Erik Makela

I. Hate. Ringtones.

I hate Ringtones I hate Vibrations

Ever heard someone that has a terrible ringtone? Such as an entire intro of an 80s rock bang playing? Or even worse, stock ring tones?

I hate all ringtones because they are meant to alert you but end up altering EVERYONE around you (and that include me, you heathen).

I also never have had vibrations on to avoid phantom vibration syndrome where you think that your phone is vibrating when it’s not.

How do I solve this? The ringtones made by Francesco Bonomi. They are under a Creative Commons Attribution-ShareAlike 4.0 (CC BY-SA 4.0) license for the sticklers.

101 – Stealth Mode

⬇ Download 101 Call

⬇ Download 101 Notification


102 – The Low-Key

⬇ Download 102 Call

⬇ Download 102 Notification


103 – The Exuberant

⬇ Download 103 Call

⬇ Download 103 Notification


104 – The Attention Seeker

⬇ Download 104 Call

⬇ Download 104 Notification

Public Domain Media

A document compiling resources of public domain media Compiled by Di Amador; this document itself is released into the public domain General

2026-01-26-satellite-positions

To show what this looks like, I built an interactive Cesium visualization that propagates the entire active catalog from CelesTrak (~13,000 satellites) across 1440 time points (a full day at minute resolution). That’s ~19 million propagations completing in about 2.7 seconds. Add ~0.6 seconds for TEME→ECEF coordinate conversion, and you get a full day of orbital data for every tracked satellite in about 3.3 seconds.

I Made Zig Compute 33 Million Satellite Positions in 3 Seconds. No GPU Required., Anthony T’s Blog

2026-01-26-ARKitScenes

rerun io

ARKitScenes This example visualizes the ARKitScenes dataset using Rerun. The dataset contains color images, depth images, the reconstructed mesh, and labeled bounding boxes around furniture. The full source code for this example is available on GitHub.

2026-01-26-productivity-and-velocity

I certainly agree that working on the right thing is important, but increasing velocity doesn’t stop you from working on the right thing. If anything, each of these is a force multiplier for the other. Having strong execution skills becomes more impactful if you’re good at picking the right problem and vice versa.

Some reasons to work on productivity and velocity

Full backup A common topic of discussion among my close friends is where the bottlenecks are in our productivity and how we can execute more quickly. This is very different from what I see in my extended social circles, where people commonly say that velocity doesn't matter. In online discussions about this, I frequently see people go a step further and assign moral valence to this, saying that it is actually bad to try to increase velocity or be more productive or work hard (see appendix for more examples). The top reasons I see people say that productivity doesn't matter (or is actually bad) fall into one of three buckets: Working on the right thing is more important than working quickly Speed at X doesn't matter because you don't spend much time doing X Thinking about productivity is bad and you should "live life" I certainly agree that working on the right thing is important, but increasing velocity doesn't stop you from working on the right thing. If anything, each of these is a force multiplier for the other. Having strong execution skills becomes more impactful if you're good at picking the right problem and vice versa. It's true that the gains from picking the right problem can be greater than the gains from having better tactical execution because the gains from picking the right problem can be unbounded, but it's also much easier to improve tactical execution and doing so also helps with picking the right problem because having faster execution lets you experiment more quickly, which helps you find the right problem. A concrete example of this is a project I worked on to quantify the machine health of the fleet. The project discovered a number of serious issues (a decent fraction of hosts were actively corrupting data or had a performance problem that would increase tail latency by > 2 orders of magnitude, or both). This was considered serious enough that a new team was created to deal with the problem. In retrospect, my first attempts at quantifying the problem were doomed and couldn't have really worked (or not in a reasonable amount of time, anyway). I spent a few weeks cranking through ideas that couldn't work and a critical part of getting to the idea that did work after "only" a few weeks was being able to quickly try out and discard ideas that didn't work. In part of a previous post, I described how long a tiny part of that process took and multiple people objected to that being impossibly fast in internet comments. I find this a bit funny since I'm not a naturally quick programmer. Learning to program was a real struggle for me and I was pretty slow at it for a long time (and I still am in aspects that I haven't practiced). My "one weird trick" is that I've explicitly worked on speeding up things that I do frequently and most people have not. I view the situation as somewhat analogous to sports before people really trained. For a long time, many athletes didn't seriously train, and then once people started trying to train, the training was often misguided by modern standards. For example, if you read commentary on baseball from the 70s, you'll see people saying that baseball players shouldn't weight train because it will make them "muscle bound" (many people thought that weight lifting would lead to "too much" bulk, causing people to be slower, have less explosive power, and be less agile). But today, players get a huge advantage from using performance-enhancing drugs that increase their muscle-bound-ness, which implies that players could not get too "muscle bound" from weight training alone. An analogous comment to one discussed above would be saying that athletes shouldn't worry about power/strength and should increase their skill, but power increases returns to skill and vice versa. Coming back to programming, if you explicitly practice and train and almost no one else does, you'll be able to do things relatively quickly compared to most people even if, like me, you don't have much talent for programming and getting started at all was a real struggle. Of course, there's always going to be someone more talented out there who's executing faster after having spent less time improving. But, luckily for me, relatively few people seriously attempt to improve, so I'm able to do ok. Anyway, despite operating at a rate that some internet commenters thought was impossible, it took me weeks of dead ends to find something that worked. If I was doing things at a speed that people thought was normal, I suspect it would've taken long enough to find a feasible solution that I would've dropped the problem after spending maybe one or two quarters on it. The number of plausible-ish seeming dead ends was probably not unrelated to why the problem was still an open problem despite being a critical issue for years. Of course, someone who's better at having ideas than me could've solved the problem without the dead ends, but as we discussed earlier, it's fairly easy to find low hanging fruit on "execution speed" and not so easy to find low hanging fruit on "having better ideas". However, it's possible to, to a limited extent, simulate someone who has better ideas than me by being able to quickly try out and discard ideas (I also work on having better ideas, but I think it makes sense to go after the easier high ROI wins that are available as well). Being able to try out ideas quickly also improves the rate at which I...