Re: [fossil-users] Fossil performance and optimisation

2017-08-11 Thread Warren Young
On Aug 11, 2017, at 2:55 PM, Damien Sykes-Lindley  
wrote:
> 
> so that sounds can easily be edited and changed without loss of quality they 
> are uncompressed PCM data. I suppose I could convert them to FLAC

I must not have been clear: when you cannot use a text-based file format with 
Fossil, you at least want to use an *uncompressed* binary file format.  So, 
stick with PCM, WAV, AIFF, etc.  Absolutely do not switch to FLAC.

If you move to a game engine that wants a compressed audio format — some use 
Ogg Vorbis, for example — my recommendation is that you still store the data in 
Fossil in uncompressed form, but add some build rule that converts it to the 
compressed form for testing and delivery.

Not only will this make Fossil — or really, *any* VCS — happier, it lets you 
change your compression settings, format, etc. without bloating the repository 
with multiple versions.

I speak from experience.  My largest repository has essentially the same 
graphics for a web app in:

1. 8-bit GIF format from the days before PNG was in all browsers

2. 8-bit PNG format from the days before IE got the ability to cope with alpha 
channels in PNG

3. A different set of 8-bit PNGs when we changed our UI color scheme enough 
that the old 8-bit matting caused color fringing when the old PNGs were 
composited atop the new app background.

4. 24-bit PNG format once we finally dropped support for those old versions of 
IE

If I’d had the foresight to write a script to convert them from the high-res 
PSD or SVG forms to GIFs or PNGs, I’d still only have one version of most of 
these graphics.

> As for the executable, sometimes that gets included due to the fact that we 
> forget to delete it after testing an executable copy and don't use Fossil's 
> ignore feature

You can “shun” those after the fact to strip them out of the repo.  You have to 
get all clones to cooperate for this to work, but it’s doable.

> compiled language like C++ where there are many assets to manage can make 
> compilation a real ballache - maybe that's because I'm so new to such 
> languages.

If your build system is not reliable, I’d say that’s where you should spend 
your efforts, not on trying to get Fossil to cope with checkins containing 
unstripped binaries generated from other files that are efficiently stored in 
the repository.

You probably need some amount of scripting that lets you clone a repository and 
then run the script to get things into a buildable shape, automatically and 
reliably.  Anything less becomes the PITA you’ve run into.

Windows is a bit of an outlier here: on all the other major platforms, we have 
powerful, scriptable build systems, which we had to build in order to deal with 
the complexity of platform differences.  A positive side effect of that is that 
we can script our way out of most build complexities.

I pity the Windows dev that is forced to choose between batch files and 
PowerShell to achieve the same end.

> I had no idea about the checksum setting. Despite three year usage, it seems 
> I've only scratched the surface of Fossil. Again, another reason why I put 
> some of my thoughts out there. Some users, and of course the developers 
> themselves, who are much more knowledgeable on these things than I am.

We now await a repeat of your tests. :)

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Re: [fossil-users] Action-based automation and scripting

2017-08-11 Thread Stephan Beal
On Fri, Aug 11, 2017 at 10:27 PM, Warren Young  wrote:

> 3. libfossil:
>
> http://fossil.wanderinghorse.net/repos/libfossil/index.cgi/wiki/home
>
> Beware that it no longer works with Fossil 2.x repositories that use
> non-SHA-1 hashes.  That’d the the first thing someone would need to fix, if
> they wanted to adopt the project.
>

Anyone interested in doing so, please feel free to get in touch with me
on-list or off, but be aware that it won't be a cake-walk - you will have
to get your hands dirty and figure out how fossil works internally (much of
which is documented in the libfossil API docs, however). If a new owner
needs a place to host it, i would be happy to continue hosting it for them.

-- 
- stephan beal
http://wanderinghorse.net/home/stephan/
"Freedom is sloppy. But since tyranny's the only guaranteed byproduct of
those who insist on a perfect world, freedom will have to do." -- Bigby Wolf
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Re: [fossil-users] Fossil performance and optimisation

2017-08-11 Thread Damien Sykes-Lindley

Hi Warren,
Very interesting. As I said I don't understand how these things work 
internally, I just thought I'd put it out here and see what the more 
knowledgeable people thought of these comparisons. I just know that it 
records artefact changes, I've no idea how the compression or local/remote 
sync works or what repercussions would occur as a result in either system.


I ought to clarify that the games I work on are based on sound rather than 
graphics, and so that sounds can easily be edited and changed without loss 
of quality they are uncompressed PCM data. I suppose I could convert them to 
FLAC, but given that the game engine doesn't support this format they would 
have to be reconverted back to PCM before every test.
As for the executable, sometimes that gets included due to the fact that we 
forget to delete it after testing an executable copy and don't use Fossil's 
ignore feature, although to be fair with some of my non-game projects I do 
include executables and binary libraries for the simple fact that using a 
mainstream, compiled language like C++ where there are many assets to manage 
can make compilation a real ballache - maybe that's because I'm so new to 
such languages. So if I include the executable I can always get the latest 
without having to spend hours trying to figure out how to recompile the 
thing.
Same with libraries - some libraries that I use are proprietary and so 
including them in source form isn't an option. Especially in an interpreted 
language where I can simply run the code from the source script, if it needs 
the libraries to run I always include them. Again, maybe a mistake on my 
part but I always like to be prepared when I am checking out a new branch or 
version to test or work with.


The Fossil and Git commit tests were both locals with no remotes attached, 
so one didn't have any speed advantages against the other due to network 
usage.


I had no idea about the checksum setting. Despite three year usage, it seems 
I've only scratched the surface of Fossil. Again, another reason why I put 
some of my thoughts out there. Some users, and of course the developers 
themselves, who are much more knowledgeable on these things than I am.

Cheers.
Damien.
-Original Message- 
From: Warren Young

Sent: Friday, August 11, 2017 9:08 PM
To: Fossil SCM user's discussion
Subject: Re: [fossil-users] Fossil performance and optimisation

On Aug 11, 2017, at 7:10 AM, Damien Sykes-Lindley 
 wrote:


I couldn't help noticing there seemed to be a silence on speed 
comparisons.


There have been many threads on this over the years.  Just for a start, 
search the list archives for “NetBSD”.


After cloning and working with several publicised Fossil repositories, I 
can't help but notice that the majority of them are rather small.


Yes, that’s best practice for most any DVCS.  Even the Linux project takes 
this philosophy:


   http://blog.ffwll.ch/2017/08/github-why-cant-host-the-kernel.html

That is, the single monolithic repo you see when cloning “the Linux Git 
repo” is something of an illusion, which the developers of Linux don’t 
actually deal with very much.


Most of the projects that I am involved with are games...Of course these 
will contain binary files


That “of course” needn’t be a foregone conclusion.

Many asset formats are available in text forms, which are friendly for use 
in version control systems.  For example, you may be able to store 3D models 
in the repository in COLLADA format and some 2D assets in SVG.


For the bitmapped textures, it’s better to store those as uncompressed 
bitmap formats, then compress them during the build process to whatever 
format you’ll use within the game engine and for distribution.


A 1-pixel change to a Windows BMP file causes a much smaller change to the 
size of a Fossil repository than does a 1-pixel change to a JPEG or PNG, 
because that 1 pixel difference can throw off the whole rest of the 
compression algorithm, causing much of the rest of the file to change.


This can be tricky to manage.  You might think TIFF is a good file format 
for this purpose, but you’re forgetting all the metadata in it that changes 
simply when a file is opened and re-saved.  (Timestamps, GUIDs, etc.)  It’s 
better to go with a bare “box of pixels” format like Windows BMP.


All of this does make the checkout size bigger, but Fossil’s delta 
compression has two positive consequences here:


1. The Fossil repository size will probably be as small or even smaller.  A 
zlib-compressed Windows BMP file is going to be about the same size as a PNG 
file with the same content.


2. If those files are changed multiple times between initial creation and 
product ship time, the delta compression will do a far better job if the 
input data isn’t already compressed.  This is how you get the high 
compression ratios you see on most Fossil repositories by visiting their 
/stat page.  My biggest repository is 

Re: [fossil-users] 500 errors on Chisel.

2017-08-11 Thread Jacob MacDonald
Any update on the migration?

Thanks,

Jacob.

On Sat, Jun 3, 2017 at 11:22 AM Jacob MacDonald  wrote:

> Appreciate the update!
>
> On Sat, Jun 3, 2017 at 11:16 AM Roy Keene  wrote:
>
>> Jacob,
>>
>> This is caused by Fossil using a newer version of SQLite3 than the
>> system SQLite3 which "Edit" uses.  The system SQLite3 DB can't open the
>> Fossil repository to make some modifications due to the schema being
>> unsupported on some repositories.
>>
>> I can't make Fossil use the system SQLite3 since it requires newer
>> versions (presumably to support this schema).
>>
>> I plan to upgrade the SQLite3 used by Flint/PHP next week as I migrate to
>> a new host which should address the issue.
>>
>> A better fix would be to not talk directly to the SQLite3 DB but make the
>> changes by calling the Fossil binary, but that hasn't been investigated
>> too closely.
>>
>> Thanks,
>> Roy Keene
>>
>> On Sat, 3 Jun 2017, Jacob MacDonald wrote:
>>
>> > For the past few weeks, I've been unable to edit my repositories on
>> > Chisel (page throws a 500). Unfortunately, since I only have access to
>> > my account password and not each repo's password, that means I can't get
>> > write access to any of my hosted code.
>> > Is this a known issue/something I'm doing wrong?
>> >
>> > I've seen a bit of chatter re: Chisel on the list, but if there's a
>> > better place for the question, please let me know.
>> >
>> > Thanks!
>> >
>> > Jacob.
>> >
>> >
>> ___
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>>
>
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Re: [fossil-users] Action-based automation and scripting

2017-08-11 Thread Warren Young
On Aug 11, 2017, at 7:03 AM, Damien Sykes-Lindley  
wrote:
> 
> Is it possible for Fossil to run scripts when performing operations like 
> creating new repositories, importing, exporting, committing etc?

There are several ways:

1. Tcl/TH1 script feature:

   https://www.fossil-scm.org/index.html/doc/trunk/www/th1.md

You probably want to be looking at th1Hooks.

2. React after the fact by monitoring /timeline.rss.  This is sufficient for 
CI/CD integration, for example.

https://www.fossil-scm.org/index.html/help?cmd=/timeline.rss

3. libfossil:

http://fossil.wanderinghorse.net/repos/libfossil/index.cgi/wiki/home

Beware that it no longer works with Fossil 2.x repositories that use non-SHA-1 
hashes.  That’d the the first thing someone would need to fix, if they wanted 
to adopt the project.

4. Fossil’s JSON API:

https://goo.gl/GSBUa2
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Re: [fossil-users] Fossil performance and optimisation

2017-08-11 Thread Warren Young
On Aug 11, 2017, at 7:10 AM, Damien Sykes-Lindley  
wrote:
> 
> I couldn't help noticing there seemed to be a silence on speed comparisons.

There have been many threads on this over the years.  Just for a start, search 
the list archives for “NetBSD”. 

> After cloning and working with several publicised Fossil repositories, I 
> can't help but notice that the majority of them are rather small.

Yes, that’s best practice for most any DVCS.  Even the Linux project takes this 
philosophy:

http://blog.ffwll.ch/2017/08/github-why-cant-host-the-kernel.html

That is, the single monolithic repo you see when cloning “the Linux Git repo” 
is something of an illusion, which the developers of Linux don’t actually deal 
with very much.

> Most of the projects that I am involved with are games...Of course these will 
> contain binary files

That “of course” needn’t be a foregone conclusion.  

Many asset formats are available in text forms, which are friendly for use in 
version control systems.  For example, you may be able to store 3D models in 
the repository in COLLADA format and some 2D assets in SVG.

For the bitmapped textures, it’s better to store those as uncompressed bitmap 
formats, then compress them during the build process to whatever format you’ll 
use within the game engine and for distribution.

A 1-pixel change to a Windows BMP file causes a much smaller change to the size 
of a Fossil repository than does a 1-pixel change to a JPEG or PNG, because 
that 1 pixel difference can throw off the whole rest of the compression 
algorithm, causing much of the rest of the file to change.

This can be tricky to manage.  You might think TIFF is a good file format for 
this purpose, but you’re forgetting all the metadata in it that changes simply 
when a file is opened and re-saved.  (Timestamps, GUIDs, etc.)  It’s better to 
go with a bare “box of pixels” format like Windows BMP.

All of this does make the checkout size bigger, but Fossil’s delta compression 
has two positive consequences here:

1. The Fossil repository size will probably be as small or even smaller.  A 
zlib-compressed Windows BMP file is going to be about the same size as a PNG 
file with the same content.

2. If those files are changed multiple times between initial creation and 
product ship time, the delta compression will do a far better job if the input 
data isn’t already compressed.  This is how you get the high compression ratios 
you see on most Fossil repositories by visiting their /stat page.  My biggest 
repository is rocking along at 39:1 compression ratio, and it hasn’t been 
rebuilt and recompressed lately.

> (generally an executable

Why would you include generated files in a version control repository?

Fossil is not a networked file system.  If you try to treat it like one, it 
will take its revenge on you.

> dependency libraries

In source code form only, perhaps.

Even then, it’s better to hold those in separate repositories.

It would be nice if Fossil had a sub-modules feature like Git to help with 
this, so that opening the main repository also caused sub-Fossils to be cloned 
and opened in subdirectories.  Meanwhile, you have to do manual “fossil open 
--nested” commands, but it’s a one-time hassle.

Nested checkins would also be nice.  That is, if a file changes in a nested 
checkout, a “fossil ci” from the top level should offer to check in the changes 
on the sub-project.

> Also note that all commits were tests only and so weren't synced to remotes. 
> Naturally this means that commits are even slower when syncing.

It also means that local differences are a smaller percentage of the total time 
taken for many operations, since the time may be swamped by network I/O.

For instance, I notice in your tests that you seem to be comparing “fossil ci” 
to “git commit”, where the fair test would be against “git commit -a && git 
push”.

> 1. Git seems to do better at compressing and opening smaller repositories, 
> while Fossil triumphs over larger ones.

Be careful with such comparisons.

Fossil repositories aren’t kept optimally small, since that would increase the 
time for checkins and such.  Every now and then, even after an initial import, 
you want to look into “fossil rebuild” and some of its more advanced options.

This is what I was getting at about with my comments about the 39:1 compression 
ratio I’m currently seeing on my largest Fossil repository.  I expect I could 
make it smaller, if I did such a rebuild.

I have no idea if Git has some similar “rebuild” feature, though I will 
speculate that the per-file filesystem overheads will eat away at a lot of any 
advantages Git has.  Be sure you’re calculating size-on-disk, not the total 
size of the files alone.  That is, a 1 byte file on a filesystem with a 4K 
block size takes 4K plus a directory entry, not 1 byte.

Fossil, by keeping all artifacts in a single file, does not have this overhead. 
 The “rebuild” problem is 

Re: [fossil-users] Action-based automation and scripting

2017-08-11 Thread Stephan Beal
On Fri, Aug 11, 2017 at 4:25 PM, Damien Sykes-Lindley <
dam...@dcpendleton.plus.com> wrote:

> Oh wow. That must be so frustrating. Keyboards, both musical and computer,
> are the centre of my life right now, so if that ever happened to me I would
> be completely devastated.
> Hope things work out for you.
>

The first six months were depressing, but humans can adapt to anything. You
eventually get used to not having to get up every morning, not having to go
to bed early, and basically just being a lazy old fart! :)

-- 
- stephan beal
http://wanderinghorse.net/home/stephan/
"Freedom is sloppy. But since tyranny's the only guaranteed byproduct of
those who insist on a perfect world, freedom will have to do." -- Bigby Wolf
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Re: [fossil-users] Action-based automation and scripting

2017-08-11 Thread Damien Sykes-Lindley
Hi Stephan,
Oh wow. That must be so frustrating. Keyboards, both musical and computer, are 
the centre of my life right now, so if that ever happened to me I would be 
completely devastated.
Hope things work out for you.
Best,
Damien.


From: Stephan Beal 
Sent: Friday, August 11, 2017 2:18 PM
To: Fossil SCM user's discussion 
Subject: Re: [fossil-users] Action-based automation and scripting

On Fri, Aug 11, 2017 at 3:03 PM, Damien Sykes-Lindley 
 wrote:

  Also, like Git has LibGit for managing repositories, does Fossil have such a 
library? I know someone was working on LibFossil - does this give total access 
or is it still a work in progress?

That was me. An unusually extreme case of RSI ("Sulcus-ulnaris Syndrome" in 
both arms) has removed me completely from the programming scene the past 
nearly-3 years, so libfossil is deal until/unless someone wants to take it over 
(which involves bringing it up to date with the SHA changes). i'm currently 
waiting on the paperwork to go through for my early retirement due to inability 
to work (my hands and elbows can't handle much activity anymore), and my 
programming days are over until/unless my hands eventually fully recover (it's 
not clear whether they ever will or not).

-- 

- stephan beal
http://wanderinghorse.net/home/stephan/ 
"Freedom is sloppy. But since tyranny's the only guaranteed byproduct of those 
who insist on a perfect world, freedom will have to do." -- Bigby Wolf




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Re: [fossil-users] Action-based automation and scripting

2017-08-11 Thread Stephan Beal
On Fri, Aug 11, 2017 at 3:03 PM, Damien Sykes-Lindley <
dam...@dcpendleton.plus.com> wrote:

> Also, like Git has LibGit for managing repositories, does Fossil have such
> a library? I know someone was working on LibFossil - does this give total
> access or is it still a work in progress?
>

That was me. An unusually extreme case of RSI ("Sulcus-ulnaris Syndrome" in
both arms) has removed me completely from the programming scene the past
nearly-3 years, so libfossil is deal until/unless someone wants to take it
over (which involves bringing it up to date with the SHA changes). i'm
currently waiting on the paperwork to go through for my early retirement
due to inability to work (my hands and elbows can't handle much activity
anymore), and my programming days are over until/unless my hands eventually
fully recover (it's not clear whether they ever will or not).

-- 
- stephan beal
http://wanderinghorse.net/home/stephan/
"Freedom is sloppy. But since tyranny's the only guaranteed byproduct of
those who insist on a perfect world, freedom will have to do." -- Bigby Wolf
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[fossil-users] Fossil performance and optimisation

2017-08-11 Thread Damien Sykes-Lindley
Hi,
I was introduced to Fossil about three years ago. It is the first VCS I have 
actually used extensively for my own work and as such I haven't really had much 
to compare it with.
However, now I'm in the realm of contributing code I am having to learn how to 
make use of other systems as well.
For the purposes of my experiments, I have been comparing Fossil alongside Git, 
as this seems to be the popular alternative and there is a comparison sheet 
describing many areas of difference between Fossil and Git.
For the most part, Fossil has many advantages over Git. Though I couldn't help 
noticing there seemed to be a silence on speed comparisons. There is a separate 
article on performance statistics that again doesn't even mention speed.

After cloning and working with several publicised Fossil repositories, I can't 
help but notice that the majority of them are rather small. The 
system.data.sqlite repository is probably the biggest I've seen.

As of 11th August 2017:

Flint: 468KB, 65 commits
Hydra: 648KB, 37 commits
Fossilbook: 37.2MB, 82 commits
Fossil: 56.1MB, 10696 commits
SQLite: 92MB, 19275 commits
SLT: 142.5MB, 165 commits
TCL: 212.3MB, 21227 commits
system.data.sqlite: 395.4MB, 3072 commits

Most of the projects that I am involved with are games designed to run on 
Windows systems. These are anywhere from a small arcade game (10-100MB), or a 
fully fledged action packed or role playing adventure game (the biggest so far 
being 5GB). Of course these will contain binary files (generally an executable, 
dependency libraries and, most of all, media). It is the big ones where Fossil 
seems to be tripping over its own feet...

My machine: Windows 7 64-bit quad-core hyperthreaded, 32GB ram, 31.42TB total 
storage.
Fossil version: 2.3 [f7914bfdfa] 2017-07-21 03:19:30 UTC

Note: None of the below repositories have any ticket or custom wiki entries, 
and all only have the main trunk branch.
Also note that all commits were tests only and so weren't synced to remotes. 
Naturally this means that commits are even slower when syncing.

I have included export times because I have also done some experimentation with 
import/export. While the below tests don't seem to be too taxing in regards to 
exporting, try git-cloning https://github.com/torvalds/linux (roughly a 15 
minute operation) and import that to Fossil. On my machine it hadn't finished 
importing after three days, and the bigger it got the more it slowed. Took an 
hour to go from 2 to 3GB, and roughly 10 hours to go from 4 to 5GB. Of course 
you wouldn't find me so much as touching the Linux code - it is very different 
to Windows and even using it has turned out to be a pain in the rear and a 
bullet in the leg. I did this merely to test Fossil's handling of large 
repositories.
Similar slowdowns also seem to be occurring when building zip files from 
repositories. In fact there have been various scenarios when I have wanted to 
visit a certain checkin, and have had to open that checkin as a separate 
checkout and zip it with another utility, because Fossil gives me out of memory 
errors.

With Fossil, we get the following results:

Repo1: 76.5MB, 3 total commits
Clone: 14S (approx. 5.1MBPS)
Open: 3S (Latest commit, 322 files, 89.1MB, approx. 107 files or 29.7MB per 
second)
Commit: 12S (Deleted 5 small files)
Export: 7S (approx. 10.93MBPS)

Repo2: 554.4MB, 315 total commits
Clone: 2M27S (Download=1M10S, finalise=1M17S, approx. 7.92MBPS)
Open: 10S (Latest commit, 446 files, 385MB, approx. 44 files or 38.5MB per 
second)
Commit: 8S (Deleted one small file)
Export: 1M1S (Approx. 9.09MBPS)

Repo3: 792MB, 340 total commits
Clone: 2M16S (Download=1M40S, finalise=36S, approx. 7.92MBPS)
Open: 20S (Latest commit, 1087 files, 906MB, Approx. 54 files or 45.3MB per 
second)
Commit: 25S (Changed a few audio files)
Export: 1M24S (Approx. 9.43MBPS)

Repo4: 2.4GB, 7 commits
Clone: 6M30S (Download=5M, finalise=1M30S, approx. 8MBPS)
Open: 43S (Latest commit, 574 files, 2.36GB, approx. 13 files or 181.5MB per 
second)
Commit: 1M18S (Edited perhaps 10 lines of code)
Export: 3M55S (Approx. 10MBPS)

Repo5: 5.6GB, 24 total commits
Clone: 9M1S (Download=6M38S, Finalise=2M23S, approx. 14.07MBPS)
Open: 1M35S (Latest commit, 1380 files, 4.18GB, approx. 14 files or 45MB per 
second)
Commit: 1M30S (Added 2 source code files totalling 62.2KB)
Export: 11M49S (Approx. 9.17MBPS)

Importing the same repositories into Git and doing similar commits yields the 
following results. Unfortunately I don't have a private Git server from which 
to test clones, however Fossil's cloning is pretty fast anyway so I'm not too 
concerned about this.

Repo1: 76.5MB, 3 total commits

Git size: 75.1MB
Open: 3S (Latest commit, 322 files, 89.1MB, approx. 107 files or 29.7MB per 
second)
Commit: Instantaneous (Edited code)

Repo2: 554.4MB, 315 total commits

Git size: 655.5MB
Open: 5S (Latest commit, 446 files, 385MB, approx. 88 files or 77MB per second)
Commit: instantaneous (Source tree directory 

[fossil-users] Action-based automation and scripting

2017-08-11 Thread Damien Sykes-Lindley
Hi there,
Is it possible for Fossil to run scripts when performing operations like 
creating new repositories, importing, exporting, committing etc?
I'm guessing there will be somewhere, since sometimes people want to have an 
automated commit build, mail announcements and the likes, without having to 
manually edit and rebuild Fossil to make it work like that. I just can't seem 
to find it documented.
Also, like Git has LibGit for managing repositories, does Fossil have such a 
library? I know someone was working on LibFossil - does this give total access 
or is it still a work in progress?
Cheers.
Damien.
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[fossil-users] Captchas

2017-08-11 Thread Damien Sykes-Lindley
Hi there,
A while ago, I wrote about the possibility of providing an accessible 
alternative to an ASCII-art CAPTCHA system due to the fact that visually 
impaired users can only read these, through screen reading technology, as a 
series of dashes, dots and bars. Although the CAPTCHA system is no longer 
needed for the most part, anonymous logins still require the use of one of 
these CAPTCHAs.
An accessible CAPTCHA could be providing an alternative to the visual CAPTCHA 
(such as audio), using scrolling plaintext, or requiring the answering of a 
question (either calculating a formula, trivia etc). Though I appreciate that 
implementing some of those options may be hard (certainly hard for me who has 
limited mainstream programming/software engineering knowledge), I would hope 
that at least the question option would be easier to implement while also 
maintaining a reasonable size.
I didn’t quite get the final upshot of that suggestion. Are there plans to 
implement this?
Cheers.
Damien.
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