Showing posts with label collapse. Show all posts
Showing posts with label collapse. Show all posts

Sunday, January 12, 2025

Parallel Universes

My friend Probyn Gregory has been writing about his nervousness being near the fires in LA.

Probably a lot of people have.

I assume it helps people dissipate stress, or to feel less alone.

Fortunes might change on a dime, so perhaps some want to leave a realtime record of what's going on, just in case they suddenly blink out of existence.

Some are poised to run, and want to leave hints about where they might be found in case they are delayed or blocked from their chosen destination.

Some probably want to communicate the urgency of dealing with Climate by personalizing the risk. It's too easy to think this happens only to other people. Within the US, it's often portrayed as something affecting only far away countries.

Today Probyn wrote:

“We may not live in Altadena but our lives are enmeshed in it. I see people just a mile or two away driving in rush hour presumably to work and it seems positively surreal, this facsimile of normal juxtaposed with what I feel inside, this aching sadness and not-quite-coming-to-grips.”

—Probyn Gregory on Facebook (Jan 12, 2025)

I think this is a metaphor for our nation.
And the world.

[An AI-generated image of a generic downtown LA street with normal life on one side of the street and devastating fires destroying the other side of the street.]

AI-Generated envisioning of a divided world: some experiencing collapse, the rest in denial.

It's not just our neighbors' world that is on the brink of collapse. We live in that same world.

Individually, some of us get it. But, collectively, as a society, we're still not quite coming to grips with how serious this is.

Time to wake up.

 


Author's Notes:

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The image was generated at abacus.ai using Claude Sonnet 3.5 and FLUX 1.1 [pro] Ultra. The initial request was for “a generic part of downtown Los Angeles, looking down a street that divides the image into two parts. on the right hand side, show ordinary buildings and people casually moving among them, cars parked, cars driving normally, business as usual. On the right side, show parked fire engines, buildings in flames, a world in collapse.” Some post-processing was done both by the LLM and by me using GIMP.

Tuesday, March 12, 2024

Should Fix Climate

On Mastodon, Bookchin Bot, a bot that posts book quotes, circulated this quote:


 “The term ought is the stuff out of which ethics is usually made—with the difference that in my view the ‘ought’ is not a formal or arbitrary regulative credo but the product of reasoning, of an unfolding rational process elicited or derived eductively from the potentialities of humanity to develop, however falteringly, mature, self-conscious, free, and ecological communities.”
  —From Urbanization to Cities

I found this philisophical discussion of “ought” interesting. I learned philosophy from various people, some of whom seemed to grok its importance, and others who lamented its impotence, openly fretting it might have practical value only at cocktail parties.

As a computer professional who's pondered ethics a lot, I've come to see philosophy as what makes the difference between right and wrong answers or actions in tasks involving complex judgment. It can be subtle and elusive, but is nonetheless necessary.

I was Project Editor for the Common Lisp programming language, in effect holding the quill pen for reducing a number of technical decisions about the meaning and effect of the language that were voted by a committee in modular proposals but needed to be expressed in a coherent way. Nerd politics. They decided truth, and I had a free hand in presenting that truth in a palatable way, time and budget permitting. Programming languages are complicated, and implemented by multiple vendors. Some effects must happen, or must not. Others were more optional, and yet not unimportant, so we struggled as a group with the meaning we would assign to “should”.

Computer programs, you see, run slower, or cost more to run, if they are constantly cross-checking data. In real world terms, we might say it's more expensive to have programs that have a police force, or auditors, or other activities that look for things out of place that might cause problems. But without these cross-checks, bad data can slip in and get used without notice, leading to degraded effects, injustices, or catastrophes.

Briefly, a compiler is itself a program that reads a description of something you'd like to do and “compiles” it, making a runnable program, an app, let's say, that does what the description says.

“should”

A colleague criticized my use of “should” in early drafts of the language specification, the rules for how a compiler does its job. What is not an imperative has no meaning in such a document, I was told. It's like having a traffic law that says “you should stop for a red light”. You might as well say “but it's OK not to”, so don't say it all. And yet, I thought, people intend something by “should”. What do they intend that is stronger?

As designers of this language, we decided we'd let you say as you compile something that you do or don't want a safe program. In a “safe” world, things run a bit slower or more expensively, but avoid some bad things. Not all bad things. That's not possible. But enough that it's worth discussing whether the expense is a good one. Our kind of “safe” didn't mean safety from everything, but from some specific known problems that we could check for and avoid.

And then we decided “should” was a term that spans two possible worlds. In a “safe” world, it means “must”. That is, if you're wanting to avoid a list of stupid and easily avoidable things, all uses of “should” need to be interpreted as “must” when creating safe applications, whereas in an unsafe world the “should” things can be ignored as optional.

And so it comes down to what kind of world you want to live in.

Climate change, for example, presents us with problems where certain known, stupid, avoidable acts will put humanity at risk. We should not do these things if we want better certainty of survival, of having a habitable planet in which our kids can live happily or perhaps at all. Extinction is threatened if we don't do these things.

But they are expensive, these actions. They take effort and resource to implement. We can do more things more cheaply without them, by being unsafe, until we are blind-sided by the effects of errors we are letting creep in, letting degrade our world, letting set us up for catastrophe.

So we face a choice of whether to live knowingly at risk of catastrophe, or do the costly investment that would allow us to live safely.

We “should” act in ways that will fix Climate.

But we only “must” if we want to sleep at night knowing we have done the things that make us and our children safe.

If we're OK with mounting pain and likely catastrophe one day , perhaps even soon, then we can ignore the “should”. The cost is that we have elected an “unsafe” world that could quickly end because we'd rather spend less money as we risk such collapse than avoid foreseeable, fixable problems that might soon kill us all.

That's how I hear “should”. I hope you find it useful. You really should.


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This post is a mirror of a post I wrote yesterday (March 11, 2024) on Mastodon.

Friday, March 27, 2009

Hollow Support

When I was in seventh grade, there was a playground near my house that served the kids of about ten families in our very tiny community. It had the usual kinds of things—a swing set, a sandbox, and perhaps a few other less memorable items. However, it wasn't the fixtures that call this scene to mind just now, but the use we put them to and a concept I learned about which I get occasional senses of deja vu.

For example, someone brought some good sized tires, perhaps from trucks, and we made up a game where some people would swing on the swings and others would roll the tires at the people on the swings and the game was to dodge the tires rolling at you or to hit them just right to knock them back in the other direction. It was a very dynamic game, not for the faint of heart, perhaps reminiscent of Rollerball or American Gladiators, though a lot more low tech and presumably less safe.

A short distance from the battleground area that the swingset came to be was the sandbox, where we played more cerebral games. As I recall, we had some little vehicles, probably Tonka® or some such thing, and we'd dig tunnels under the sand for them to drive through. The game in this case was to make bigger and bigger tunnels, almost like a game of Jenga®, but with sand. [Grayscale image of a dump truck, with a cargo of sand, driving through a limestone cavern, the ceiling of which is precariously supported by only a few rickety-looking limestone columns.] We'd reach into the tunnels and find a handful of sand to remove and cross our fingers that by removing that particular bit, the entire structure wouldn't fall in.

The game got harder as more was removed because there was less holding things up—and also because it was just hard to reach all the places you needed to without pushing on them. It became more and more intricate to manipulate, and through the eyes of a kid, quite beautiful.

We used terminology that denied what we knew to be the obvious truth, that we were weakening the ceiling above the area we were making. The goal, of course, was to make a giant underground cavern for the trucks to move around in, unimpeded by vertical columns. No one really thought that by removing all the columns, it was becoming stronger. We just loved when it stayed up at all as we used ever bolder techniques that by all rights should have knocked it down. And we tempted fate further by emboldening our terminology to match.

We called it “hollow support,” both as a noun and a verb. I guess it was a kind of cartoon physics thing where if we didn't admit it was getting weaker, maybe it wouldn't. “We need some more hollow support over here,” someone would call out, and another would rush to yank out another bit of supporting structure, all in the name of coming as close as possible to what we all knew was unachievable. All in the name of perfecting the hollowness of the support.

It was beautiful up to the end. And after that? Well, it collapsed, of course. It was just for fun—it wasn't going to affect our lives, after all. If there were little guys driving those Tonka trucks, we were pretty callous about their fate, but that's the nature of the game. We'd just pat each other on the back and talk about what great hollow supporting we'd done and how we should do it again sometime. Then we went home and didn't have to care. The next day would just be another day, like any other. At least for us.

As I look at the US economy these days, that concept pops back to mind a lot. The people running the show, those who devised the complex pyramids of economic sophistry that became our banking system were playing with just so much sand in a sandbox. They were seeking to build something fun, not something secure, and pressuring it ever closer to collapse. Then off to dinner like any other day, not having to care. Over a nice wine, they'll talk about the great things they achieved, and then moan about the great loss they, too, suffered in the Big Collapse. Perhaps they'll think of a few supportive words to offer the little people who were crushed in that collapse.

Hollow support—it was so obviously ridiculous even as we were doing it as children, who could have ever guessed I'd find use for such a concept again as a grown-up?


Author's Notes: Originally published March 27, 2009 at Open Salon, where I wrote under my own name, Kent Pitman. I have reproduced the article here, but to read the original discussion, you'll need to click through to the snapshot created by the Wayback Machine.

Tags (from Open Salon): little people, jargon, terminology, fragility, fragile, lack of support, support, digging, building, collapse, fantasies, illusions, delusions, daydreams, dreams, goals, hollow support, metaphor, lessons learned, childhood memories, swing set, sandbox, economy, economics, politics

Although the original article was written and published in 2009, the dump truck image was added much later (in December, 2024) using abacus.ai with Claude Sonnet 3.5 and FLUX 1.1 [pro] Ultra using the prompt “Create an image of a toy dump truck, with its cargo space filled with sand, driving in a space that is like a cavern, carved from limestone, with only 3 or 4 pillars of that limestone remaining to hold up the ceiling”. I manually used using GIMP to put the resulting image into grayscale.