so much that the Drupal.org staff has to do that's uber critical to the project surviving that Dreditor hasn't made it up the list yet. I think PHP fabricator is the tool that I think was the last time we did an evaluation of what kind of review tools to add was the one that looked the best way to go at that point. Yeah. Hello, I'm Dassio. So I liked the idea of opening up more possibilities of contribution and I'd be interested in is the canonical resource for discussion and information still be kept in the main repository or in the case of Symphony, do you then also handle the complexity on the subsystems? Because that's what I would be concerned if, like if we if we start thinking in branches and features, do we also communicate in those isolated levels or do we communicate on on the main level? Else Smith. Use Mike, please. Can you both please use the mic? Hey Lucas, so my question is if you handle discussions in the subtrees or do you direct the communication on to the main level? No, so we try to then directly as quickly as possible get it to the main repository. But again the fundamental idea is really that we will never make it a barrier. So if the person will then reply there, I think that the I mean we technically don't prevent like I think in GitHub you can now close the discussion but I don't think we've ever done that. So if the person insists on replying there then that's just how it goes. Shifting gears slightly from the mechanics I think another one of the barriers that even I run into a lot is the knowing whether or not something will be accepted or would be accepted if it worked. You almost never know that in advance and the more work something is the more of a gamble it is. So that means pretty much unless you're sponsored and working on something that has been specifically called out by trees to you specifically, which is about five people, everything we do is spec work.  And so just having some better way of communicating these are the kind of things we want, these are the kind of things that if you do will get accepted if you if you do will probably not get accepted. Yes I'm talking roadmaps but you know some way of being able to communicate yes this thing is going to be worth your time or not before someone spends the time on it because you know the negative impact of putting in an hour of work on something to have it then either not be accepted or to sit idle or be outright rejected or whatever it take that's that compensates for 10 successful patches getting in just getting one you know nope with the work you spent on this is not going to be worth anything. So minimizing that with much clearer direction communication I think is another important pain point for just pre-approving issue concepts before people start working on code or whatever the mechanism is just to minimize the amount of spec work that people do because that is soul crushingly bad when it stuff doesn't get in that that way. Do you see any mechanism for that? I've actually tried a couple of times to push through things like that at one point there was an issue tag needs architectural review or needs committer feedback or we've had a lot of different mechanisms we've tried over the years not all of which have stuck at this point I think things with a novice tag are pretty well guaranteed to get in because they're so simple I don't think beyond that there's any real reliable mechanism to say yes this thing is okay other than well can you make an argument with a beta evaluation which is you know current phase of the cycle we have that. Other than much more proactive work from project leadership which who knows once we actually get Drupal 8 out maybe we'll have time to think about that. That's all I can think of just much better marketing and much better communication around you know these are the types of things we want to do this is the collection of issues we care about these are their priorities these are things we explicitly don't want that's a useful list as well that we've never really done anything with but that's a good thing to have as well of you know if you have a patch with those X Y or Z please don't waste your time because it won't get in for whatever X Y and Z are which means deciding what those are going to be but just some better method of knowing you know if I'm going to go spend a couple of hours writing this code is it going to go anywhere or it's going to go into blockhole is it going to get won't fixed it's going to just sit there and not get won't fix but to effectively be rejected anyway which is even worse just improving that process I think is helpful because even first you know longtime senior level people myself included that is soul crushing when you say that knowing something that if this is guaranteed this will make an end make it in before someone is starting work on an issue are you talking about this phase right now or has it been the issue always from the beginning of the development cycle just to be clear I'd say it that problem exists worse during beta or during our scene for obvious reasons but I think at any points I don't think even in the early stage early stages of the whiskey initiative you know there's no guarantee of anything or if there was it is so informal as to not count so everything ended up then being a fight to get through large and small changes because nothing ended up pre-approved until the patch was r2b seed and even then sometimes not so it's it's more of a problem during beta but it's not unique to beta it's just a natural part of the process I think and that's what we need to compensate for hi el smith 77 again yes this is a response to Larry I'm not sure if this is accurate but you're talking about things that go into core rather than that things could be that could be done in the module okay so maybe maybe the problem will solve itself and here's why with two blade you now have an object oriented architecture and you have interfaces and the great thing about that is that it becomes much more feasible to hack the core by extending it by you know overriding things in services and so on so forth so that you know it doesn't get into core in symphony in many cases when you know people are starting like bigger things where they are uncertain about that they just started as their own component and sometimes they just live at their own as their own components and sometimes to get actually then promoted to become official symphony components later on but either way like your work will not be for nothing right just because you didn't get into core it doesn't mean that your work will have to live as a core hack which probably doesn't make sense in the long run but it can it can live on and still be useful so obviously still you know if you have the ambition to bring something in cords can still be soul crushing if it doesn't get in but at least the work is not entirely lost so okay maybe the problem doesn't solve itself but at least the the pain will be reduced a little bit in the future so I think there's two different kinds of things to think about when you're when you're thinking about investing your time and doing something one is like investing your time in doing something relatively big and the other thing is investing your time on a very discreet small issue and so the way to solve those two things could possibly be different when when Larry said the problem is worse during the beta phase I actually think the solution that we put in place is better so we had then that we didn't have before guidelines that were written down and agreed upon by the core committers as to what was going to be allowed in the beta so it was more restrictive maybe what was going to be allowed to be commendable but our communication about it was much better and then once we got the secret tool that experienced contributors know dreaded her with the beta evaluation button it also became somewhat discoverable instead of some mysterious thing that nobody knew about so it may have been frustrating but also our communication was was much better and I think we're going to see that also improve as we move into the next phase of the release with an RC I think we'll get extremely good communication that we tell everybody about is in terms of what's a priority and depending upon which phase we're in and in fact we just opened an issue I think yesterday for a way to actually make that discoverable automatically by everybody who looks at a core issue instead of a secret dreaded her thing or you have to be on IRC when people are talking about the new doc so I think we're we're going to get much better at communicating what things are worth investing time in and in which things aren't it got a I want to add a caution Larry said that people can find issues that are pretty much guaranteed to get in by looking for the novice tag the novice tag is not triaged none of our issue queues are triaged right like if we actually had somebody who knew what they were doing triage the whole entire issue queue this wouldn't be a problem but we don't and anybody can add a tag so in fact what happened a couple months ago is that we noticed that many people would tag my normal tasks as novice because they were easy but in the beta normal tasks were not allowed to get in so yeah you still don't just assume because it's it's got a novice tag that it's it's committable you still have to evaluate depending upon which phase of the release we're in I think in some cases it's just not possible to know whether or not an issue or a feature can go in until the solution is there to look at like sometimes the idea can be something good but depending upon the implementation it will either break other things or it won't break other things and so you can say yes go ahead and work on this we're going to commit it until we see what the repercussions of the solution are so it would be nice to get some initial guidance and that might be helpful in some situations but I think even if we triage the issue queue before people started work and identified things that were a priority or won't I still think we're not going to get around having to have some kind of solution in place before we can really say whether or not it'll work anyone else I have a question for Larry so for a module or company and maintainer or subsystem company and maintainer do you find the process easier than compared to contributor like me when making decision when we are like I am working on issue and waiting for response and guideline and I have no clear direction and just relying on you and other component co-maintenors I mean that's that's also one of my pain point before are you talking before or after the new governance model when one of the reasons we brought that in is quite frankly before that no being a subsystem maintainer in practice didn't give you any special treatments in that regard at least certainly not that I ever felt as a subsystem maintainer since seven years now something like that you know in that time I never really felt there was you know subsystem maintainers got any special treatments in terms of determining roadmap or getting something in that someone else may disagree with there really wasn't any benefit from it since then I have you know there have been a couple of issues where we've been able to just pause an issue and say wait let let the subsystem maintainer speak let them get in on this let them give them a couple of extra days for review or whatever and that's been good we have not you know since it that was only introduced during beta it hasn't run for that long yet and at the same time we've also had more people who are now working full-time on core in you know the the more inner circle in a sense so that dynamic is still evolving I'm not quite sure where it's going to end up but as that's yeah it it didn't use to mean anything it kind of meets something now which is an improvement what it will mean in the future I'm not sure that's a social dynamic we need to continue to work out just in practice through using it but yeah as I as a subsystem maintainer I don't feel like I have a guarantee on changes I still have to convince whoever happens to be in the issue plus whoever's committing it that yes something's a good idea and haven't tried to push any large changes since we brought the new governance model in so I can't say on that front asking again in 10 months that does that answer your question yes okay no one else nobody has any pain point all right thank you for coming please don't forget to rate our session


I'm Finn Orm-Nielsen and I will talk about senior displaying data from Wikibayters. We can aggregate the data of Wikidata in various ways. For example, by Scolia. This is a web application that uses Sparkle queries to the query service to the Wikidata query service to generate webpages with information about scholars, topics, and so on. Listeria is another way. It's about operating on Wikidata pages. You define a Sparkle query on a Wikipage and Listeria will then fill in the table on the Wikipage. Cynia is a kind of combination of Scolia and Listeria. It's a single page web application with the Karnalica website at Tugelforge. It generates a web page with panels filled with Sparkle queries to a Wikibay query service. For example, the Wikidata query service panels can be a table or any of the graph types that Wikidata or Wikipage query service supports. On the left side over here is an example screen graph from a particular web page of Cynia displaying information about items like academic author where there's a table up here and down here a graph bar chart from the query service. The way that these are defined, these pages here, they are defined on Wikipages and one for each so-called aspect. On Wikidata or Wikibases they look like ordinary text Wikidata pages with a Sparkle example code. Over here is a screen graph from Wikidata, the page called Wikidata Cynia Actor. Cynia looks on these pages here, extract the header information and the template information here in the Sparkle template and extract that. Before sending the Sparkle information to the Wikidata query service, the target variable in the Sparkle query is interpolated with the user provided you cube Aurel identifiers. So to compare against other approaches to display information from Wikidata, we have Resonator, Listeria, Scolia and now Cynia. Resonator, P2P, JavaScript, Listeria, a bot operating. Scolia is a Python Flaskable application. Cynia is a simple serverless HTML JavaScript application that operates on Sparkle so that higher order information can be aggregated from various pages of Wikidata. The way that we define templates, how, what to display on these tools here in Listeria it's on Wikidata and can be done by user in Scolia. You need to involve the Scolia developer and you need to edit Python code and gender code to make aspect and panels on aspect in Cynia. It's the Listeria approach where you define templates on Wikidata and the user can do that. Parameters, Resonator can generate a page for each cube identifier in Listeria. It's not quite the way you need to define a new Sparkle query for each thing you want to display. In Scolia and in Cynia we can display multiple information from one or multiple cube identifiers and also in Scolia and in Cynia we can use the capabilities of the query service to display graphs and displaying information from other Wikibasers in Scolia. We cannot yet do that in Cynia. Yes, with a bit of slight changes in configuration we can let Cynia display information from other Wikibasers and other Wikibasers query services. Use cases like Scolia displaying scholarly information, publication with respect to author, organization topics, chemicals, whatever you have on Scolia. But the other areas could also be displayed in Cynia. Currently I've defined aspect for film and actors but you can imagine sports for example. You can also imagine pages for curation, find missing information with Sparkle queries and list the results on a page. We have in Scolia also curation aspect pages, one can be inspired from. Another approach would be to make Cynia webpages for Cynia templates for projects. For example, for instance Museum, an example here is displayed here but this is actually also a gallery so you can view this as a sort of normal Cynia aspect. The particular Cynia page that is displayed here or displays for a specific museum with images from the museum as well as when they are painted. Not only can Cynia display information from Wikiday but also from other Wikibasers. OpenQuest in navigation, it's not quite easy to navigate in Cynia. There needs to be some kind of menus or ways to change between the different Cynia pages and also although Cynia can display information in different languages it's not quite clear how best this should be done and how the URLs should be made so it's easy to switch between the URL scheme for templates. Does Cynia pollute the Wikiday to name space? Should Cynia accept a wider range of URLs? And what is the relation to Scolia? It's not quite clear. I did not think of that when I started to implement Cynia but hopefully some kind of cross-pollination can be possible between Cynia and Scolia. So summing up Cynia, this is a work in progress. You can try out Cynia at this particular website, Cynia.twoforch.org You can give feedback, you can make your own aspects or panels. You can also, a bit more in advance, install your own it for your own Wikibase. You need a static website, download Cynia, reconfigure Cynia, a couple of lines there and then define some template pages and then you have Cynia operating on your Wikibase. Thanks.


Welcome, traders, to another Tick Meal earning season preview with me, Patrick Munley, before we jump into today's report. As always, we want to adhere to that risk disclaimer. The most pertinent to today's presentation is the fact that the views and opinions expressed by me are solely mine. They're not indicative or representative of those held by Tick Meal UK or Tick Meal Europe Ltd. Okay, let's jump into today's report. We are going to take a look at Tesla. Tesla are set to announce earnings after the close of trade in New York this evening. And the earnings estimate is a 1.128 earnings per share on revenue of 24.669 billion. I would say there is a whisper number on the street that the EPS could come in lower towards the 104 level. Tesla has been cutting prices with its CEO stating that the prices have become embarrassing high and could hurt demand. The Wall Street Journal reported that Tesla's price cuts were drawing mixed reactions from investors and Wall Street analysts alike, with some suggesting that the move was made in response to waning demand, while others viewed it as Tesla squeezing competitors by sacrificing some of its strong operating profit margins, which are larger than most car companies, while also lowering prices, enough to qualify many models for a 7,500 US dollar federal tax credit. Analysts will be looking out for details on demand trends, particularly in China. Shares have come under pressure after the automaker reported disappointing delivery data for Q4. The major worry now ahead for Tesla is that the demand story, especially as of China, is showing heavy cracks in the armor at a time when the electrical vehicle competition is steadily increasing both domestically and abroad. The favored Tesla analysts, Wedbush, have said that with China representing 40% of the global growth story for Tesla, it would be a heavily concerned for the street, which would likely result in more significant price cuts over coming months, to spur demand as a potential pricing war takes place to gain market share in the darker macro backdrop, with global recession fears still looming. Wedbush also comments that they leave investors with more questions than answers on the Tesla story at the moment, particularly since global demand tilts into an uncertain direction for the year ahead. Let's take a look at some of the statistical trading patterns that we've seen around the Tesla earnings releases. Tesla shares have moved lower in the immediate aftermath of earnings seven out of 12 previous reports. On average, the stock has moved down 0.7% in the first day of trading after the company has reported earnings. Based on the previous 12 earnings releases, Tesla is more likely to trade lower one day after earnings for an average loss of 1.3%. On average, the stock has moved higher by 3.8% one week after earnings. Let's take a look at the analyst community and where they're positioned. While they is still a buy amongst the majority of the analysts covering the stock, quite an upside price objective, max upside price objective of $436 per share. The average is coming in at $209 and the minimum price target is $85 for the business. The current level is just below the 150 level. Let's move to the flow and options market and see where sentiment is there. Options traders are pricing in a potential 9.1% move on the earnings. However, stock has actually averaged a 5.2% move in recent quarters. On average, the options market has overestimated the Tesla move 83% of the time in the last 12 quarters. I would note, looking at the options change, there's been significant interest in the $150 call expiring on Friday, 64,783 contracts being bought there. Options order flow in general though has been bearish and investor sentiment going into the company's earnings release has only 29% expecting an earnings beat. Let's pull up the Tesla chart and see if we can identify any near-term trading opportunities. I've been bullish the stock into the start of this year, but we are coming into this heavy resistance zone just below the 150 level. That represents a symmetry swing versus the initial pullback before we saw this big decline into our lows just above the $100 level. It's going to be really interesting to see how price responds here. We know we've got those $150 calls active in the market. What I would say is any move through the 151 level, I want to be long again looking initially for a test of 165. As pullbacks then remain supported into that 150 level, we look for an upside extension into monthly projected range resistance in the 190s. And my ultimate upside ejected would be a test into the yearly pivot at the 210 level. Now, if the stock gets a tepid response from investors tonight and we see some cutting of risk positions, I'd look for any pullback into the 122, 125 area to act as support. That's the high volume load on the four-hour chart here and that resistance before we broke to the upside. Again, from there, I'll watch for bullish reversal patterns to redeploy long positions with the same upside objectives. At this stage, any close back through that 120 level would be of concern opening a retest of the prior cycle lows back into 102. Any close below 102 and I want to be looking at short exposure. We do have a gap below us at the $80 level. That was from the June 2020 explosion to the upside for the stock.  As always, traders, plan the trade, trade the plan and most importantly, manage your risk. Until next time, thanks very much.


Welcome to the rainforest of Central America. Hidden from the naked eye, underneath the canopy, massive ancient cities are waiting to be discovered. Recent high-tech laser technology, called LiDAR, revealed ancient mega-cities about twice the size of Mexico City, around 15 million people, thriving in a relative small area. How was that even possible without supposed sewer systems or without supposed waste processing systems? In a mega-city like Tokyo without a proper functioning sewer, fresh water systems, and advanced infrastructure, or cultivation and distribution of foods? Without the population would be decimated within months due to plagues and diseases. So, there are still, despite the recent discoveries thanks to LiDAR, much more than meets the laser eyes. These cities thrived and grew to enormous proportions. These new discoveries are just a tip of the iceberg. Every new scan of this area will reveal many more mega-cities of the ancient world. Similar as deforestation revealed geoglyps in the Amazon rainforest. The ancient world was probably more advanced than we can imagine today. But since stone is one of the few materials that survives the eons, while most other materials are decomposed, we tend to believe they lived in the stone age. The modern world's most advanced technologies are stunned by what they have discovered just recently with the LiDAR technology. It is still unexplained how such large populations could live in such a swampy, moisty area. On top of that, it is assumed with no proper technology to rely on. The current paradigm of the so-called, Mayans, was that they brutally sacrificed innocent people to their deities. That is the primitive image that archaeologists and historians still spread, even today. Not the people who originally occupied these cities. The people who performed ceremonial sacrifices, those who we are mistaking for the Mayans, were the superstitious, less developed offspring of the original inhabitants of this region. All these Mayan stone calendars and stone carving are mistakenly connected to the people who performed the ritual barbarisms. Historians and their peers have made an enormous mess of our ancient history. What most people don't know, is that these stone artifacts cannot be dated like archaeologists are claiming. They simply cannot be dated in any way. All claims are unscientific and sucked straight out of the big thumb. All these artifacts were created by our distant ancestors. The same people who built the mega cities, they were the Atlanteans that so many people are looking for. Homo sapiens, with advanced technologies, with high developed societies, who were destroyed by one of the many catastrophe cycles of Mother Earth. Atlantis was no specific place, it was a time frame on earth that has been lost in the mist of time. From this mist dooms a species, Homo sapiens, seemingly out of nowhere. Walking in bare skin, using stone tools. But this species rose from the ashes of a long lasting catastrophe. When the crust massively deformed over an amazing long time frame of 104,000 years, in 130,000 and 26,000 years ago. The earth calmed down, life became tranquil, as nothing had happened, and humans slowly started to develop. And here we are today, having no idea of our true past. Mainstream science is currently incapable to support our work. Mainly due to the enormous gap between disciplines like archaeology and geology. Geology currently denies any form of crustal deformations, other than their current relatively static plate tectonic models. Our discoveries, and subsequent method that we have developed, made it possible to understand our ancient past much better. 95% of all the monuments in the Americas are clockwise oriented. They were once oriented to ancient poles, a very long time ago. We have put things into another perspective, so that you can easily understand what really happened in our ancient past. It is now relatively easy to put all historical events into a broader, a more logical context. Ancient history is all about long time frames. Long frames of stability, and long frames of cataclysms. On top of that are sudden catastrophes, like magnetic reversals and comet impact super-oimposed. But these catastrophes are nothing compared to the slow, immense powerful, all disruptive crustal deformations. Why hasn't archaeology came up with this discovery then? That is because they are entrapped in a narrowed paradigm. Their paradigm only lives in the time frame of carbon dating. Everything beyond 60,000 years simply does not exist. That is why the recent Lidar discoveries of mega cities and the current historical paradigm are so contradicting to each other. Every new technology will reveal more about our ancient past. Lidar is only the beginning of a new understanding that confirms our method. Ancient societies on the rise have been struck by not less than four massive prolonged cataclysms. Only stone, gold, and glass survives the eons without much decay. However, most structures and artifacts are lost to the powers of mother nature. That is why we associate the Mayan culture with stone buildings, gold, and crystal skulls. Most of the other materials are completely decomposed after hundreds of thousands of years. Of course were there people in the period between today and some 60,000 years ago in these regions. People who left all sorts of organic material that archaeologists are eager to carbon date. But these are not the people who built the original cities. These were also not the people who created ancient advanced calendar systems. Where are all the bones then? Many people tend to ask. They are nowhere, they are buried by time, dissolved in acidic soil, or washed away by rising sea levels. The reason why we find some dinosaur bones is mainly because of two reasons. Dinosaurs lived for over a hundred million years in massive quantities, and their bones are significant larger, hence easier to find. If you are on the look for a bone of an elephant and a bone of a mice. Which one will you find probably first? What did we discover? We discovered that due to crustal deformations the geographic north pole moved significantly. These deformations are mistaken as ice ages. The latitude of the ancient Mayans changed significantly due to these crustal changes. During the period these peoples thrive, their region was at a similar latitude as California today. A much better climate to settle mega cities. These ancient cities were overtaken by the jungle after they slowly migrated from a mild climate to the more hostile climate of the tropics. Give a thumbs up if you like this video. Please share it with your friends and followers and let us know what you think below in the comment section. One last thing. Our work is difficult, and because we tread uncharted territory, our progress is as steady but slow. We are not here to entertain you with superficial daily videos. We are here to inform you, and to pave the way to new methods of researching our ancient history. Everything we do takes a lot of time. That is why we need your support on Patreon. Thank you for watching.


Given the recent events happening around the world What happening? Given the recent events happening around the world, why is it that people do choose to create excessive violence, thinking that it is a solution? That's what. Who decides how much is enough? Who decides what's excess? That's a question. I am not condoning violence, but if you look at it in terms of what's been happening, at least in the recorded history of humankind, you will see that twenty-first century, with the number of people that we are in terms of population, we are in least amount of violence. Even just look back on the twentieth century, the two great wars, unbelievable, senseless violence, limitlessly happening. Just in Europe alone, what happened between from 1930s to 1945, I think they easily account for close to fifty million people, very organized. So, when it happens to us, when violence happens to us, even the smallest violence, if somebody cut your little finger, it's excessive, isn't it? A bomb blast happened in Hyderabad. Only twenty people died day before yesterday. Lot of people heaving a sigh of relief. Good only twenty. In Bombay, two hundred died. But when it happens to us, even if they pull one hair out of your body, it's excessive, isn't it? So, let's not discuss what is needed and what is excessive, because nobody can come to it. We try to establish systems in the world where we could use violence verbally and never pull anybody's hair or head. This we call a democratic process, where it's a constant war of words. Don't be offended by the words because if you take away the privilege of verbal war, then it will translate into physical war. So, the violence in the world is much less than ever before. For the tools of violence that we have, which is the outcome of our scientific and technological capabilities, if these tools are used without the tongue-lashing capability in the parliaments, in the debates, in the United Nations and everywhere, oh, you would destroy the world many times over. That is not happening because modern societies have learned to tongue-lash each other. We can say nasty things about each other.  Sitting in your home, you can say the nastiest things possible. It doesn't matter, it's true and true, whether somebody is going to read it or not, it makes sense or it doesn't make sense, it doesn't matter. Simply say something. This ability to articulate whatever emotion you have within you, we develop to a certain peak at one time. Once again, this generation, it seems to be losing it. Now, I am not saying you must abuse each other. I'm saying if there's violence in you, at least if you articulate, you would have spoken, you would have written, you would have debated about it. You wouldn't have exploded a bomb, isn't it? You explode a bomb because you don't know how to make a point. Because they do not know how to make a verbal statement, they're trying to make a statement. Boom, boom. Twenty people dead, two hundred people injured. A statement has been made. A violent statement has been made. After all, we killed only twenty. We could have set up a truck bomb instead of a car bomb or a bicycle bomb and killed two thousand. We killed only twenty, no? That is their argument. So we should at least educate them to be able to make a statement strong enough verbally so that they don't have to make a bicycle bomb to make a statement.


Hey everyone, you might recognize me and Eric here from the Nintendo Prime podcast I just want to let you know before you get into this segment that this merchandise you see on our shirts and on our cups and on anything else You oversee the Nintendo Prime brandy on it. You can get in the description below You can also get the full audio podcast not segmented in the description below and if you would like early access to our podcast Please go over to patreon.com Nintendo Prime for five dollars a month you gain early access to the full audio podcast and well mr. Eric What do you get for twenty dollars a month?  Anyways folks on to the episode Hey everyone, welcome back to the Nintendo Prime podcast episode 37 37 37 can you believe 37? You know, I would say that episode 52 should be special 52 weeks in a year Right, but I should probably go back and mark down when did it start weekly? So we know we've hit up, you know an actual full year in a row. Yeah Yeah, well, we should actually go back to and figure out when the very first one is because I Know yeah, it's so sporadic at the beginning I was to work in its Ellen former long story been over it on our live streams before anyways Welcome to the Nintendo Prime podcast while we have one guest this week. You guys know who he is He's like the seducer of our weekends here. Whoa I've never heard that before and I would gladly accept Gladly accept by the way, how short of 300 subs are you over there on your YouTube channel 5j? Like only like 16 folks. It's pretty close. All right. Nice. I want 16 of you this week to go over I know we're all busy. We understand tomorrow you Odyssey. Got it. You're busy 16 of you. That's all I ask I got like 64 subs today I'll need a 16 of you guys. Yeah, go over his channel. Let him hit 300 Come on guys can do it and trying to promote them a little bit. Let's get 5j You know, we have like 20 plus people that show up sometimes for his dreams on weekends. Go subscribe to his channel, right? He's he does a lot of if you love 5j Saturdays 5j Sundays, dude He does that stuff all the time on his channel plus. He does like some kooky things with his wife He's just an all-around good guy over there Food episodes But no seriously go follow 5j he does some great work I the whole the whole reason I love having him live stream for us is because I think he's an excellent live streamer I hope you guys agree And if you have any feedback for him feel free to leave it obviously a feedback for me as well We want to always improve our live streams But yeah, we I really want to start getting his channel going a bit more over there because he deserves it He works too hard to not be further ahead than where he is now Thank you, Nate that being said We obviously have to address that elephant that's in this room, right? Well, I mean, yeah So we're recording this this is like We're gonna blow your guys's minds you're not gonna hear this until Monday or sometime next week We are recording this the night that Super Mario Odyssey releases So we're gonna talk about Odyssey, but this is just to keep it in context that we haven't played it Yeah, so we will be playing it like shortly after We're done. Yeah recording. Yeah, but uh, yeah, we're not playing it Before we talk about it today. So everything we talk about today is going to be in context of no experience with the game now That being said we obviously can't ignore the fact it's coming I thought about like making this like a another themed week like when we did retro week I'm like, dude, everyone's just gonna want to talk Odyssey all night. Yeah, we can't just not have some sort of conversation about it I will tell you we're not gonna have obviously any impressions or previews or In-depth discussions We're actually going to have a separate video that we're gonna do next week where I'm gonna try to get some people together To talk about it as kind of like a podcast bonus or or something on the side kind of like when Eric and I did a Impression on was it Mario plus rabbits? Yeah, that was separate that was separate from the podcast as well because Our podcast runs on a weekly schedule. So it's not always gonna line up perfectly with game releases So because of that, we're still gonna do, you know, some awesome coverage of those game releases But they might not always be in our podcast per se Especially since we record on Thursday's podcast doesn't come until Monday that gives three days worth of editing Which believe me after last week's three and a half hour podcasts of Wolf then that didn't start releasing on YouTube until like Wednesday It sometimes it takes longer. Yeah, our podcast can get crazy, but it won't be three hours this time We're in a time limit. I am not missing the Super Mario Odyssey launch priorities, right But I have to address it because there are some things we do know We are recording this the day obviously the day of the night of the game coming out So you guys know that it is like Thursday. We got three hours or something like that So Super Mario Odyssey reviews have been landing the embargoes up So there's a lot of details out there. We could look up, but I'm gonna avoid all that cuz no spoilers But those reviews Yeah, okay I don't know how many of you guys out there care a lot a lot of people do because that's all they can See to talk about today. Maybe it's just because they don't have the game. So they Can't talk about But man, we thought Breath of the Wild was impressive earlier this year It's sad at like number one game of all time for a good couple months And then finally, you know more reviews try to get counted and it kind of fell down a little bit But not far. It's about a 97 on most websites open credit at critic I think has it at 96 either way. That's like the top score from this year. Yeah Then Super Mario Odyssey comes around I Don't know exactly where it's at right this second But I remember earlier today when I reported on it Um on game rankings calm. It was the number one rated game of all time at a 99 percent It was like a point nice 0.5 percent ahead of And by the way, they don't even have opening time no wonder I think it was 0.5 percent ahead of Super Mario galaxy Which was like 0.3 percent ahead of opening of time. Wow Yeah, galaxy is one of those games depending on, you know, what reviews were counted. It's right up there for way back when and I'm trying to think metacritic. That's obviously a big one. A lot of people care about it was tied with breath of the wild at a 97 Obviously way less reviews counted so it could end up going higher It could end up dropping below breath of the wild, but it's like right there Currently it's technically like percentage points ahead of breath of the wild But they don't show you percentage points. They just show you a hard score there So it's it's technically rated higher, but it's gonna show you it's the same rating And then it was how was the other one said there was open critic that and Oh, I don't think I talked about all game rankings Game rankings. I'm sorry. That was the one that had the 99% open critic had it at a 98 Where breath of the wild was at 96 so full full two points ahead Impressive Just insane and say we've known the reviews were probably gonna be good for why because like Edge magazine was the first one to get a Review out perfect tens the myths who came out gave it, you know, it tied for the highest 3d Mario score ever at a 39 out of 40 You know as I said basically the original galaxy in Super Mario 64 are the only games to come close in the 3d Mario space And I'm prophecy 3d because there are some 2d games that I've rated a little higher not overall like aggregate wise but huh so breath of the wild 97 Yeah, Super Mario Galaxy 97 to the highest rated games of all time Releasing on a brand new platform granted. I know what the water game. Why don't we you? Sorry Odyssey. I've been doing that all day. I'm gonna call the galaxy all day All day because it's been probably since Galaxy that I've even been remotely close to this height Yeah, and I can tell you right now.  I mean, I did not this takes nothing away from Galaxy You have not really had a true Kind of open exploration Mario game since morning 64. It's only ever been one Yeah It's amazing too. It was so popular, but they only did it once Granted that was in the heyday There's other you know Banjo-Kazooie and all those other like three platformers with the open exploration was kind of a big deal back Then but it's gone away. Now 3d platformers haven't per se. I mean Mario kind of persisted But again galaxies like you're going planet the planet. That's not really open I mean a lot of the planets kind of felt the same over time Whereas in Super Mario 64, we know each world that you went into was vastly different I'm same art style not as different as this is crazy. We have like right, right, you know lunch food and Yeah, you know like an ocean kingdom and you know, yeah, New York City Basically New York City with realistic visuals like what all that and there's some people that are put off by by all that Different art styles, but I actually kind of like that. Yeah so Before we talk a little bit about Odyssey We have to address what I feel is even the bigger elephant in the room Is this the best launch here for a Nintendo console in the history of Nintendo consoles? Personally I would have to say yeah So, I mean what for as far as launch years what what launch has ever had So many games in the first six months let alone the first year I mean if you look at the upcoming titles that are still coming out in 2017 for the switch It's insane Dozens and dozens of them still this calendar year. It's blowing my mind and we have basically You know it'd be an equivalent of having like Ocarina of Time Man Super Mario 64 launching in the same year Which did not happen. No did not So, yes, I'd have to say it's Super Mario 64 and Ocarina of Time launched in the same year That would just be insane and that's what we're getting this way Yeah, yeah, two of the highest rated games that ever exist from two of the most iconic franchises to ever exist Oh, for sure same year. Yeah, that's just a platform that people like Yeah, yeah, you know it's not like the n64 I think people liked it, but it was a little weird right the controller Yeah, it was definitely playing second fiddle at the time to like PlayStation PlayStation 2 and Nintendo doesn't feel like they're playing second fiddle They're leading on the sales charts, which admittedly they should be because the consoles are going up against released years ago But I mean the fact that they're leading on the sales charts means they're not playing second fiddle those systems for sales right now, so It's I Mean, we're just talking about to the you know highest rated games of all time a little blah, but there's also things like you know Splatoon 2 and and arms And Mario Bros. Rabbids Kingdom battle like those are just like the franchises that Nintendo help bring bring out You know, obviously an Ubisoft did Mario Bros. Rabbids Kingdom battle and actually an interesting point was brought up when I was watching the digital Foundry technical analysis of it of Mario Odyssey every single Nintendo published game on switch But Breath of the Wild which they're going to give a pass because it started on Wii U. Sure is 60 FPS Just that's awesome So every switch exclusive basically that they've released that they have published themselves not, you know publish one of the company It's like fire and the Warriors 60 FPS and that although there's an option to be 30 FPS like everything 60 and I was thinking about that because a lot of people say oh you only need 60 FPS of like for certain and like shooters Or multiplayer games and here's the Nintendo like well Here's a single-player platformer and now you're getting a 60. Yeah. Yeah period like Mario's never a 3d Mario games Fun fact, I don't know if anybody knows there's never been a 3d Mario game in at 60 FPS And because there's never been a 3d Mario game at 60 FPS None of us unless we have the game or you guys know by now playing it before this game came None of us know what that feels like unless you cheated and played it on PC with an emulator, right? Even then is that true 60 because that's just you know, that's for scene 60 versus the game being built for it, right, right? now Fun little fact There was a demo build it never came public of Super Mario Sunshine that ran at 60 FPS But the final version was 30. So It did they they did try the 60 FPS thing at one point for some reason they dropped it probably Too many cutbacks because even an odyssey It doesn't run at, you know a stable resolution. It's dynamic It changes between three different resolutions. I don't have it written down for me But in docked mode changes between three different resolutions. It's like 900 p 810 p and 720 So it never dips below HD In in portable mode, it's really weird It's like 720p, but like it when you stand still it's always 720p when you stand still but when you're in motion It's like it splits it off into like two different images that are like 640 by 720 and like the world ends up still looking 720p Well, if you count it, it's 720p, but Mario himself is not He's actually a lower resolution. It's really and from apparently what Whoa, Henry said you're not gonna be able to like it's not such a small screen You are not really going to notice it at all. Yeah, but it's something they did to maintain the 60 FPS That is an insane solution, right? Like we're gonna have the world at one thing, but your character model No, it's gonna be a lower res. Yeah, the thing you're seeing all the time for sure lower right like and Whatever because of the size of the screen it works I was gonna say your world is a lot bigger part of the screen than what your character is So yeah, it makes a little more sense. And you know, there's other cutbacks of the shadow qualities aren't as good I mean, that's all obvious stuff But on that small of a screen and I've said this before when people complain like about doom Dropping a little bit below sub HD because here we go. Here's Mario's model dropping below HD You're not gonna notice on a screen that size. No Like when people like oh my gosh, just dropping on the 540p, dude We've been playing 3ds games at 240p for the last five years You're telling you're really gonna notice on that small screen between 720 and 540 I dare you yeah to record and eyeball me eyeball that and tell me what it flipped between 720 540 We're gonna tell right. I think the Vita was only 540p and that was a good looking screen.  That's the one advantage of a portable system with a tiny screen is you can get away with stuff like right I Mean come on said 3ds has been getting away with 240p, which in 20 think well in 2017 They're still selling a system at 240p screen. It's sad. Yeah. Yeah, it's like man. How did the Nintendo get away with that? Because well, there's no competition. Yeah, the games. Yeah anyways Yeah This launch year I Was trying to look up before this because when I came up this time, I gotta go back through Nintendo's launch years, right? We had a pretty good first year I Believe in that first year. I can't I believe was the first within the first 12 months They had Galaxy come out And that was kind of the big one and if you want to pair that with we sports and smash like that's a pretty good first year We sports is not widely considered one of the best games ever made though. It's a very popular game. Yeah It blew up the platform. It was a system seller for sure But it wasn't like right among gamers and consider them like among like people like us that are gaming enthusiasts We might love we sports, but there's no way in heck. We're putting that above Galaxy, right, right, you know, and he pretty much any Mario game. I'm sure. Yeah It was like a Mario Party game kind of yeah Oh, good fun, but yeah, I'm not gonna top anybody's best games of all-time list. Yeah, right, right? So and yeah, smash. That's great. I mean, but this year it's not like Yes, we have the two, you know to the two pillars But you know, we didn't even mention Mario Kart 8 Deluxe. I get it. It's a port But it's the best Mario Kart game ever made. Yeah, battle mode Objectively the best now they brought battle mode. That was like the difference maker. That was the one thing It's like, yeah, you can still argue cart 64 because of the battle mode. Yeah, I mean more so Yeah, it's I Can't think of a better year the only way it could get better obviously is if you really care about third-party games Nintendo has had systems in the past like the SNES where like the first year had a whole bunch of third-party games. Yeah So if you were really into those, that's fine But now you're talking about big developers because I mean is is that definition including indie games? That that's a thing that's a thing that right now Before the game even launched before my Odyssey even came out. There's over 200 games on switch Now I know a lot of people like oh, but indie games don't count do they not are they not games? I'm sorry, right? Yeah And actually I believe the Sonic Mania was the hundredth game on the system crazily So there's been a hundred games since Sonic Mania Whoa, oh, it's gonna say there's about 20 games coming up a week Like if you go in the eShop, it's so hard to keep up And that's why I actually hope that they revised the eShop a little bit It's time now you're getting so many releases now. You need to do something about that Let the cream rise to the top, you know, that's the thing where I don't think Nintendo needs a Nintendo seal of quality But I think when they're going through they need to actually try all the games and be like, okay I know this this dad might have put a bunch of time into this one game But it's really not that good and we don't want that representing our system in front of the eShop Now again, I've talked about in the past so they could fix this and if they make the default Page that you see in the eShop more like the front page of Netflix Where you have all the different genres and you can you're gonna find those games anyways Like if you release a sports game right now, there's only like eight sports games on there when you scroll through that You're gonna see that that crappy, you know supposedly crappy indie game. It's still gonna get a shot Yeah, yeah But good plan and then Nintendo can obviously, you know They'll have their featured area at the top and that's what they'll have like Odyssey and you know the AAA pubs or any Exclusive indie games because you don't intend to like to pump in those exclusives Golf story come on. Come on. Oh, yeah, keep that going keep pumping that so good Still haven't beat it, but I'll get there after Odyssey. So Everything gets set to the side for Odyssey. My life gets set to the side My children you must Locking you in the room. I got to play Odyssey.  That's what the girlfriend's for No God I'm pretty sure she's gonna be tired of watching the kids after two hours tomorrow.  Yeah, but because I'll be watching my kids She needs a break. She's been through a lot this week Yeah, do you guys have any thoughts like I Literally can't think of any other time period that I prefer more with Nintendo for first year than right now Launch year. No, I mean, that's not mean we're not talking like oh my god This picture is the best lineup of all time like it's it's your one. Let's back on. Yeah. Yeah Mm-hmm, especially when you think of things like n64 think of all the great games I mean come on to massively good good like Like pillar games and then like, you know a handful of really really good games and you know indies We're not gonna dismiss indies. I think Too many of you guys dismiss indies and it kind of upsets me Yeah, I actually almost might need to make a rant video on that. Oh, why not go for it? Seriously, haven't we passed the threshold where indies are not considered? Ah Okay To make a triple a game what defines it as triple a is the budget. Yeah Okay, it used to be quality quality used to be the defining factor, but I'm sorry There are indie games better than triple a games. Oh, yeah. Mm-hmm. Oh, yeah, so Are they triple a then no so now triple is based on budget So back in the day used to be you had triple a then you had b tier because indies, you know b tier basically was indies Yeah Then b tier went away and triple a took over and triple a started crashing in on itself And then all of a sudden the indie scene popped up.  Yeah, and you're gonna tell me games like earthworm Jim back in the day We're not worthy of being in consideration with all the other platformers of the day You can even say argue that Mega Man back then was a b tier game. Is that not on power? Yeah. Yeah, I know Yeah, I know but I'm just saying that a lot of these franchises we know and love today kind of started out as b tier games They weren't like this Mega Man. Yeah, for sure. It's a little bit janky Yeah, it's one of those things that we need to start giving indies the respect of the desert.  Oh I Think I I mean It's just cuz there's so many games coming out so many ones I want to buy I can't afford to buy them all But man that's the thing like when people say oh the switch doesn't have games or it's lacking third-party support I get it. It doesn't have as much AAA third-party support as you want, but man Even though we you and 3ds. I don't remember our first year that had this many great indie games. Yeah Like hold it like every week. There's like top tier indie games really see Some older Stardew Valley as an example But the reason that people are so excited about that. It's like Stardew Valley. It's the new Harvest Moon. It's it feels like it's home Yeah, and it's bringing in people who never played Harvest Moon. Yeah, like somehow it's appealing even broader than its source material Just great just crazy


Hello there, Bruce here in the shop today. I want to share with you an installation I'm just finishing up here on a Kato U-Boat using this Tsunami GN-1000 Decoder with the GE sound set in it The issue with this locomotive is there are large open fan grills back here and here and None the top wasn't open, but How to get the sound out of this? Required a little bit of a little bit of thought a little bit of work to get there first thing I did was I installed an LED to light up the the rear lights and Hooked it up with blue and yellow wires coming out here Then I mounted a speaker a 20 by 40 millimeter speaker had to sand the sides of it down just a touch to get it to fit Right in here and then it's kind of difficult to see because it's all black But this is a piece of black plastic and this is a piece of black plastic that seal that speaker off in This area right along here right down here Okay, now what that does is it fixes it so that the Negative pressure coming off the backside of the speaker has to come out through the grills on either side And the positive pressure goes down through the truck and out through the truck over here This distance is not around here is not the four inches that I discussed in my column in August Part of the advantage or part of what makes it work is the fact that there's all this stuff in the way That slows down the sound so it isn't a free and easy path to get out one other thing I did was I installed five pin plug here with polar polarity indicated by white dots So that I can separate the shell completely from the locomotive to work on things How I wired it was the positive Blue lead was the center pin then the next two pins out were the speaker and the last two pins were the front and rear light So that way if the plug is plugged in backwards Against the polarity dots if it's but if it's plugged in backwards all that happens Is at the front and the rear light get reversed and? Everything still works just fine before we plug this in and let you listen to it I wanted to show you one Situation about this type of installation and that is the spacing between the speaker and the top of the gear tower You need enough room in there for the gear tower to be able to pivot as locomotive goes up and down the track Not hit the speaker. I know before I started being wary of this several times. I assembled decoders and then I couldn't get the shell on or The truck wouldn't pivot freely and so it was a problem going down the track How I do this set this up when I was in the process of designing this installation I positioned the speaker roughly where I thought it would go. I took my calipers and brought them down until I had a dimension here that is Equal to the depth of the to the bottom of the speaker in the in the shell here And then I take that Dimension and I stand it up where the shell rests on the frame and I can see that I have plenty of clearance Between the speaker and the gear tower over here All right with that out of the way. Let's fire this guy up and let you listen to him. I love that startup Wow There you hear the engine idling and let me turn on the bell here and give you a High-frequency sound to listen to as well. So you have low frequencies and high frequencies Now remember I said that the sound coming out through the bottom here is going to go Through here and so that's going to present some obstruction to the sound So actually what we'll hear when it's completely assembled will not be the sounds you're hearing now It'll be more like what it'll be when I put my hand underneath it and kind of Obstruct that airflow. So let's let's listen notice the level of all of the sounds comes up making the bell too loud actually, I'll have to adjust that later, but also the Base of the rumble the diesel rumble comes up significantly That's how you get the sound out of this model