Join devRant
Do all the things like
++ or -- rants, post your own rants, comment on others' rants and build your customized dev avatar
Sign Up
Pipeless API
From the creators of devRant, Pipeless lets you power real-time personalized recommendations and activity feeds using a simple API
Learn More
Search - "general design"
-
Not one feature.
All analytics systems in general.
Whether it's implementing some tracking script, or building a custom backend for it.
So called "growth hackers" will hate me for this, but I find the results from analytics tools absolutely useless.
I don't subscribe to this whole "data driven" way of doing things, because when you dig down, the data is almost always wrong.
We removed a table view in favor of a tile overview because the majority seemed to use it. Small detail: The tiles were default (bias!), and the table didn't render well on mobile, but when speaking to users they told us they actually liked the table better — we just had to fix it.
Nokia almost went under because of this. Their analytics tools showed them that people loved solid dependable feature phones and hated the slow as fuck smartphones with bad touchscreens — the reality was that people hated details about smartphones, but loved the concept.
Analytics are biased.
They tell dangerous lies.
Did you really have zero Android/Firefox users, or do those users use blocking extensions?
Did people really like page B, or was A's design better except for the incessant crashing?
If a feature increased signups, did you also look at churn? Did you just create a bait marketing campaign with a sudden peak which scares away loyal customers?
The opinions and feelings of users are not objective and easily classifiable, they're fuzzy and detailed with lots of asterisks.
Invite 10 random people to use your product in exchange for a gift coupon, and film them interacting & commenting on usability.
I promise you, those ten people will provide better data than your JS snippet can drag out of a million users.
This talk is pretty great, go watch it:
https://go.ted.com/CyNo6 -
Fuck the memes.
Fuck the framework battles.
Fuck the language battles.
Fuck the titles.
Anybody who has been in this field long enough knows that it doesn't matter if your linus fucking torvalds, there is no human who has lived or ever will live that simultaneously understands, knows, and remembers how to implement, in multiple languages, the following:
- jest mocks for complex React components (partial mocks, full mocks, no mocks at all!)
- token cancellation for asynchronous Tasks in C#
- fullstack CRUD, REST, and websocket communication (throw in gRPC for bonus points)
- database query optimization, seeding, and design
- nginx routing, https redirection
- build automation with full test coverage and environment consideration
- docker container versioning, restoration, and cleanup
- internationalization on both the front AND backends
- secret storage, security audits
- package management, maintenence, and deprecation reviews
- integrating with dozens of APIs
- fucking how to center a div
and that's a _comically_ incomplete list; barely scratches the surface of the full range of what a dev can encounter in a given day of writing software
have many of us probably done one or even all of these at different times? surely.
but does that mean we are supposed to draw that up at a moment's notice some cookie-cutter solution like a fucking robot and spit out an answer on a fax sheet?
recruiters, if you read this site (perhaps only the good ones do anyway so its wasted oxygen), just know that whoever you hire its literally the luck of the draw of how well they perform during the interview. sure, perhaps some perform better, but you can never know how good someone is until they literally start working at your org, so... have fun with that.
Oh and I almost forgot, again for you recruiters, on top of that list which you probably won't ever understand for the entirety of your lives, you can also add writing documentation, backup scripts, and orchestrating / administrating fucking JIRA or actually any somewhat technical dashboard like a CMS or website, because once again, the devs are the only truly competent ones - and i don't even mean in a technical sense, i mean in a HUMAN sense of GETTING SHIT DONE IN GENERAL.
There's literally 2 types of people in the world: those who sit around drawing flow charts and talking on the phone all day, and those WHO LITERALLY FUCKING BUILD THE WORLD
why don't i just run the whole fucking company at this point? you guys are "celebrating" that you made literally $5 dollars from a single customer and i'm just sitting here coding 12 hours a day like all is fine and well
i'm so ANGRY its always the same no matter where i go, non-technical people have just no clue, even when you implore them how long things take, they just nod and smile and say "we'll do it the MVP way". sure, fine, you can do that like 2 or 3 times, but not for 6 fucking months until you have a stack of "MVPs" that come toppling down like the garbage they are.
How do expect to keep the "momentum" of your customers and sales (I hope you can hear the hatred of each of these market words as I type them) if the entire system is glued together with ducktape because YOU wanted to expedite the feature by doing it the EASY way instead of the RIGHT way. god, just forget it, nobody is going to listen anyway, its like the 5th time a row in my life
we NEED tests!
we NEED to know our code coverage!
we NEED to design our system to handle large amounts of traffic!
we NEED detailed logging!
we NEED to start building an exception database!
BILBO BAGGINS! I'm not trying to hurt you! I'm trying to help you!
Don't really know what this rant was, I'm just raging and all over the place at the universe. I'm going to bed.20 -
it's funny, how doing something for ages but technically kinda the wrong way, makes you hate that thing with a fucking passion.
In my case I am talking about documentation.
At my study, it was required to write documentation for every project, which is actually quite logical. But, although I am find with some documentation/project and architecture design, they went to the fucking limit with this shit.
Just an example of what we had to write every time again (YES FOR EVERY MOTHERFUCKING PROJECT) and how many pages it would approximately cost (of custom content, yes we all had templates):
Phase 1 - Application design (before doing any programming at all):
- PvA (general plan for how to do the project, from who was participating to the way of reporting to your clients and so on - pages: 7-10.
- Functional design, well, the application design in an understandeable way. We were also required to design interfaces. (Yes, I am a backender, can only grasp the basics of GIMP and don't care about doing frontend) - pages: 20-30.
- Technical design (including DB scheme, class diagrams and so fucking on), it explains it mostly I think so - pages: 20-40.
Phase 2 - 'Writing' the application
- Well, writing the application of course.
- Test Plan (so yeah no actual fucking cases yet, just how you fucking plan to test it, what tools you need and so on. Needed? Yes. but not as redicilous as this) - pages: 7-10.
- Test cases: as many functions (read, every button click etc is a 'function') as you have - pages: one excel sheet, usually at least about 20 test cases.
Phase 3 - Application Implementation
- Implementation plan, describes what resources will be needed and so on (yes, I actually had to write down 'keyboard' a few times, like what the actual motherfucking fuck) - pages: 7-10.
- Acceptation test plan, (the plan and the actual tests so two files of which one is an excel/libreoffice calc file) - pages: 7-10.
- Implementation evalutation, well, an evaluation. Usually about 7-10 FUCKING pages long as well (!?!?!?!)
Phase 4 - Maintaining/managing of the application
- Management/maintainence document - well, every FUCKING rule. Usually 10-20 pages.
- SLA (Service Level Agreement) - 20-30 pages.
- Content Management Plan - explains itself, same as above so 20-30 pages (yes, what the fuck).
- Archiving Document, aka, how are you going to archive shit. - pages: 10-15.
I am still can't grasp why they were surprised that students lost all motivation after realizing they'd have to spend about 1-2 weeks BEFORE being allowed to write a single line of code!
Calculation (which takes the worst case scenario aka the most pages possible mostly) comes to about 230 pages. Keep in mind that some pages will be screenshots etc as well but a lot are full-text.
Yes, I understand that documentation is needed but in the way we had to do it, sorry but that's just not how you motivate students to work for their study!
Hell, students who wrote the entire project in one night which worked perfectly with even easter eggs and so on sometimes even got bad grades BECAUSE THEIR DOCUMENTATION WASN'T GOOD ENOUGH.
For comparison, at my last internship I had to write documentation for the REST API I was writing. Three pages, providing enough for the person who had to, to work with it! YES THREE PAGES FOR THE WHOLE MOTHERFUCKING PROJECT.
This is why I FUCKING HATE the word 'documentation'.36 -
It's enough. I have to quit my job.
December last year I've started working for a company doing finance. Since it was a serious-sounding field, I tought I'd be better off than with my previous employer. Which was kinda the family-agency where you can do pretty much anything you want without any real concequences, nor structures. I liked it, but the professionalism was missing.
Turns out, they do operate more professionally, but the intern mood and commitment is awful. They all pretty much bash on eachother. And the root cause of this and why it will stay like this is simply the Project Lead.
The plan was that I was positioned as glue between Design/UX and Backend to then make the best Frontend for the situation. Since that is somewhat new and has the most potential to get better. Beside, this is what the customer sees everyday.
After just two months, an retrospective and a hell lot of communication with co-workers, I've decided that there is no other way other than to leave.
I had a weekly productivity of 60h+ (work and private, sometimes up to 80h). I had no problems with that, I was happy to work, but since working in this company, my weekly productivity dropped to 25~30h. Not only can I not work for a whole proper work-week, this time still includes private projects. So in hindsight, I efficiently work less than 20h for my actual job.
The Product lead just wants feature on top of feature, our customers don't want to pay concepts, but also won't give us exact specifications on what they want.
Refactoring is forbidden since we get to many issues/bugs on a daily basis so we won't get time.
An re-design is forbidden because that would mean that all Screens have to be re-designed.
The product should be responsive, but none of the components feel finished on Desktop - don't talk about mobile, it doesn't exist.
The Designer next to me has to make 200+ Screens for Desktop and Mobile JUST so we can change the primary colors for an potential new customer, nothing more. Remember that we don't have responsiveness? Guess what, that should be purposely included on the Designs (and it looks awful).
I may hate PHP, but I can still work with it. But not here, this is worse then any ecommerce. I have to fix legacy backend code that has no test coverage. But I haven't touched php for 4 years, letalone wrote sql (I hate it). There should be no reason whatsoever to let me do this kind of work, as FRONTEND ARCHITECT.
After an (short) analysis of the Frontend, I conclude that it is required to be rewritten to 90%. There have been no performance checks for the Client/UI, therefor not only the components behave badly, but the whole system is slow as FUCK! Back in my days I wrote jQuery, but even that shit was faster than the architecuture of this React Multi-instance app. Nothing is shared, most of the AppState correlate to other instances.
The Backend. Oh boy. Not only do we use an shitty outated open-source project with tons of XSS possibillities as base, no we clone that shit and COPY OUR SOURCES ON TOP. But since these people also don't want to write SQL, they tought using Symfony as base on top of the base would be an good idea.
Generally speaking (and done right), this is true. but not then there will be no time and not properly checked. As I said I'm working on Legacy code. And the more I look into it, the more Bugs I find. Nothing too bad, but it's still a bad sign why the webservices are buggy in general. And therefor, the buggyness has to travel into the frontend.
And now the last goodies:
- Composer itself is commited to the repo (the fucking .phar!)
- Deployments never work and every release is done manually
- We commit an "_TRASH" folder
- There is an secret ongoing refactoring in the root of the Project called "_REFACTORING" (right, no branches)
- I cannot test locally, nor have just the Frontend locally connected to the Staging webservices
- I am required to upload my sources I write to an in-house server that get's shared with the other coworkers
- This is the only Linux server here and all of the permissions are fucked up
- We don't have versions, nor builds, we use the current Date as build number, but nothing simple to read, nonono. It's has to be an german Date, with only numbers and has always to end with "00"
- They take security "super serious" but disable the abillity to unlock your device with your fingerprint sensor ON PURPOSE
My brain hurts, maybe I'll post more on this shit fucking cuntfuck company. Sorry to be rude, but this triggers me sooo much!2 -
Please. Hear me out.
I've been doing frontend for six years already. I've been a junior dev, then in was all up to the CTO. I've worked for very small companies. Also, for the very large ones. Then, for huge enterprises. And also for startups. I've been developing for IE5.5, just for fun. I've done all kinds of stuff — accessibility, responsive design (with or without breakpoints), web components, workers, PWA, I've used frameworks from Backbone to React. My favourite language is CSS, and you probably know it. The bottom line is, you name it — I did it.
And, I want to say that Safari is a very good browser.
It's very fast. Especially on M1 Macs. Yes, it lacks customization and flexibility of Firefox, but general people, not developers, like to use it. Also, Safari is very important — Apple is a huge opposing force to Google when it comes to web standards. When Google pushes their BS like banning ad blockers, Apple never moves an inch. If we lose Safari, you'll notice.
As for the Safari-specific bugs situation, well… To me, Safari serves as a very good indicator: if your website breaks in Safari, chances are you used some hacks that are no good. Safari is a good litmus test I use to find the parts of my code that could've been better.
The only Safari-specific BUG I encountered was a blurry black segment in linear gradients that go from opaque to transparent. So, instead of linear-gradient(#f00, transparent), just do linear-gradient(#f00f, #f000).
This is the ONLY bug I encountered. Every single time my website broke in Safari other than that, was for some ugly hack I used.
You don't have to love it. I don't even use it, my browser of choice is Firefox. But, I'm grateful to Safari, just because it exists. Why? Well, if Safari ceases to exist, Google will just leave both W3C and WhatWG, and declare they'll be doing things their way from now on. Obey or die.
Firefox alone is just not big enough. But, together with Safari, they oppose Google's tyranny in web standards game.
Google will declare the victory and will turn the web into an authoritarian dictatorship. No ad blockers will be allowed. You won't be able to block Google's trackers. Google already owns the internet, well, almost, and this will be their final, devastating victory.
But Safari is the atlas that keeps the web from destruction.22 -
Got a call from Google!
Asked for two months to study: Discrete mathematics, Calculus, introductions to algorithms, design patterns, CTCI and linux/unix OS workings in general.
I know I'll be banging my head against the wall and I don't have my expectations too high. But regardless I feel like this is a good excuse to speed up my studies and push myself in the direction I want to go already. It'll be a win-win even if I don't land the position because I'll definitely gain a ton in the process of preparing.
I will be expose to all of this material (except for calculus because I've been learning it for a couple of months) for the first time so I know it'll be a challenge and I am looking forward to it.
If any of you have any tips on good study habits that'll be much appreciated; I currently like to read most of my material and supplement with videos/tutorials... Khan is great but they lack material on discrete mathematics unfortuantely. Thanks in advance!
Wish me luck (:8 -
I think we're going two sides:
For one, more and more technology is being developed/engineered which is even more and more and more intrusive as for personal privacy, I'm genuinely worried how this'll go as privacy isn't just a about not exposing certain things like passwords/bank account details and so on, it's also about being an individual who has their own thoughts, opinions and so on. If we keep taking that away more and more often, society will change and go towards the Orwell scenario (we're on our way there right now). We can change this as software/design/server engineers but that's up to us and I sadly don't see that happening quickly, also due to the 'nothing to hide' bullshit.
Second one is that were going more and more towards open source.
This is a good thing as this:
- gives freedom to devs around the world to improve software and/or modify it to suit their needs.
- gives people the opportunity to look through the source code of softwares in order to verify it as for backdoors and find security vulnerabilities which otherwise can remain hidden for the general public while spying agencies have way more resources to go vulnerability hunting.
For the people who think this isn't a good idea (even more open source), without it we'd be completely fucked as for moving forward/security/privacy. (I can give examples if wanted).3 -
I’m pretty terrible at soldiering and small electronics in general, but I’m kind of okay with how this turned out.
Back story:
That helmet is my sister-in-law’s, she drives a polaris slingshot. (It’s technically a motorcycle here in the US because it has three wheels.) and she hooked up some EL wire to her helmet and the larger black rectangle in the picture is what the battery pack looked like before. (It takes two AA batteries.) and doesn’t have anyway to recharge them natively.
I did some research and found a neat little charging board (TP4056) and got her a small single cell li-ion battery for it. Now it’s not only less than half the length of the original, but it has a rechargeable battery and a charging circuit built in. The battery is 500mAh and lasts about 65-70mins on a charge. Personally, I feel like that’s not a good enough battery life on a charge, but my sis-in-law says that her and her slingshot friends usually only run with the EL lights on for 30 minute stretches at time so they should be able to get two to three uses before needing a recharge. Which btw, only takes about 35-40 minutes from completely dead.
The box looks like shit cause I literally hacked away at the original casing with a pocket knife and then crammed all the pieces back in and hot-glued the casing together. But I took measurements of the final-ish design and will try to find a small electronics box that will be able to house everything internally. (L: 1-3/4” W: 1-1/4” H: 1-1/4”)6 -
You know what really grinds my gears? As a junior webdeveloper (mostly backend) I try my hardest to deliver quality content and other people's ignorance is killing me in my current job.
Let's rant about a recent project I had under my hood, for this project (a webshop) I had to restructure the database and had to include validation on basicly every field (what the heck, no validation I hear you say??), apperently they let an incompetent INTERN make this f***king webshop. The list of mistakes in this project can bring you close to the moon I'd say, seriously.
Database design 101 is basicly auto incremented ID's, and using IDs in general instead of using name (among a list of other stuff obv.). Well, this intern decided it was a good idea to filter a custom address-book module based on a NAME, so it wasn't setup as: /addressbook/{id} (unique ID, never a problem) but as /addressbook/{name}, which results in only showing one address if the first names on the addresses are the same. Lots of bugs that go by this type of incompetence and ignorance. Want to hear another joke? Look no further, this guy also decided it was a great idea to generate the next ID of an order. So the ordernumber wasn't made up by the auto incremented id on the order model, but by a count of all the orders and that was the next order number. This broke so many times, unbelievable.
To close the list of mistakes off, the intern decided it was a great idea to couple the address of a user directly to an order. Because the user is able to ship stuff to addresses within his addressbook, this bug could delete whole orders out of the system by simply deleting the address in your addressbook.
Enough about my intern rant, after working my ass of and going above and beyond the expectations of the customer, the guy from sales who was responsible for it showed what an a**hole he was. Lets call this guy Tom.
Little backstory: our department is a very small part of the company but we are responsible for so much if you think about it. The company thinks we've transitioned to company wide SCRUM, but in reality we are so far from it. I think the story below is a great example of what causes this.
Anyway, we as the web department work within Gitlab. All of our issues and sprints are organized and updated within this place. The rest of the company works with FileMaker, such a pile of shit software but I've managed to work around its buggyness. Anyway, When I was done with the project described above I notified all the stakeholders, this includes Tom. I made a write-up of all the changes I had made to the project, including screenshots and examples, within Gitlab. I asked for feedback and made sure to tag Tom so he was notified of my changes to the project.
After hearing nothing for 2 weeks, guess who came to my desk yesterday? F**king tom asking what had changed during my time on the project. I told him politely to check Gitlab and said on a friendly tone that I had notified him over 2 weeks ago. He, I shit you not, blantly told me that he never looks on there "because of all the notifications" and that I should 'tell him what to do' within FileMaker (which I already had updated referencing Gitlab with the write-up of my changes). That dick move of him made me lose all respect for this guy, what an ignorant piece of shit he is afterall.
The thing that triggers me the most in the last story is that I spent so much free time to perfect the project I was working on (the webshop). I even completed some features which weren't scheduled during the sprint I was working on, and all I was asking for was a little appreciation and feedback. Instead, he showed me how ignorant and what a dick he was.
I absolutely have no reason to keep on working for this company if co-workers keep treating me like this. The code base of the webshop is now in a way better condition, but there are a dozen other projects like this one. And guess what? All writen by the same intern.
/rant :P10 -
Working in the embedded systems industry for most of my life, I can tell you methodical testing by the software engineers is significantly lacking. Compared to the higher level language development with unit tests and etc, something i think the higher level abstracted industry actually hit out the of park successfully.
The culture around unit testing and testing in general is far superior in java and the rest.
Down here in embedded all too often I hear “well it worked on my setup... it worked at my desk”.. or Oh I forgot to test that part.. or I didn’t think that perticular value could get passed in... etc I’ve heard it all. Then I’ve also heard, you can’t do TTD or unit tests like high level on embedded... HORSESHIT!
You most definitely can! This book is a great book to prove a point or use as confirmation you are doing things correctly. My history with this book was I gonna as doing my own technique of unit testing based on my experience in the high level. Was it perfect no but I caught much more than if I hadn’t done the testing. THEN I found this book, and was like ohh cool I’m glad I’m on the right thought process because essentially what they were doing in the book is what I was doing just slightly less structured and missing a few things.
I’ve seen coworkers immediately think it’s impossible to utilize host testing .. wrong.
Come to find out most the of problems actually are related to lack of abstraction or for thought out into software system design by many lone wolf embedded developers.. either being alone, or not having to think about repercussions of writing direct register writes in application or creating 1500 line “main functions” because their perception is “main = application”. (Not everyone is like this) but it seems to be related to the EEs writing code ( they don’t know wha the CS knows) and CS writing over abstraction and won’t fit on Embedded... then you have CEs that either get both sides or don’t.. the ones to understand the low level need but also get high level concepts and pariadigms and adapt them to low level requirements BOOM those are the special folks.
ANYway..the book is great because it’s a great beginner book for those embedded folks who don’t understand what TDD is or Unit testing and think they can’t do it because they are embedded. So all they do is AdHoc testing on the fly no recording results no concluding data very quick spot check and done....
If your embedded software engineers say they can’t unit test or do TDD or anything other than AdHoc Testing...Throw the book at them and say you want the unit test results report by next week Friday and walk away.
Lol7 -
Dogecoin hit USD $0.40 recently, which means it's time for the Crypto Rant.
TL;DR: Dogecoin is shit and is logically guaranteed to eventually fall unless it is fundamentally changed.
===========================
If you know how Crypto works under the hood, you can skip to the next section. If you don't, here's the general xyz-coin formula:
Money is sent via transactions, which are validated by *anybody*.
Since transactions are validated by anybody, the system needs to make sure you're not fucking it up on purpose.
The current idea (that most coins use today) is called proof-of-work. In short, you're given an extremely difficult task, and the general idea is you wouldn't be willing to do that work if you were just going to fuck up the system.
For validating these transactions, you are rewarded twofold:
1) You are given a fixed-size prize of the currency from the system itself. This is how new currency is introduced, or "minted" if you prefer.
2) You are given variable-size and user-determined prize called "transaction fees", but it could be more accurately called a "bribe" since it's sole purpose is to entice miners to add YOUR transaction to their block.
This system of validation and reward is called mining.
===========================
This smaller section compares the design o f BTC to Dogecoin - which will lead to my final argument
In BTC, the time between blocks (chunks of data which record transactions and are added to the chain, hence blockchain) is ten minutes. Every ten minutes, BTC transactions are validated and new Bitcoins are born.
In Dogecoin, the time between blocks is only one minute. In Theory, this means that mining Dogecoin is about ten times easier, because the system expects you to be able to solve the proof of work in an average of one minute.
The huge difference between BTC and Doge is the block reward (Fixed amount; new coins minted). The block reward for BTC is somewhat complicated compared to Doge: It started as 50 BTC per block and every 4 years it is halved ("the great halving"). Right now it's 6.25 BTC per block. Soon, the block reward will be almost nothing until BTC hits it's max of 21 million bitcoins "minted".
Dogecoin reward is 10,000 coins per block. And it will be that way for the end of time - no maximum, no great halving. And remember, for every 1 BTC block mined, 10 Doge blocks are mined.
===========================
Bitcoin and Dogecoin are now the two most popular coins in pop culture. What makes me angry is the widespread misunderstanding of the differences between the two. It is likely that most investors buy Dogecoin thinking they're getting in "early" because it's so cheap. They think it's cheap because it isn't as popular as Bitcoin yet. They're wrong. It's cheap because of what's outlined in section two of this rant.
Dogecoin is actually not very far off Bitcoin. Do the math: there's a bit over 100 billion Dogecoin in circulation (130b). There's about 20 million BTC. Calculate their total CURRENT values:
130b * $0.40 = 52b
20m * $60k = 1.2t
...and Doge is rising much, much faster than BTC because of the aforementioned lack of understanding.
The most common thing I hear about Doge is that "nobody expects it to reach Bitcoin levels" (referring to being worth 60k a fucking coin). They don't realize that if Doge gets to be worth just $10 a coin, it will not just reach Bitcoin levels but overtake Bitcoin in value ($1.3T).
===========================
It's worth highlighting that Dogecoin is literally designed to fail. Since it lacks a cap on new coins being introduced, it's just simple math that no matter how much Doge rises, it will eventually be worthless. And it won't take centuries, remember that 100k new Doge are mined EVERY TEN MINUTES. 1,440 minutes in a day * 10K per minute is 14.4 million new coins per day. That's damn near every Bitcoin to ever exist mined every day in Dogecoin11 -
A discussion about writing tests for frontend applications.
Context: my frontend coworkers don't write tests, at all. Yeah, really. Our testing process is very manual. We test manually when developing. We test manually when reviewing code. After merging, the application is deployed to a staging server and the design team does a QA Sprint. Lots of manual testing and some bugs still crawl by.
So I decided to start pushing my coworkers to start writing tests. One of the reasons I constantly hear them say to not write tests in the frontend is: "It's not worth the time, because design keeps changing, which means we have to take time to fix the tests. Time that we usually don't have."
I've been thinking about this a lot and it seems to me that this is more related to bad tests than to tests in general.
Tests should not break with design changes (small changes at least). They should test funcionality, not how things look. A form should not break if the submit button's style changes, so why should its tests fail? I also think that tests help save time, as they prevent some back and forth because of bugs.
Writing good tests is the hard part. Tests that cover what's really important and aren't frail and break with things that shouldn't break them. What (and how) should we test? And what shouldn't be tested?
Writing them fast is another hard thing. Are you doing it right if they take more time to write than the actual code?
What do you think about this? Do you write tests for your frontend applications? What do you test? How much time do you spend writing tests? What are your testing tools/frameworks?6 -
Really getting tired of these web design ads. I would turn on Adblock but I want to support YouTubers that are actually interesting to watch. I saw this ad today, Divi. A plugin of some sort for WordPress and the lady in the video is talking about how building a website is like painting a master piece but not really. And then goes on about "creating" a website with their tool on the page itself. (Like a Wix or Weebly but on the actual page and live). I watch the video to the end and decide to check the comments and someone said "or you know, learn HTML and stop being lazy" *liked* then one smart ass replied, "or use Wix, or use Weebly, or use any other thing online that lets you design a website without typing code". It annoys me how ignorant people can be about designing, but I don't blame them. People are lazy in general and would want to do things the easy way even though it's not the best way. You know the saying, give a man a CMS or WYSIWYG builder and he'll make a website, but teach a man to code and he'll make more, improved websites.4
-
I just logged into my bank account to see that everything has changed. More basic, primitive styling and in general it is shit. Why am I ranting about this, because I could tell from looking that it has been done to be more mobile friendly. Sure enough I resized the screen and everything snapped into place like it would on a mobile.
Now I've got to put up with an inefficient and more time consuming UX all because some twat in the bank has decided to pander to mobile devices nearly ten years after they've been introduced even though there's already a mobile banking app for that.
Responsive design is like living with a dwarf, because one of you is small, nobody else is allowed to have cupboards on walls anymore. Bastards!4 -
If you're making a game, dont start by thinking about your inventory system. Start by thinking about what you want your player to be able to DO, the cost of those things, and the constraints.
For example, ages of empires didnt have you worrying about unit equipment at all. every villager could do almost any job. while survival games, especially survival horror, like the recent RE remake, severly restrict inventory and stack sizes to make resource managenent more important.
Games like Fallout had list based inventories because lists are cheap, and it allowed a tighter interaction loop. players would loot. go into inventory. close container, onto the next container, keeping the player in the exploration loop longer. neoscav did the opposite *for effect* harkening back to diablo, but taken to the nth degree: *everything*, actions, combat, exploration, character design, all based on an inventory-style grid.
while games like rimworld and dwarf fortress have your inventory represented by zones where items are physically *stored* in stacks on the ground, extending the concept of base management to resource management through physical layout and build optimization.
its important to think about what kind of actions you want players to be able to do, and the kinds of challenges and constraints you want on them at each point of the game and each mechanic they engage in.
other examples, though terrible, include fortnite, where the limitations of competitive play had inventory limited to a resource system and a hotbar. while earlier battle royale and sandboxs games like rust and battleground induced tension by combining loot mechanics and grid inventories with the constant danger of competing players, allowing them to have richer inventory systems at the risk of frusterating players who frequently died while managing their inventory. meanwhile in overwatch, notice how the HUD changes to best represent the abilities of each character.
all in all it is better to stop thinking of inventory systems as a means to an end, and instead as the end representation of desired mechanics, or artificially selected representations for particular effects.
this applies likewise to ui and ux in general. because the design of interface is fundementally about the design of *interactions*, and what you want to enable a user or customer to *do* will ultimately drive those interactions.6 -
So before the Age of JavaScript, when programming was trying to be an engineering discipline, I felt like we were getting close to figuring out what worked and what didn't. We had rules of thumb (more general than Patterns) and code smells.
Then JavaScript came in and no one had time to think about "engineering" anymore. I'm fine with MVP and small iterations, but the disdain I see for making code clean and extendable and improvable is baffling (and annoying). First-time coders might never have had to fix someone else's code, but two weeks in a chair should have fixed that.
It's not that understanding code is so hard (although it can be); understanding the _intent_ is hard. This MVP is great, but when no one had time to document what is actually supposed to happen, programmers have to reverse-engineer the *design*.4 -
I really like this book on the basis of the philosophy overall, no this doesn’t solve all problems but it’s a good baseline of “guidelines/rules” to program by. Good metrics or goals to architect and design software projects high and low level projects.
Fight Software Rot
Avoid duplicate code
Write Flexible, dynamic, adaptable code
Not cargo cult programming and programming by coincidence.
Make robust code, contracts/asserts/exceptions
Test, Test, and TEST again and Continue testing.. this is a big one.. not so much meaning TDD.. but just testing in general never stop trying to break your software.. FIND the bugs.. you should want to find your bugs. Even after releasing code the field continue testing.24 -
I fucking hate the design and aesthetics of PC gaming hardware in general. Who the fuck do they design those things for, edgy teenagers? Give me something that looks well built and professional, damnit. Heck, most console designs are much better.12
-
!rant
Medium long story about POP!_OS
TL;DR : A true K.I.S.S. OS. Very well designed UI. In general suitable for everyone. Any distro-hoppers MUST try out. If your current OS is already heavily customized to your needs, DON'T bother with POP. (Read till the end if you are on toilet, nothing to lose)
Backstory : I am never a fanboy of anything although I am loyal to the tools I use daily. So OS is also something I picked and use to meet my needs except when I was a student. My first linux experience was about a decade ago with ubuntu. Have tried almost all kinds of light-weight and minimal distros after that (lubuntu, arch, mint, puppylinux, fedora, centos and others I forgot) during my student years.
I like all things minimal. ("Keep It Simple Stupid" is my email signature.) When I started working, Windows became the sole OS I use since it met my needs better than others. Except that one time when I tried Elementary. Although I found it a good OS, it didn't get installed as a dual-boot. I don't find Elementary minimal. It is one of well designed OSs but I still think it can be improved. (Plus I had this weird feeling that it is similar to Mac OS)
At the start of this year, Widows alone was not enough for my needs. Decided to look for a minimal linux distro. My old i7 ASUS has 8GB RAM and roughly 250GB free storage. So I am not that worried about hardware requirements. My main struggle is downloading stuffs. (Few of you guys must know by now the speed of my internet LOL.) Well, even if I had a good speed, I will still look for minimal distro as first priority. So I went with minimal ubuntu image and xubuntu environment. Although I do not like the UI design, it is acceptable. Through out the years, I have configured it to suit my needs and currently pretty happy with it.
Thoughts on POP!_OS : To me, it is literally like meeting a young girl who is perfect for my life. She has the perfect body, beautiful face, amazing appearance and good manners. And she is young, of course there is a lack of experience issue. But it can be taught and she has a very high chance to become a wonderful lady if she continues like this. Only crap is I already have someone and in a committed relationship. So I could not go any further than introduction. I do save her contact and will keep in touch with her online. You know? Things change. Things always change somehow.2 -
Rant rant = new Rant();
rant.type = Rant.REVELATION;
rant.content = "
Being depressed with recent stuff about my ex, I've been going out a lot more than I use to, thus engaging in conversation with people I've never talked to before, and it made me realize something. Maybe it's because the world it's more connected nowadays, but I think it's more about our career (be it CS Engineer, Software Dev, Web-Dev, etc...) and correct me if I'm wrong but I think we are the kind of people that knows about everything (maybe not everything, but know basic stuff that can't be considered general knowledge) because that's what we do, we spend our days updating ourselves, growing in knowledge.
What's my point? That, thanks to this ability, we can work, cooperate or even socialize in a rather easy way. For example, I learned bit of color theory and design principles for a school project. Fast forward some months, I meet this girl that had a degree in Digital Design and I could talk to her about her field, and even knew things she forgot.
I don't know, for me, it's amazing how we can shape shift and mold to the situation, easier than any other career.
Am I wrong or missing something? Let me know
";
rant.publish();5 -
Very few general embedded systems books exist, most are specific to chip, or architecture. Very few cover overall ideas, and concepts that are common across ALL embedded systems regardless of architecture and things you must keep in mind while designing software for them.
I think this a a good book. As a primer for deep diving into embedded systems design philosophy19 -
JS interview:
– we expect you to know the concepts of immutability, persistence, software architecture and systems theory, methods of analyzing complexity beyond the big-O notation, safe parallel code execution with web workers, WASM, modern web standards including working drafts, progressive enhancement and graceful degradation, WCAG recommendations and web accessibility in general, UX strategies and modern graphic design trends. Nice 20k github stars you got there. By the way, what's your opinion on modern optimistic UX?
– I know this all but I somewhat disagree with some status-quo UX strategies
– unfortunately it's a no
PHP interview:
– Do you know how to wipe your ass?
– *excited hysterical jumping with head nodding*
– You're hired25 -
This is the story of the API documentation.
Which btw I couldn't find on the producent's website anywhere. I had the pdf shared with me by a coworker.
I knew the api was fucked up the moment I looked at endpoint documentation.
GET params? WHERE, ORDERBY etc. Literally make a SQL select in a GET request.
Returned stuff? The whole thing. Not some DTO, you literally get everything you can get.
Eg if you get IP in your response, you get it in several formats: dotted form, as hex, and as int. In 3 different json fields.
Oh, and regarding IP - one would imagine you can use masks or prefixes for subnets, right? Nope. The only param you can use there is the subnet size. So you have to calculate the power of 2 every time you want to make a request.
That's from the endpoint documentation. But what about some general info on the API, before all that?
As I was looking for something, I decided to read that intro and general info about the API.
Okay, so there was a change log between API versions. "removed [endpoint which sounds like correct REST design], please use [this generic thing with SQL-like GETs]"... Several of them.
And there was also this sentence which said that the API is not restful, "it's REST-like". <facepalm>
If it was a bad attempt at REST API, I would let it go. But this sentence clearly showed they knew they did everything wrong. And the changelog showed they didn't stop there, they were actively making it worse.1 -
Question: is it a red flag if I'm "not supposed to" blog about tips and tricks I've found at work (not even code level, just organization and general design patterns)? Reason given to me: "we need to be careful about due diligence and intellectual property for our investors to be satisfied". Am I working with idiots?9
-
So the company decided to go agile. I am now a scrum master. And we have the local product owners and all. They made us do daily stand-ups.
I don't know what is a scrum master. Nobody knows what the hell is a stand-up. It seems to be an akward 30 minutes every day, when local product owner asks questions and demands status reports.
I did some googling and it seems that the scrum master is supposed to just support the team and solve problems. In our version the scrum master finds out the system architecture and requirements, fills the backlog, does the system design and reports to the project manager(s). Also reports to the clients about the general project status in an executive meetings. I also do the sprint planning, in which we fit the vague features that we are told into time tables with ready told dates.
Oh yeah, the team is just 2 guys. One of them is me. And the other guy relies completely on me to daily tell what to do, review the work and also answer all the project and company level questions that pop into his mind. He gets angry if he doesn't receive ready-thought solutions to all problems, since "you're the boss and it's your job to tell us what to do".
This is going to be a great year.4 -
> be me
> studying 1.5 years liberal arts stuff and general education class at community college
> transfer to a 4 year university.
> realize I need a major
> Realize I also I wanted to 9ne day have a family.
> realize family would need money
> "struggling actor" not a great choice
> pray about what I should be doing
> get distinct impression that instead of attending the session on majors at the college of fine and performance arts to go to session with the college of Science and engineering.
> hear pitch for computer science.
> signup for introduction to programming taught with c++.
> A couple semesters down the line take 3 classes all at once Discrete Math 1, Linear Algebra, and database design and administration.
> around week 6 realize that all 3 classes revolved around sets and set logic and set math.
> realize rdbs's are "applied" set math and that Each class a little more "applied" than the former.
> Be genius at SQL and set math
> havereally smart database teacher mentored me
> get introduced to the recruiter at the career fair.
> get interviews
> get flown out for 2md interview
> get internship
> do work, and get project back under budget
> a job offer
> finish senior year
> start as a "real" developer supporting business data and analytics.
> ???
> profit.3 -
This was originally a reply to a rant about the excessive complexity of webdev.
The complexity in webdev is mostly necessary to deal with Javascript and the browser APIs, coupled with the general difficulty of the task at hand, namely to let the user interact with amounts of data far beyond network capacity. The solution isn't to reject progress but to pick your libraries wisely and manage your complexity with tools like type safe languages, unit tests and good architecture.
When webdev was simple, it was normal to have the user redownload the whole page everytime you wanted to change something. It was also normal to have the server query the database everytime a new user requested the same page even though nothing could have changed. It was an inefficient sloppy mess that only passed because we had nothing better and because most webpages were built by amateurs.
Today webpages are built like actual programs, with executables downloaded from a static file server and variable data obtained through an API that's preferably stateless by design and has a clever stateful cache. Client side caches are programmable and invalidations can be delivered through any of three widely supported server-client message protocols. It's not to look smart, it's engineering. Although 5G gets a lot of media coverage, most mobile traffic still flows through slow and expensive connections to devices with tiny batteries, and the only reason our ever increasing traffic doesn't break everything is the insanely sophisticated infrastructure we designed to make things as efficient as humanly possible.11 -
I've been working on the ecommerce website from hell for over a year now. I should have heard the alarm bells when the studio who were running the project took a month to pay my deposit but still expected me to start working, but I explained that I wouldn't start without some form of security and they were cool with it, so I carried on.
It started off as a simple build with simple products, no product variations etc and a few links on the designs which appeared to lead to external links, and checkout and cart pages were nowhere to be seen. It wasn't a big money job so I just build them in as plain and straightforward as I could, in line with how the rest of the site looked. They then changed their mind about how they wanted these to look, and added loads of functionality to the site throughout the build, so by the end of the line, the scope of work had completely changed. I also had loads of disagreements in terms of design and useability, as their designs straight-up weren't going to function otherwise, plus every round of changes meant that I had to prolong the job further and fit it around work for other clients.
Fastforward a few more months and I get sent a really angry email with some of the client's complaints, including one that raised an issue with the user journey, and the finger of blame was pointed at me. The user journey had been a part of the designs from the start, and this was never raised as an issue for A WHOLE YEAR. They then said that it had to go live on Monday (three days after they sent email with these huge new structural changes). I told them I could no longer work on the project but was happy to waive the rest of my fee (3/4 of the total fee, when I had essentially completed the site, minus 2 minor bugs), so they could find another developer in the limited time they had. At first they refused to hire another developer, claiming that it would be too expensive, which made no sense, as for a few minor fixes and out of scope additions he could get paid a wage that would have otherwise paid for the majority of the work I had done on the site. I stood my ground and finally they found someone, so I sent over all of the files and database to their new developer and asked him to give me a heads up when I could remove the staging site from my server. The next day, I received an email from the studio asking me to fix some bugs the developer was requesting I fix so he could carry on with the site. They were basically asking me to work more, for free, to enable him to walk off with the majority of the money and do less work. They also forwarded a suuuuuper shitty, condescending email from him, listing all the things he thought was wrong with the site (he even listed 'no favicon' although they'd never supplied a graphic for this). He also wrote a paragraph at the bottom EXPLAINING MY JOB TO ME and telling me:
I get the feeling you like to write Javascript, while being one of the easiest languages to learn, it can also be one of the hardest to master. While I applaud you for writing Vanilla JS, it looks like you have a general problem with structuring your application.
Not sure if I'm being oversensitive here but it felt so patronising, and i couldn't even go for an angry walk to get it out my system because of social distancing lol.
Let a girl quarantine in peace!!!!!!2 -
How the Common Lisp Community will eventually die soon:
Clojure is the only main Lisp dialect having some sort of heavy presence in today's modern development world. Yes, I am aware of other(if not all) environments in which Lisp or a dialect of it is being used for multiple things, CADLisp, Guile Scheme, Racket, etc etc whatever. I know.
Not only is Clojure present in the JVM(I give 0 fucks about whether you like it or not also) but also has compilation targets for Javascript via Clojurescript. This means that i can effectively target backend server operations, damn near everything inside of the JVM and also the browser.
Yet, there is no real point in using Lisp or Clojure other than for pure academic endeavours, for which it is not even a pure functional programming language, you would be better served learning something else if you want true functional purity. But also because examples for one of the major areas in software development, mainly web, are really lacking, like, lacking bad, as in, so bad most examples are few in between and there is no interest in making it target complete beginners or anything of the like.
But my biggest fucking gripe with Lisp as a whole, specifically Common Lisp, is how monstrously outdated the documentation you can find available for it is.
Say for example, aesthetics, these play a large role, a developer(web mostly) used to the attention to detail placed by the Rails community, the Laravel community, django, etc etc would find on documentation that came straight from the 90s. There is no passion for design, no attention to detail, it makes it look hacky and abandoned. Everything in Lisp looks so severely abandoned for which the most abundant pool of resources are not even made present on a fully general purpose language constrained as a scripting environment for a text editor: Emacs with Emacs Lisp which I reckon is about the most used Lisp dialect in the planet, even more so than Clojure or Common Lisp.
I just want the language to be made popular again y'know? To have a killer app or framework for it much like there is Rails for Ruby, Phoenix for Elixir, etc etc. But unless I get some serious hacking done to bring about the level of maturity of those frameworks(which I won't nor I believe I can) then it will always remain a niche language with funny syntax.
To be honest I am phasing away my use of Clojure in place of Pharo. I just hate seeing how much the Lisp community does in an effort to keep shit as obscure and far away from the reach of new developers as possible. I also DESPISE reading other Lisp developer's code. Far too fucking dense and clever for anyone other than the original developer to read and add to. The idea that Lisp allows for read only code is far too real man.
Lisp has been DED for a while, and the zombies that remain will soon disappear because the community was too busy playing circle jerks for anything real to be done with it. Even as the original language of AI it has been severely outshined by the likes of Python, R and Scala, shit, even Javascript has more presence in AI than Lisp does now a days.9 -
The source engine is interesting, because it has reached that stage of life where it's old enough to be remarkable-- in the sense that it could be called 'legacy', a sort of milestone in development practices and thinking, both in software, and design.
That said, a better look at it might be from the lense of *uses today*.
A lot of former source engine (SE) devs are now going to unity or unreal, I don't blame them.
But it's interesting to examine examples of games that haven't.
One such game is the freeware "No More Room In Hell". A couple online play throughs shows a wealth of well designed maps (and an even greater horde of shovelware maps, but hey, you take the good with the bad).
The age of the engine itself shows. Even in games like Left 4 Dead the engine's age can be seen. This, in some respects has been a drag, but also a blessing. Where other games could rely on their effects, shaders, and other tech, modders, map makers, and designers have had to rely on wit and creativity.
Enter "situated environments."
In an age where many people desire to travel, to go places, and have grown up doing the exact OPPOSITE, there is a great desire for variety of locations in games: not merely 'environmental' in the shallow sense of a 'theme' such as 'lava', 'tundra', etc. But in the sense of setting in general.
We want places that are both out of reach and yet familiar. Fire-fights happen in city streets. Apocalypses happen in neighborhoods where the skyline is both broken and at once something we know by sight. Open air markets, grocery stores, neighborhoods, all of these provide the back drops of popular games and series such as COD, Battlefield, The Last of Us, and yes, the example game, NMRIH.
I call this idea of 'familiar but out-of-reach level design', "situated environments", because familiarity with them, but *lack of real life experience* with them, on a day to day basis, allows people's expectations to fill in the gaps.
No one for example would argue the layouts of 7 Days To Die are familiar, but most of us don't spend all day in a junkyard or a high rise hotel.
So they *feel* familiar. Likewise with Skyrim, the villages and towns, both iconic and strange, our expectations formed by cultural inheritance, hollywood films, television shows, stories, childrens books, and yes, other games.
In a way, familiarity-without-real-in-person-experience is a shortcut for designers, one that lets them play with the player's head-space, the players subconscious idea of how a space and setting *should* work, what to *expect* out of the area, how to *operate* within the area. And the more it conforms to expectations, the more surprising an overdesigned element appears to be, rather than immersion breaking. A real life example of this is people's idea of chernobyl. When they discover the amusement park and ferris wheel they're blown away by the juxtaposition of the wasteland that surrounds them and the associations ('nostalgia' as it were) that such a carnival ride carries for many of us. It simultaneously *doesn't belong* and is yet all at once *perfectly situated in the environment*.
It is to say 'surreal', which is adjacent to the idea of *being real*, in terms of our "perception of what is and isn't plausible, if not possible."
This is at the heart of suspension of disbelief, because in essence, virtual worlds are a lie, like fiction, and good fiction violates expectations in order to tell us truths about reality. As part of our ability to differentiate bullshit from reality, there is to say an element in our bullshit detectors (doubtless evolved over many 10's of thousands of years), that is designed to not merely detect what is absurd in our limited experience, but to incorporate absurdity into everyday experience. In that sense part of our rationality is the acceptance of irrational experiences, learning from it, and discovering 'a proper place for each thing' in the "models of the world" we all carry around in our heads. Eventually we normalize the absurd, it becomes the new reality, and what remains unassimilated becomes superstition (real or otherwise), a figment, or an anomaly.
One of the best examples I've encountered is The Last of Us: Left Behind, a good chunk of which is spent in a mall. And they nailed the environment perfectly I would say.
Or for those who don't own a PS4, a more accessible example is a map in NMRIH aptly called "the museum", and few words better do it justice than to go play it yourself--that is, if you really want to know what I mean by a 'situated environment'.
What better way, during this pandemic, to get out of the news cycle and into your own head? Sometimes the best way to escape isn't outside, it's within.3 -
So we started a new Unity video game project for mobile in June 2021. Hooray!
Being a mobile project, one of the earliest things we think about is scaling the interface across all sorts of device screen resolutions and aspect ratios, right? Well, to preemptively solve this problem early on, I decided to letterbox the game view - just choose one aspect ratio for the game and pad black bars to the sides of the screen. Simple, solves the game's world space problem without trying too hard, and it automatically adapts to Android's split-screen mode.
I showed the early builds to management as well as game design team and they gave me some general nods. Sounds like green light ahead. I spent the next few months building the game logic and scale the UI around a consistent letterboxed game view. If you had experience scaling Unity UI to a letterboxed area, you should already knew that it takes a whole paradigm of its own that's kinda hard to break out of, but the fact that it stays consistent across all screen aspect ratios is so worth it. Regardless, the biggeer benefit of letterboxing is simpler world space setup. You don't worry about whether this particular area will be overflowed horizontally or vertically in a particular device or not. You have a 9:16 window to view the world through, nothing needs to move at runtime and that's about it.
Fast-forward to early September 2021 and 40+ builds later, the GD started having concern that the playing area is not filling up his phone screen and that the letterboxes are bothering him. He wants to get rid of the letterboxes and wants the game world as well as UI to fill up his screen.
Yes. After 40+ builds, for all of which the letterbox was present, nobody in the project raised a concern about the letterbox. It's only NOW that they all of the sudden side with the GD and demand the removal of the letterbox. I feel like almost half of my effort on this game has been wasted. These clueless guys didn't spend one second looking at the early builds thinking of the possibility that the black bars at the top and bottom of their phone screens (which I repeat: has been around since the very first build) is gonna bother them? Somebody must be playing a cruel joke at this company. They had all the chances to bring this up as a potential issue and TODAY is the first time I hear of it.
See, designers. You waste our time and your time by doing this kind of thing. Please raise your issues early. Complain to us ASAP. If you wait for so long before raising an issue that has been in-your-face the whole time, I can't fault any developer for assuming you're trying to play a long prank. I can tell designers right now: it's not funny.1 -
Tldr: I think I made a company fire some dev a year ago.
I was working for this company remotely, alone, on a very big and old legacy php project where they still used echo '<code><code/>'; and i was a very junior junior front end developer, needed to make the website work somehow (whole new design). They brought in a random guy to work with me, and we started working.. I was using bitbucket to version my changes, and I asked him to do the same. He tried pushing his changes once and then practically never again because he started working in files that i was working on and there were git conflicts, and he gave up, even though i asked him to do that... he then statted using general classes to style the page (like .color) with absolute positioning and it broke everything everywhere. He then proceeded to minify half of the php files 'because of performance', I remember talking to other few people in the company and he disappeared a few more days later. I never finished the project because they stopped it randomly and i think i got him fired even though he could've continued working in the company -
I hate to offer some unsolicited critique of something I happily use for free... but I have to say this somewhere to just get it out. That's what this place is for, right?
The new MDN visual design fucking sucks.
It's like a purposeful example I might make for my students - of "what not to do." There were a few things they could have done to improve MDN for sure. Instead, they didn't improve it. They just "changed it." That is always a bad move. Now everything just has less contrast and is floating around with nothing to anchor it. Didn't they show it to anyone and get feedback along the way? "So, we made all the fonts closer to the same size, removed any differentiation in weight so that everything will look the same and just kinda blur out and put people to sleep, and just in general dulled everything out as much as possible - and also here's this logo thing too."4 -
Tired of chasing an elusive architecture and finding good community that helps promote it. Basically:
- Not CRUD
- Not MVC
- More like CQRS; commands and queries represent use cases
- Event Sourced; event log is source of truth, everything else is a cached projection
- Functional Domain Design; not DDD; focus on immutability and simplicity
- Functional in general; less OO
- More focus on domain concepts rather than tech concepts
- Domain can be used through CLI, API, or SDK
- UI is just another client to the API
- Authorization is ABAC, graph-based access control
I'm looking for a fucking unicorn.10 -
OnePlus 3 camera app has integration with Google Lens, that's great let's try it.
*Open camera, switch to Google Lens, and capture my mouse ( a regular one, with very common design in general)
*Results: bikes, Moto, and more motos.. 🚲🛵🏍️
Wow Good job6 -
I've been wanting to get into circuit design and general electronics for a while now. PCBs seem interesting.
What can you people recommend me to start learning it? I've only found some random courses by people with thick accent I cant understand.5 -
Alright, fellow coders, I need your help this time <3
I was thinking about getting a full stack developer position after school, with mean/mern stack. (Yes, I love js, but you can hate me for that later)
So, I just got an offer for a front-end developer position that I didn't apply to but was recommended for by my full stack prof.
Everything is great about that company, but! I'm not sure I'm good for that!
My question is: does being a front-end developer mean being good at putting together nice looking website?
I'm good with angular, but suck at material or just CSS in general.
I can implement business logic, but anything more complex than grids causes my eye to twitch.
So, is front-end developer supposed to be good at design part of it or not?
Google says yes, but I got other opinions from my friends, but they are still students too!
All hope on you guys! Thank you8 -
Junior Software Developer Job( $37k-$42k USD)
-1 year experience
- J2EE, Javascript, HTML, XML, SQL
- object oriented design and implementation
- management of relational and non-relational such as Oracle, PostGreSQL and Cassandra
- Lifecycle and Agile methods
- Familiarity with the Eclipse development environment and with tools such as Hibernate, JMS, ,TomCat/Gemini/Jetty, OSGi.
• UNIX skills, including Bash or other scripting language
• Experience installing and configuring software packages
• ActiveMQ troubleshooting/knowledge
• Experience in scientific data processing and analytical science in general
• Automated testing tools and procedures, including JUnit testing, Selenium, etc.
• Experience in interfacing with scientific instrumentation, potentially over IP networks
• Familiarity with modern web development, user interface and other ever-evolving front-end
technologies, such as React, TypeScript, Material, Jest, etc.
I am betting they don't get many people applying.8 -
My girlfriend, at the end of a totally unrelated bachelor's degree, has decided she wants to go into web design (or really design in general). Which is exciting cause her degree... Well, let's just say jobs aren't lined up.
I'm a front end guy and I have a lot of experience with UX, so time to crunch some learning in. Takes me back to my self teaching days haha, students becomes the teacher 🙈5 -
Please be gentle, first rant. :)
Can you please provide me with literature recommendations:
1. Books about software architeccture, design patterns and best practices in general.
2. "Relaxation" books related to developer's life experiences, something like "The Phoenix Project" (https://amazon.com/Phoenix-Project-...). I really enjoyed that. :)
I am aware that this is not best use of rants, but I would really like to hear this community recommendations. Thanks in advance. :)9 -
Im having a sort of dilema. I recently started taking freelance work for web developement (and design ack) and Im uncomfortable with the state of the industry. Ill explain: Say if I bid a client for a simple 1-3 page site w contact form (a new page, not migration) My suggestion is to use djangocms, django, or just static html/css/js (ie bootstrap), which produces clean, fairly secure, and fast sites. Of course I can throw a templated unoriginal wordpress site together in a few hours 2 days latest, so I offer that option as a sidenote on the bid, charging almost 2x more. For some reason I dont understand they choose the wp shitshow. I explain all the reasons that not the way to go( which I wont list, if u dont know, u never used it. google up) but they dont care abt the details, they rather pay more for shit job. OFC I reluctantly deliver what they want, but as a result my portfolio is full of unoriginal shit Im not happy showing off. I have a few sites Ive done on the side my prefered way, but they not deployed and sit in my github for all intents n purposes unviewable to potential clients.
I want to be proud of my portfolio, and it to be a representation of what Im capable of. BUT, I gotta eat, and work is better than no work.
There are so many "wordpress designers" oversaturaring the field and it lowering the overall standard of what we are capable of. I just begining my dev journey, but if I cant have a body of work Im proud of, theres no way I can see doing this the rest of my life, and that makes me really sad. My love of developing, coding, and IT/computers in general drove me to change careers from audio engineering to web development, and the fact that this fucking mr. potatoe head of a CMS is slowly turning that love into hate really pisses me off. So Im ending this !rant looking for hope.
Your thoughts?1 -
So i ranted about how bad the snapchat app was in terms of design and performance a few days ago here and at a couple of other places and the general conscience was that I should use it for a few days and i would like it.
Well, here's what i have to say. IT STILL SUCKS!
I tried to use it every day to keep up with what others are doing and sometimes try to post but i really don't like his bad the app is. It doesn't make me want to use it. Its a battery hog. It fucking drinks through my battery like nobody's business. The v10 update made it a bit better but it still sucks.
I still don't like the UX design but I have come to hate it less. It still sucks though.
I still don't like that there isn't a proper way to discover people. The "discover" tab is just paid advertisement.5 -
Four steps of professional development:
1. Simple and bad
2. Complicated and bad
3. Complicated and good
4. Simple and good
At CSS and frontend in general, I'm easy four, straight up. At architecture, I'm perhaps two in devops/docker/kubernetes/other crap and three at DB design. At electrical engineering and embedded stuff, I'm 1, no questions asked.
What are your rankings?1 -
I find that using unopinionated frameworks is more stressful for me because I have to make many design decisions myself which stresses me out. On the flip side, I learn so much about development in general which makes me happy.2
-
I'm attending a design course, and in the last few weeks they're teaching us a bit of web programming. The teacher of this part of the course is totally not competent, even though he has every possible Microsoft certification, it's clear that he has not idea what he's doing: he just reads some tutorial on languages and repeats us what he reads. Even when people ask him something about the code he writes, he just repeats what tutorials say...
E.g. he taught Angular 2 without saying anything about how typescript works; the last week i stayed home for a few days and took my time to read all the Angular tutorial and some general typescript, and everything is much clearer.
Also (and this is my favourite part), here's what he said us to do to run Angular projects: he made us open Visual Studio (VISUAL STUDIO!!! With his 60 fuckingGB) and press "Run" on the top of the page... For whose don't see any problem here, the "Run" button runs everytime the command "ng serve" that runs the "webserver" that runs the Angular app, so the opening of any project took about 1 whole minute for each little modification we did...
I had to explain that we could run the command on a terminal and use any editor as VS Code. He didn't even think about that, he said that it was a very good idea (You don't say!).
Fortunately, this is not a Web Development course, and we did only a few weeks with him; the other teachers are very competent in their job...2 -
I am new to devrant and it seems like a neat platform to connect with exclusively developers and programmers. I am newly enrolled in Full Sail University's Web Design and Development Online Bachelor's degree program and learning early HTML and CSS currently on my own while finishing my general classes. Any tips/tutorials/courses on code, inspiration, best way to approach learning languages, etc. are all appreciated. Also open to connecting as well.11
-
Okay c/c++ megaminds, I have a question about how something is generally designed that I feel like is too broad for SO or to be effectively Googled (though my Google-Jitsu may just be a tad weak, idk)
Lets say I have, for example, a simple graphical interface system where each widget/ control may have child controls. We could store it as a simple list/ array/ vector/ whatever - say Widget.children
Now these children could be added with a function like addChild(Widget*). This function would accept widgets allocated both on the stack and on the heap... but only widgets allocated on the heap would need to be freed.
My question is: on the destructor of the parent widget, how would it free all of its child widgets, if some are on the stack and some are on the heap and we don't know which is which...
And my broader question is what's the general design for this sort of thing? Should all items just be heap allocated always? Should it never be the responsibility of the parent widget to free the child widgets?9 -
Best:
Seeing ALL the members of my team finally coming into their own. One person tackled our entire not-at-all-simple CI/CD setup from scratch knowing nothing about any of it and, while not without bumps in the road, did an excellent job overall (and then did the same for some other projects since he found himself being the SME). Two of my more junior people took on some difficult tasks that required them to design and build some tricky features from the ground-up, rather than me giving them a ton of guidance, design and even a start on the basic code early on (I just gave them some general descriptions of what I was looking for and then let them run with it). Again, not without some hiccups, but they ultimately delivered and learned a lot in the process and, I think, gained a new sense of self-confidence, which to me is the real win. And my other person handled some tricky high-level stuff that got him deep in the weeds of all the corporate procedures I'd normally shield them all from and did very well with it (and like the other person, wound up being an SME and doing it for some other projects after that). It took a while to get here, but I finally feel like I don't need to do all the really difficult stuff myself, I can count on them now, and they, I think, no longer feel like they're in over their heads if I throw something difficult at them.
Worst:
A few critical bugs slipped into production this year, with a few requiring some after-hours heroics to deal with (and, unfortunately, due to the timing, it all fell on me). Of course, that just tells us that next year we really need to focus on more robust automated testing (though, in reality, at least one of the issues almost certainly would not - COULD NOT - have been caught before-hand anyway, and that's probably true for more than just one of them). We had avoided major issues the previous three years we've been live, so this was unusual. Then again, it's in a way a symptom of success because with more users and more usage, both of which exploded this year, typically does come more issues discovered, so I guess it tempers the bad just a little bit.2 -
!rant
TL;DR: Can anyone recommend or point at any resources which deal with best practices and software design for non-beginners?
I started out as a self-taught programmer 7 years ago when I was 15, now I'm computer science student at a university.
I'd consider myself pretty experienced when it comes to designing software as I already made lots of projects, from small things which can be done in a week, to a project which i worked on for more than a year. I don't have any problems with coming up with concepts for complex things. To give you an example I recently wrote a cache system for an android app I'm working on in my free time which can cache everything from REST responses to images on persistent storage combined with a memcache for even faster access to often accessed stuff all in a heavily multithreaded environment. I'd consider the system as solid. It uses a request pattern where everthing which needs to be done is represented by a CacheTask object which can be commited and all responses are packed into CacheResponse objects.
Now that you know what i mean by "non-beginner" lets get on to the problem:
In the last weeks I developed the feeling that I need to learn more. I need to learn more about designing and creating solid systems. The design phase is the most important part during development and I want to get it right for a lot bigger systems.
I already read a lot how other big systems are designed (android activity system and other things with the same scope) but I feel like I need to read something which deals with these things in a more general way.
Do you guys have any recommended readings on software design and best practices?3 -
//Week 33 - Worst Part
$worst = "";
$worst .= "Not knowing the project start date";
$worst .= "Not knowing the deadline";
$worst .= "Not getting the design and sitemap on time";
$worst .= "Teaching juniors developers coding where as they have Degree in Computer Science and me didn't went to college";
$worst .= "After junior developers learn coding, they move to another big company for more pay then me";
//Week 33 - Best Part
$best = "";
$best .= "I learnt a lot last year";
$best .= "I also learnt how to motivate myself for side projects (Not Working)";
$best .= "I learnt how to put myself upto challenge on any development work";
$best .= "I don't have yell at my General Manager or Project Manager because I got devRant now (Fuck Them)"; -
I just came home from opening of the fiscal year of a small drivers' club and it was quite an amazing life experience.
I got about a 5-times "rise" for a first, small, post-due-time project.
All of the members were so relaxed in one of the most serious moments of an association. We ate, drank beer and had as much fun as possible without break the law and other rules.
The story goes like this:
I was an intern in a website development company as students tend to do. In middle of the internship my teacher asked me if I'd be willing to develop a website to the before mentioned organization.
School will help with the money by being as a middle-man. It wasn't going to pay much, about 120€ or so, it's nothing really for the job, but I said yes for the experience. We organized a meeting, school provided the space, and went straight to the business.
The development went quite well: I got the final design requirements late (there weren't too much), research a lot about CMS:s, ended up with a beta version CMS (a risk), learned it, developed some plugins (not published yet), kept copyrights for most of the work and so on.
I was done _relatively_ quickly with the project and was quite happy with it. Only things still pressing my mind was bugs of the beta CMS, support for the plugins and my somewhat inexperienced graphical design.
Then it hit me, the world. Hosting, domain transfer, certificates, registry agreements. Arrgh. Most of things were fine, I know them. I had luck that I had a technical contact for the club. It would have been a nightmare of it's own otherwise.
We had problems transferring the domain, again, as you do. The other hosting company was to blame. They were the n00bs here. I went trough the law, technical guidance, etc. I was having heavy messaging with my technical contact about it, who was a middle-man for me and the hosting firms.
After a long while loop of waiting, reconfiguring, researching and messaging, until he transfer was finally over.
We had a long while of radio silence after some bug fixes. Until the Christmas came and I was invited to a Christmas party in a cottage, third Christmas party that year. It was great fun. We ate, drank, talked, went to sauna and had a playful adult stiga or sledging competition, etc.
I updated the site yet again, a stable version of the CMS were published. Yess!
Another radio silence came and year changed. It was broken off by a call to the opening of the fiscal year, the same day. This is today, or yesterday by now. This was just after my current company's board game night. I was really busy that day. A whole afternoon of second-hand shopping around the city with a bike. I counted 35 kilometers. Yes I go by bike, don't own a car or have an driving license... Yet.
I wasn't horribly late, around 30 minutes. I started eating and drinking. Free food and beer! They was also late, they should've got trough the business before I got there, before eating. So I ate and listened. Learned more about having business or an association in general. Until my matter came to be heard. They thanked me of the co-operation and made public the change of my reward sum, I WAS GRANTED 500€ REWARD for the work. It's still not an amazing sum in a larger point of view, but I can imagine that it's big deal for a small non-profit organization, which was loosing money. Everybody applauded, every 25 members of the club. I was greatly pleased. I will have to update their site a bit still, but they are going to pay the reward ASAP.
Did I mention that the school works around the taxes, legally. Taxes for the reward, if it were assumed as a wage would be 15%, for me, at the worst case scenario, only for getting the money to my hands.
I was offered another gig at the event, but didn't promise anything yet. I left before sauna, so we didn't get to change contact details. He will find a way to reach me if he really wants so. I'm a busy free man.3 -
I'm an engineering student in my final year now.. and there is something that I felt I missed learning throughout the course of 4 years.
How many of you believe that there is a need for non technical courses like UI/UX designing to be a part of curriculum ?
I conducted a workshop recently on UI/UX design but was surprised how majority of them were just clueless about design in general.
Atleast for all the Indian ranters here .. im pretty sure all of you would agree how pointless the first year is. Utilising it for something as trivial as basic user profiling and designing .. according to me makes sense..
What say ? Any other subjects you feel should be a course in your University ? ( Now my knowledge spans to colleges here in India , Lett me know if it's any different outside of here ) 🙂5 -
Any tips to stop getting pissed at your designer's design?
I was given a frontend task after so long (I'm a backend developer who has frontend experience) and the design is very good except architecture wise it's very difficult to build. It's not impossible, but it's very tricky to implement.
Our client has already approved the design, so I guess there's nothing I can do about it
But I am getting constantly annoyed when implementing the design. Whenever I look at the design, I feel like swearing all the time. I feel the designer is very inconsiderate. The design looks very good at big desktop screen, but some part looks dumb in responsive or tablet.
Does anyone ever feel the same? And maybe have tips for me to get by?
My managers have started telling me to stop saying "it's difficult" or "it's too hard". But it is difficult! And I am getting more annoyed when they tell me that.
Whenever I tell the designer that certain part is not gonna work (because we try to make things general so we can reuse), he will argue and somehow ended up saying "come on, just think how prideful you will be after implementing this".3 -
Aka... How NOT to design a build system.
I must say that the winning award in that category goes without any question to SBT.
SBT is like trying to use a claymore mine to put some nails in a wall. It most likely will work somehow, but the collateral damage is extensive.
If you ask what build tool would possibly do this... It was probably SBT. Rant applies in general, but my arch nemesis is definitely SBT.
Let's start with the simplest thing: The data format you use to store.
Well. Data format. So use sth that can represent data or settings. Do *not* use a programming language, as this can neither be parsed / modified without an foreign interface or using the programming language itself...
Which is painful as fuck for automatisation, scripting and thus CI/CD.
Most important regarding the data format - keep it simple and stupid, yet precise and clean. Do not try to e.g. implement complex types - pain without gain. Plain old objects / structs, arrays, primitive types, simple as that.
No (severely) nested types, no lazy evaluation, just keep it as simple as possible. Build tools are complex enough, no need to feed the nightmare.
Data formats *must* have btw a proper encoding, looking at you Mr. XML. It should be standardized, so no crazy mfucking shit eating dev gets the idea to use whatever encoding they like.
Workflows. You know, things like
- update dependency
- compile stuff
- test run
- ...
Keep. Them. Simple.
Especially regarding settings and multiprojects.
http://lihaoyi.com/post/...
If you want to know how to absolutely never ever do it.
Again - keep. it. simple.
Make stuff configurable, allow the CLI tool used for building to pass this configuration in / allow setting of env variables. As simple as that.
Allow project settings - e.g. like repositories - to be set globally vs project wide.
Not simple are those tools who have...
- more knobs than documentation
- more layers than a wedding cake
- inheritance / merging of settings :(
- CLI and ENV have different names.
- CLI and ENV use different quoting
...
Which brings me to the CLI.
If your build tool has no CLI, it sucks. It just sucks. No discussion. It sucks, hmkay?
If your build tool has a CLI, but...
- it uses undocumented exit codes
- requires absurd or non-quoting (e.g. cannot parse quoted string)
- has unconfigurable logging
- output doesn't allow parsing
- CLI cannot be used for automatisation
It sucks, too... Again, no discussion.
Last point: Plugins and versioning.
I love plugins. And versioning.
Plugins can be a good choice to extend stuff, to scratch some specific itches.
Plugins are NOT an excuse to say: hey, we don't integrate any features or offer plugins by ourselves, go implement your own plugins for that.
That's just absurd.
(precondition: feature makes sense, like e.g. listing dependencies, checking for updates, etc - stuff that most likely anyone wants)
Versioning. Well. Here goes number one award to Node with it's broken concept of just installing multiple versions for the fuck of it.
Another award goes to tools without a locking file.
Another award goes to tools who do not support version ranges.
Yet another award goes to tools who do not support private repositories / mirrors via global configuration - makes fun bombing public mirrors to check for new versions available and getting rate limited to death.
In case someone has read so far and wonders why this rant came to be...
I've implemented a sort of on premise bot for updating dependencies for multiple build tools.
Won't be open sourced, as it is company property - but let me tell ya... Pain and pain are two different things. That was beyond pain.
That was getting your skin peeled off while being set on fire pain.
-.-5 -
Hardware classes for software dev student?
Hey guys. Currently getting into second year of a 5 year curriculum to get an 'Integrated Master of Computer Engineering & Informatics' Degree here in Greece.
I'm already into software, I'm fooling around with java, go and php, making some games, web services and anything I find interesting in general. Recently, with the logic design class, I started liking hardware stuff (I didn't really like them before).
We're getting to a point where we might have to decide between picking hardware-centered or software centered subjects. I'm thinking that I can probably learn whatever is taught on the software side by myself (with a bit more studying of course), whereas hardware would be more difficult to study alone.
That said, I'm considering picking hardware, but I am skeptical. What do you think? I'll certainly miss out on the concurrent processing, data structure and how-a-compiler-works classes.
What do you think?
P.S. University here is free2 -
UX and Game Design: "Keep It Simple" Is Stupid.
Presentation, Content, and Structure
Often when designing a UI, I stumble across blogs and articles that discuss it and focus far too much on the structure. Wordpress is terribly guilty of this and I see it fairly often in the game industry.
In web design you might use flexbox for a content-centric design and not worry too much about the layout, or css grid if structure seems important. But the broader question is why? Why is structure important and why is it wrong to focus on structure over content?
First, structure *comes* from content. Even where over many years, we've taken certain kinds of content, be they the various genres of games, or the sundry type of websites or apps, we've learned to take all the various patterns and categorize them, to extract the commonly repeating idioms into what we call structure.
But if you're experienced, and a fan of UI design in general, then I bet you that you can name a number of counter-examples, those that broke the mould, or broke the 'rules' of good design and still somehow worked. And that follows *because* structure is derived from content. This is the same reason idioms, patterns, and best practices change over time, as we codify exceptions into their "own" rules, new best practices emerge which mostly everyone follows, and then yet more exceptions break them. And so it goes.
So we see content before structure. But isn't there something to be said of style? Why yes, there is.
To read the full article, all 14k words of it, head over to medium for more:
https://swcs.medium.com/ux-and-game...5 -
Chinese remainder theorem
So the idea is that a partial or zero knowledge proof is used for not just encryption but also for a sort of distributed ledger or proof-of-membership, in addition to being used to add new members where additional layers of distributive proofs are at it, so that rollbacks can be performed on a network to remove members or revoke content.
Data is NOT automatically distributed throughout a network, rather sharing is the equivalent of replicating and syncing data to your instance.
Therefore if you don't like something on a network or think it's a liability (hate speech for the left, violent content for the right for example), the degree to which it is not shared is the degree to which it is censored.
By automatically not showing images posted by people you're subscribed to or following, infiltrators or state level actors who post things like calls to terrorism or csam to open platforms in order to justify shutting down platforms they don't control, are cut off at the knees. Their may also be a case for tools built on AI that automatically determine if something like a thumbnail should be censored or give the user an NSFW warning before clicking a link that may appear innocuous but is actually malicious.
Server nodes may be virtual in that they are merely a graph of people connected in a group by each person in the group having a piece of a shared key.
Because Chinese remainder theorem only requires a subset of all the info in the original key it also Acts as a voting mechanism to decide whether a piece of content is allowed to be synced to an entire group or remain permanently.
Data that hasn't been verified yet may go into a case for a given cluster of users who are mutually subscribed or following in a small world graph, but at the same time it doesn't get shared out of that subgraph in may expire if enough users don't hit a like button or a retain button or a share or "verify" button.
The algorithm here then is no algorithm at all but merely the natural association process between people and their likes and dislikes directly affecting the outcome of what they see via that process of association to begin with.
We can even go so far as to dog food content that's already been synced to a graph into evolutions of the existing key such that the retention of new generations of key, dependent on the previous key, also act as a store of the data that's been synced to the members of the node.
Therefore remember that continually post content that doesn't get verified slowly falls out of the node such that eventually their content becomes merely temporary in the cases or index of the node members, driving index and node subgraph membership in an organic and natural process based purely on affiliation and identification.
Here I've sort of butchered the idea of the Chinese remainder theorem in shoehorned it into the idea of zero knowledge proofs but you can see where I'm going with this if you squint at the idea mentally and look at it at just the right angle.
The big idea was to remove the influence of centralized algorithms to begin with, and implement mechanisms such that third-party organizations that exist to discredit or shut down small platforms are hindered by the design of the platform itself.
I think if you look over the ideas here you'll see that's what the general design thrust achieves or could achieve if implemented into a platform.
The addition of indexes in a node or "server" or "room" (being a set of users mutually subscribed to a particular tag or topic or each other), where the index is an index of text audio videos and other media including user posts that are available on the given node, in the index being titled but blind links (no pictures/media, or media verified as safe through an automatic tool) would also be useful.12 -
Right guys and gals, I need your opinions.
Recently was approached by a recruiter who thought I’d be a good fit for a role, a role that is a step up from senior dev but without moving into people / project management.
More like a bridge between architects and senior devs.
I thought what the hell, why not. So I agreed to go for it.
It could be quite a decent payrise (though that wasn’t my motivation for going for it) and I like the idea of doing more mentoring, design and research than I do now. It would involve stuff like learning new tech, coming up with examples and implementations of how the dev team need to use it to churn out user stories.
For the last few years I’ve been mainly a back end developer, which didn’t start by choice and I always liked to be full stack.
But the recruitment process for this role has been quite slow (number of reasons) and since then I’ve been given a new piece of work at my current employer doing some greenfield angular work, plus the c# back end.
I’m really, really enjoying this angular work. Haven’t done it for a while and it feels great to get back into it. Seem to be picking it back up with no problems, like the old magic is still there.
Also the money at my current place is good enough.
So now I’m wondering if I should bail on this other role in favour of seeing this out and maybe going back to being full stack (tho for reasons I’ll outline below in the long term that might have to be elsewhere)
But I’m also trying to remind myself that up until enjoying this work there’s a reason I decided to go for this other role.
Current place is a small company that has no project management process. It’s chaos, and everything’s an emergency. There are no requirements for anything, not enough people etc. No one has a clue how to run an IT project.
The one thing we do have is good development practices in our team and we have been greenfield for the last 12 months working on a new product. But we do tend to be pigeon holed into looking after a specific service/area.
But this new place if I got the role, is a bigger company (I’ve worked in small, medium and massive companies so I know what the difference is like), they’re a household name, they have resources for learning, putting people through aws certs, etc. They give people time each week to invest in themselves. Much more agile.
And thinking about it now you don’t often see a role that allows you to ‘move up’ without having to take on people/project management and still having time to be hands on.
(Just maybe more hands on with strategic work than delivering user stories for business as usual)
So just in general, what do you think? -
Recruiter contacted me for interview. I asked them what is the procedure of interviews and how many are there gonna be.
Recruiter listed 5 fucking interviews.
1. HR interview: 30-45 min
2. Technical 1: 60 min general coding live session
3. Technical 2: 60 min backend coding live session
4. Technical 3: 60 min system design coding live session
5. Hiring manager interview: 30 min
All that for $20.3125/hour, with possibility of being more or even less depending on how well i do on these 5 interviews10 -
Ooh this project.. So I was put in charge of creating new pages, and general maintenance as the site was already built by a previous dev on the team before i joined the company. I take a look at the design, fairly strange forward quick analysis most of it bootstrapable, some custom code is needed for some parts so no issues there.
Looks at the code, only the bootstrap grid system is being used, the rest is custom code, an additional 9K lines of CSS and 526 lines of JS. What the hell is this.2 -
Design patterns a solution to a problem, not a solution for the sake of a solution.
It comes from years of developers banging their head agains a problem and iterating a solution. It was not done person sitting down and thinking about rules for good (general) software development. -
If a software company has 3 unique client projects, is it better to structure the discord server this way:
`-` is a category (parent) and `--` is a text or voice channel (child)
OPTION 1: category as project
- Project A
-- general
-- resources
-- design
-- dev team 1
-- dev team 2
- Project B
-- general
-- resources
-- design
-- dev team 1
-- dev team 2
- Project C
-- general
-- resources
-- design
-- dev team 1
-- dev team 2
OPTION 2: category as event
- Projects
-- projectA-general
-- projectB-general
-- projectC-general
- Design
-- projectA-design
-- projectB-design
-- projectC-design
- Resources
-- projectA-resources
-- projectB-resources
-- projectC-resources
- Developer discussions
-- projectA-team1-dev
-- projectA-team2-dev
-- projectB-dev
-- projectC-dev
- Meetings
-- projectA-meeting
-- projectB-meeting
-- projectC-meeting
?
What do you think is better.
PS. there is literally NO other communication service that can structure it exactly like this. Only discord is powerful and FREE to do it like this.
- Rocketchat isnt flexible enough to do this
- Slack requires me to pay first so i can do this
- Teams too
So fuck all of them I'll stick to discord unless someone can name me 1 single alternative service capable of structuring channels like this for a real time communication for FREE25 -
Thinking very VERY seriously about pushing the button on this.
iMac 10-core Xeon W, 64GB DDR4, Radeon Pro Vega 64X, 2TB SSD
$6,727 plus tax $403.62 and then another hundred for shipping before fucking December in 'rona.
Could sign up for Apple Pay and do $600 payments for 12 months 0 APR... shouldn't be too bad of a problem provided the world holds together that long... And if it doesn't, then this is my last computer... and I guess it'd be nice to go into the afterworld with a freshly upgraded rig.
IDK, Please talk some sense into me about how stupid this would be.
Also to factor in... I need to buy a new machine one way or another SOON. Or else I need to wipe my main and be out of commission for at least 3-4 days which could cost me a few grand on its own... and then also still buy a lesser mac for my daughter.
Why an iMac and not a cheese grater similarly priced? If I get the iMac I can give my current iMac to my daughter for school. My old 2015 iMac isn't holding up to my use anymore, but should be fine for a few more years for a high schooler to work on. If I get a cheese grader fine, but factor in at least another $300 for a minimum 27" 2K monitor.
Any reason to even think of a refurb trash can design? Are they too old now?
General thoughts on why this entire rant is retarded? Like. I too dislike Apple, but I need them. It's love/hate. But god if I do this I'm buckling in for the next 5 years... tax write off would be nice I guess.
Can't really back down the specs any because I dual boot windows and do some gaming. Need 2TB so I can give Windows and Mac a TB each (and I still have 8TB external).
Don't really want to go lower than the Vega 64X because even that benchmarks poorly against many cheaper cards... for gaming (but does do better for some other tasks)...
Ugh... talk me into or out of buying another god awful expensive mac.26 -
I like the UWP idea, and in general how UWP look like.. But holy shit they suck.. It takes me fucking 2 minutes to open an UWP app it crashes at least once in those two minutes. And when I open them, its just a matter of time when it will crash.. Lets talk about Skype UWP, love the design, hate the perfomance. You know when Skype syncs? When I open it and wait a minute for it to be usable, and then it updates conversation.. Then.. And only then.. Whaf the fuck is wrong with it? The platform or developers? I fucking hope they improve with, and I don't think I'm the only one with this problem..2
-
How can a novel emerging challenger software (written in Rust) take me 4 hours to install (still ongoing)?
Today I have decided to give Pijul a go. Pijul describes itself as a theory-sound alternative to Git, which I have wanted to get away from for a while now, due to various reasons -- many of which I saw Pijul advertise to have solved on design level.
So I set away a day to learn Pijul, today. Well, 4 hours after I sat down -- after a number of hilariously wonky failures of "Rust ecosystem" to do the right thing as I had to install Rust with some shell one-liners those insane wizards recommend for installation process (all in the name of "stability but not stagnation") -- Pijul has now been installing with the blasted `cargo` for an hour now (that's after 3 hours of getting to the point where `cargo install pijul` stopped exploding in my face) -- telling me I only have 40 crates more to install. Are they throttling me, perhaps? I don't care -- I should have been installing Pijul from a repository in accordance with my Linux distribution, or -- at worst -- download a BLOODY COMPILED PROGRAM IMAGE.
What is it with the hipster developers today? Everything they get of tools, they subsume and churn out intricate complexities the likes of which we hadn't seen yesterday. Tell me fellow developers who think installation of your software has to require three and a half novel "installation solutions" to which I can't be arsed to be made privy -- do you think your life today is easier than, I don't know -- wrangling with a Makefile and a C compiler (which today thankfully can do rather good job of standards compliance)?
I mean I wouldn't mind Pijul being written in Rust -- but it turns out Rust's advertised elegancy in practice is wrapped in so much "giftwrap" I feel like what desire I had to learn Rust myself, I'll stear well clear.
Here's an advice for developers in general -- an advice continiously ignored for decades -- stop blowing your original scope of delivery in auxilary packages you think you need to reinvent just because you can or because your mom is out of town! For programming languages like Rust this most certainly entails NOT writing your own package manager, with its own package delivery mechanism that has its own configuration file format and virtual machine to configure dependency resolution or what have you!
You wanted to write a programming language that has novel features you think we need? Fine -- write one and stop there. Watch it grow, and watch people who are busy working on other parts (scopes) of software to integrate your offer.
What a shitshow. Stop smuggling alternative package managers, installers, and discombulators with your actual product -- I only want the latter, I don't want the rest of your damn piping, walls, roof and a cathedral on top of it!
Don't be that guy starting with a pin, and ending up with a fucking diorama miniature of a pig farm in Netherlands. Jesus.7 -
Design Decision:
We have an API and a lot of microservices based on that API. Additionally we have a store of protobuf-templates (files to automate serializing certain events etc).
Currently for each service we have the API with general stuff (connection stuff etc) and then copy the 5 or 6 proto-files we need for that service, they update sometimes, so does the API, for each service, two things that need to stay updated. Which option would seem more logical to you?
a) Integrate all proto files into the API. The services then only need to update the API but they also have access to many proto files they don't need for that service (which are required for other services however)
or
b) Keep them seperated and keep manually updating the proto-files for affected services
Disclaimer: our proto files are always backwards compatible by design, both the API and protofiles change fairly frequently.
Ty -
All you front end devs who work with dedicated design teams, what's you usual workflow? Do the designers pass on the UI kit with all the assets and dimensions and you clone the thing using whatever stack you're using or do you all decide the specs on the fly looking at the general visual structure of the design?5
-
Transform Your Home with Mark Brightman Handyman Services: Lighting Installation, Pet Doors, and More
When you're in need of a reliable handyman near me, Mark Brightman Handyman Services is here to help. Serving the Beaverton, OR area, we specialize in a wide range of home improvement services, from lighting installation near me to pet door installation near me, and much more. Our team of skilled professionals is dedicated to making your home safer, more comfortable, and more efficient with expert installations, repairs, and renovations.
Located at 1856 NE 101st Ave #102, Beaverton, OR 97006, Mark Brightman Handyman Services is your go-to source for all things home improvement in Beaverton and the greater Portland area. Let’s take a closer look at how our services can improve your home and life.
Lighting Installation Near Me – Brighten Your Home with Expert Lighting Solutions
Whether you need new lights for your kitchen, living room, outdoor space, or bathroom, lighting installation near me is a service we specialize in. Proper lighting not only enhances the aesthetics of your home but also adds safety and functionality to your living spaces. At Mark Brightman Handyman Services, we offer expert lighting installation near me that suits your style and needs.
Our lighting installation near me services include:
Indoor Lighting: From recessed lights to pendant lighting, we help you choose and install the right lights for every room in your home.
Outdoor Lighting: Increase security and create ambiance with outdoor lighting for pathways, porches, gardens, and more.
Ceiling Fans with Lighting: Looking for both cooling and lighting? We can install ceiling fans that also feature built-in lights, perfect for saving space while adding comfort and illumination.
Custom Lighting Solutions: We can design custom lighting setups for home theaters, accent lighting, or task lighting tailored to your needs.
No matter what type of lighting you need, Mark Brightman Handyman Services provides professional lighting installation near me that enhances the beauty and functionality of your home.
Pet Door Installation Near Me – Let Your Pets Roam Freely
For pet owners, installing a pet door installation near me is a simple yet effective way to give your furry friends the freedom to come and go as they please. Whether you have a dog, cat, or both, a pet door can provide them with easy access to the yard, patio, or garden, all while maintaining the security and privacy of your home.
At Mark Brightman Handyman Services, we specialize in installing a variety of pet doors to suit different needs and budgets. Our pet door installation near me services include:
Dog and Cat Doors: We offer pet doors that can be installed in walls, doors, or windows, designed for both dogs and cats. From small to large breeds, we ensure the pet door is the perfect size.
Electronic Pet Doors: For added security, we can install electronic pet doors that open only when activated by a collar sensor, keeping unwanted animals from entering.
Security and Weatherproofing: Our pet doors are designed to be secure, weatherproof, and energy-efficient, helping you maintain comfort and safety in your home.
Custom Pet Doors: Need a unique installation? We can customize a pet door to fit specific areas or particular needs, including sliding doors or garage entries.
By choosing Mark Brightman Handyman Services for your pet door installation near me, you’re ensuring a high-quality installation that keeps both your pets and home secure.
Reliable Handyman Near Me – Your Trusted Expert for All Home Repairs and Improvements
When you search for a reliable handyman near me, you want a professional who can handle everything from small repairs to major installations. Mark Brightman Handyman Services is your trusted partner for all your home improvement needs. We take pride in delivering expert services with a focus on quality, customer satisfaction, and convenience.
As a reliable handyman near me, we offer:
General Home Repairs: Whether it's fixing leaky faucets, repairing drywall, or replacing worn-out hardware, we provide dependable repairs to keep your home in top condition.
Remodeling and Renovations: From kitchen and bathroom remodels to custom built-ins and room additions, our team has the expertise to transform any part of your home.
Maintenance Services: We offer routine maintenance to help prevent costly repairs down the road, including gutter cleaning, HVAC maintenance, and more.
Specialty Installations: In addition to lighting and pet doors, we can handle everything from TV wall mounting and furniture assembly to ceiling fan installations and door repairs.
At Mark Brightman Handyman Services, we are a reliable handyman near me who brings professionalism, attention to detail, and a strong work ethic to every job, no matter how big or small.
Why Choose Mark Brightman Handyman Services?3