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Search - "it's interesting for all of us"
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I put a lot of work into trying to explain to you muggles what I do all day in a way you can understand (it's hard, trust me) and you still reject it as boring nerd crap. I'm sick of it! What if you told me working at that restaurant is "putting water on plates, wiping it off, and putting meat and cheese between slices of bread" and I said "wtf is that, and who cares?" Wouldn't that hurt your feelings, that I didn't even attempt to make a connection with you, friend? That I didn't even attempt to step outside my experience to meet yours? Isn't it equally insulting how far you have to dumb it down, just for me to lose interest entirely? And yes, I know that's not your specific task. That only proves my point further.
And why, exactly? Conceptually, you handle pre-digested poop all day.
_I teach plastic to think._ Sometimes it even thinks better than you do.
How is my job less interesting?
And what's more, why does EVERYONE seem to think so?
How do you expect people like me to keep your iPhones, bank accounts, and self-driving cars working if you alienate us like an alternate species for building those things? I mean really. You people treat us with a disinterest harmonious with homophobia. "Don't ask, don't tell." Except you do ask. And then you condescend as if working with my brain makes me less worthy of your attention than your exciting minimum-wage restaurant job.
Have fun with that, by the way.
Oh, and you're welcome for <object I fixed that wasn't really broken>. Maybe next time, just google it.
I know you won't.24 -
Wow this one deserves a rant. Where should I even begin? I got a new job for over half a year now doing work in an agency. We're building websites and online shops with Typo3 and Shopware (not my dream, but hey). All fine you might think BUT...
1) I have been working on the BIGGEST project we have all by myself since I started working at this company. No help, nobody cares.
2) If something goes wrong all the shit falls back to me like "wHy DiDnT yoU WoRk MoRE?". Seriously? How should one dev cover a project that's meant for at least two or three.
3) The project was planned four years ago (YES that's a big fat FOUR) and sat there for 3,5 years - nobody gave a fuck. I got into the company and immediately got the sucky shit project to work on.
4) I was promised some time to get familiar with the projects and tech we use and "pick something I like most to get started". Well that never happened.
5) I was also promised not to talk directly to our customers. Well, each week I was bombarded with insults, a shitload of work and nonsense by our customers because (you guessed it) I was obligated to attend meetings.
6) The scheduled time for a meeting was 30 minutes, sometimes they just went on for over two hours. Fml.
7) Project management. It does not exist. The company is just out to get more and more clients, hires more god damn managers and shit and completely neglects that we might need more devs to get all this crap finished. Nope, they don't care. By the way: this is not like a 200 employee company, it's more like 15 which makes it even sadder to have 4 managers and 3 devs.
8) We don't use trello (or anything to keep track of our "progress"), nobody knows the exact scope of the project, because it was planned FOUR FUCKING YEARS AGO.
9) They planned to use 3 months on this project to get it finished (by the way it's not just an online shop, it has a really sophisticated product configurator with like 20 dependencies). Well, we're double over that time period and it is still not finished.
10) FUCK YOU SHOPWARE
11) The clients are super unsatisfied with our service (who would have guessed). They never received official documents from us (that's why nobody knows the scope), nor did they receive the actual screen design of the shop so we just have to make it up on the go. Of course I mean "I" by "we", because appearently it is my job to develop, design and manage this shit show.
12) My boss regularly throws me in front of the bus by randomly joining meetings with my client telling them the complete opposite of things that we discussed internally (he doesn't know anything about this stupid project)
13) FUCK YOU COLLEAGUES, FUCK YOU COMPANY, FUCK YOU SHOPWARE AND FUCK YOU STUPID CUSTOMERS.
14) Oh btw. the salary sucks ass, it's barely a couple of bucks above minimum wage. Don't ask me why I accepted the offer. I guess it was better than nothing in the meantime.
Boy that feels good. I needed that rant. But hey don't get me wrong. I get that dev jobs can be hard and sucky, but this is beyond stupidity that I can bear. I therefore applied for a dev job in research at a university in my dream country. Nice colleagues, interesting projects, good project management. They accepted me, gave me a good offer and I can happily say that in 6-7 weeks my current company can go fuck themselves (nobody knows the 10.000+ lines of code but me). Just light it up and watch it burn!20 -
Last week, my entire team was out including my manager.
I had to define the roadmap for Q4 and present it to everyone along with my skip level manager (Sr Director).
Now with 12 hour time difference, the call was scheduled at 04:30 AM India time.
Now since I am new, this was my first time (an opportunity to build trust), one off event, and some new learning experience, I decided to give it a shot because I am professional enough to fill in during critical times.
Everything went well.
I come back from vaccine break and this happened: https://devrant.com/rants/4595608/...
Now here is the interesting part. I had my 1:1 with my manager yesterday and she asked me the details of how things went the previous week yada yada..
Then she proceeds to tell me that Sr Director and herself are super impressed with me and by my work.
She was like, "we are thankful that we have you because after the lead left, you managed everything so well"
Then proceeds to asks me, "You had a conversation with lead that you'd be open to relocation. She mentioned me before she quit. Do you think that if you are with the team in US, you'd be able to perform better?"
I agree and tell her that in person socialising is a key tool that helps me a lot in my job.
Manager: "Cool. If you ever want to move to US or anywhere, just let me or Sr Director know and we'd be happy to do so. It's very easy and can be done quickly."
Me: "Do you mean visiting different offices or relocating full time?"
Manager: "Both."
For someone like me, coming from a third world nation who has seen nothing but hardship, this was one of the most rewarding career experience I have had. The decision lies with me. And she asked me that as soon COVID is over, I'll have to frequently visit different offices around the world.
This is my third international offer in 1.5 years that too in times of COVID. All by themselves and I wasn't even looking for them.
Holy fuck! Now I feel more confident and valued for my work.
Hard work is indeed paying off23 -
I couldn't sleep. I was staring at the blinking cursor. A slow, comforting blinking. Like everyone else, I had become a slave to the JavaScript ecosystem. If I saw something like a new build system, or a new framework, I had to have it.
My client changed the requirements again. I'm in pain.
- "You want to see pain?" my colleague said. Go read Apple support forums. That's pain.
I became addicted. Every time I died and every time I was born again. Resurrected.
During the night, I was crying in the Apple forums for an official answer that would never come. During the day, I was surfing StackOverflow to fix my problems. You get "single-serving" friends there. They help you, you help them, and then you never see them again.
- "Then you install Stack and boom, you're done. It's that easy to go functional."
That's how I met him.
- "You know why they make so many javascript frameworks?"
- "No, why?"
- "So that they can distract you while they put backdoors in them. So that you don't have time to check all of their code".
- "You are by far the most interesting "single-serving" friend I've ever met"
Then, my hard disk died. Of course, I didn't have backups: nobody has enough space for all those node_modules folders. All my addictions, lost.
Then I wrote him. If you asked me now, I couldn't tell you why I wrote him. We chatted a lot.
- "It's late, I should really go search another hdd on ebay"
- "Ebay? You called me so you could have my old hard disk."
- "No, I..."
- "Come on."
He sent me his old hard disk. It was a 256MB hard disk, but it was fine for running Arch. Then he asked me to rant about my problems in front of him.
- "I want you to rant as hard as you can"
- "Are you serious?"
We ranted all night about our bosses and clients and their fucked up requests. We kept in touch, and after a while more people were ranting with us. Every week, he gave the rules that he and I decided.
- "The first rule of devRant is -- you don't talk about devRant. The second rule of devRant is -- you don't talk about devRant."
I like to think this is how devRant started. This might also be the reason why we never see @trogus, only @dfox. A lot of shit still needs to happen.8 -
Hi everyone, long time no see.
Today I want to tell you a story about Linux, and its acceptance on the desktop.
Long ago I found myself a girlfriend, a wonderful woman who is an engineer too but who couldn't be further from CS. For those in the know, she absolutely despises architects. She doesn't know the size units of computers, i.e. the multiples of the byte. Breaks cables on the regular, and so on. For all intents and purposes, she's a user. She has written some code for a college project before, but she is by no means a developer.
She has seen me using Linux quite passionately for the last year or so, and a few weeks ago she got so fed up with how Windows refused to work on both her computers (on one of them literally failing to run exe's, go figure), that she allowed me to reinstall both systems, with one of them being dualbooted Windows 10 + Linux.
The computer that runs Linux is not one she uses very often, but for gaming (The Sims) it's her platform to go. On it I installed Debian KDE, for the following reasons:
- It had to be stable as I didn't want another box to maintain.
- It had to be pretty OOTB, as first impressions are crucial.
- It had to be easy to use, given her skill level.
- It had to have a GUI abstraction to apt, the KDE team built Discover which looks gorgeous.
She had the following things to say about Linux, when she went to download The Sims from a torrent (I installed qBittorrent for her iirc).
"Linux is better, there's no need to download anything"
"Still figuring things out, but I'm liking it"
"I'm scared of using Windows again, it's so laggy"
"Linux works fine, I'm becoming a Linux user"
Which you can imagine, it filled me with pride. We've done it boys. We've built a superior system that even regular users can use, if the system is set up to be user-friendly.
There are a few gripes I still have, and pitfalls I want to address. There's still too many options, users can drown in the sheer amount of distro's to choose from. For us that's extremely important but they need to have a guide there. However, don't do remote administration for them! That's even worse than Microsoft's tracking! Whenever you install Linux on someone else's computer, don't be all about efficiency, they are coming from Windows and just want it to be easy to use. I use Mate myself, but it is not the thing I would recommend to others. In other words, put your own preferences aside in favor of objective usability. You're trying to sell people on a product, not to impose your own point of view. Dualboot with Windows is fine, gaming still sucks on Linux for the most part. Lots of people don't have their games on Steam. CAD software and such is still nonexistent (OpenSCAD is very interesting but don't tell me it's user-friendly). People are familiar with Windows. If you were to be swimming for the first time in the deep water, would you go without aids? I don't think so.
So, Linux can be shown and be actually usable by regular people. Just pitch it in the right way.11 -
A colleague of mine had to debug performance problems in a foreign, proprietary application that is ancient.
To be crystal clear: Only reason that thing exists is because some old geezers fear change.
Asked me for help cause it's an _ancient_ MS SQL server that is luckily running on hardware owned by us.
Finding the credentials was already a funny task.
We had to access the vault (not joking here, we have a physical vault for storing sensitive data and critical backups), grab a folder and find the necessary data cause no one ever dares to touch that thing.
The application is btw for a sort of ERP / inventory system that is used in some ancient shops not yet migrated...
Yeah. Story speaks for itself.
Anyway, after dusting off ourselves, we were able to connect.
Was a bit ... Interesting. Everything's in german. The worst kind of german.
After looking at the first tables, I started giggling.
My colleague knew immediately that this was a sign of danger (insert Simpson meme here), raised his eyebrows and asked "How bad is it....".
Me, still giggling, "lemme take a further look, this is gold".
*long sigh from the colleague*
Well... It ended with me putting my hands in front of my eyes, turning around and saying: "I cannot look at it anymore, it hurts too much...."
To summarize:
- German table names
- When a table exceeded 300 plus columns, they added another table with the same plus suffix "_ddd"… where ddd is an zero filled integer sequence like 001
- To join this mess, they created views... Named "generator" - Sequence Number ... Some had the beginning of table names appended, which doesn't make it less confusing.
- the process list was listing queries running longer than 5 mins.
Which isn't at all surprising when generating carrtesian products of N tables with left join.
I've seen shit.... I've seen a lot of shit.
But that shit scared me.1 -
So, with couple of new people in senior managerial roles, pink slips started flying left and right before the holiday season. That didn't happen before in the company. It's still relatively small and when people left that was for better paid or more interesting work.
While I can understand that from the business perspective and especially for a few who might have been considered dead weight (devs and other roles), I have a serious problem with the way it was handled. It's one of those 5 minute notices. If we weren't remote, I guess escorting out by security would follow.
Most recent person to go is actually one of the most senior devs at the position that became redundant over time, as it clashed in the "pyramid" with another dev. He was involved in many aspects of the product and greatly contributed to the overall success during years of hard work, i'd say maybe more than any of us.
He didn't fuck up anything major as far as I know, his services were just not needed anymore, compared to the other guy. Saving money. I get that.
At T-1 day he prepared a demo of his project. Meetings, Slack, everything as usual. Next thing we got was a "we wish him well in future endeavours" e-mail.
What I find most disturbing is the fact his account was removed immediately, and then we were asked to get any files and anything else we might need, all over personal communication channels (private e-mail, Skype etc.) because he was locked out of all company accounts.
I seem to have have survived this year. One thing they have definitely achieved, based on some off the record chat and some public updates, tweets etc I can see, is for many of us to start networking, polishing CVs and generally stop giving many fucks about the company and the outcome.
I've myself started brushing up on some new skills (stacks) and some old ones (algorithms, etc.) I may need any day now, as it seems.
If they can basically tell "thank you and fuck off" to one person maybe most involved with the company growth, with zero dignity and respect for the person, then fuck them.4 -
It's been two months since I've left my previous job, after 1.5 years. I never had the feeling my boss trusted his dev team, since he was checking up on us regularly, even though we had planned out a sprint and work for us was "clear". I say "clear", because every single feature on this project was pretty much half-baked, since they were just ideas our boss/PO (same person) on the spot and were labeled as "the next big thing" without every properly writing them out as user stories. Every demo came with a bunch of criticism, because features weren't implemented "as he imagined", because what do you know, the user stories weren't properly described anyway. Bringing that up as counter-argument also made him angry every time, so that didn't help much either. The launch of the platform was also postponed every time because of vague reasons, so that didn't make the project any more interesting either.
It took a while before I got sick of this of this pretty hopeless situation and toxic environment. Mind you, it was my first job since I graduated, so I was a bit naive thinking the working environment would improve and aforementioned company issues would be resolved over time. Eventually, I ran out of patience and motivation, so I finally bit the bullet and handed in my resignation letter.
From that moment, I at least had an end in sight, since I was still obliged to do my four-week notice period, which felt like an eternity. The borderline childish and sociopathic behaviour of my boss didn't make it any better (e.g. checking up on me even more, more mistrust, randomly accusing me of ruining the working atmosphere because I shared a meme with a colleague of mine and didn't involve him, going lunching with all of my colleagues but explicitly asking me to stay at work, ...). Being forced to work from home the last 2 weeks as part of the country's lockdown measures at least helped my sanity a bit, since I had the comfort of my home office and not the frequent "looking over your shoulders to check if you're still working".
By the last day of my notice period, I was bitter, exhausted, lost confidence in my skills and had completely lost my joy of being a developer. I had to physically meet with my boss one more time to hand in the company laptop. He thanked me for my service and said that we'd keep in touch. I hope I won't keep that promise (he made a lot of false promises before, too), because I'd rather never encounter him ever again. It felt like a huge relief to finally close the door of this bad experience behind me for good.
Now, 2 months later, I've got a new job and rediscovered my joy for coding, mostly thanks to the complete opposite of a toxic environment here, management which actually has respect and faith in me and a challenging but fun project. My mental state has made a complete turnaround compared to two months ago. I have absolutely no regrets of switching jobs. If only I had made that decision sooner.4 -
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 -
Headsup: if you're making a game, or want to, a good starting point is to ask a single question.
How do I want this game to feel?
A lot of people who make games get into it because they play and they say I wish this or that feature were different. Or they imagine new mechanics, or new story, or new aesthetics. These are all interesting approaches to explore.
If you're familiar with a lot of games, and why and how their designs work, starting with game
feel is great. It gives you a palette of ideas to riff on, without knowing exactly why it works, using your gut as you go. In fact a lot of designers who made great games used this approach, creating the basic form, and basically flew-blind, using the testing process to 'find the fun'.
But what if, instead of focusing on what emotions a game or mechanic evokes, we ask:
How does this system or mechanic alter the
*players behaviors*? What behaviors
*invoke* a given emotion?
And from there you can start to see the thread that connects emotion, and behavior.
In *Alien: Isolation*, the alien 'hunts' for the player, and is invulnerable. Besides its menacing look, and the dense atmosphere, its invincibility
has a powerful effect on the player. The player is prone to fear and running.
By looking at behavior first, w/ just this one game, and listing the emotions and behaviors
in pairs "Fear: Running", for example, you can start to work backwards to the systems and *conditions* that created that emotion.
In fact, by breaking designs down in this manner, it becomes easy to find parallels, and create
these emotions in games that are typically outside the given genre.
For example, if you wanted to make a game about vietnam (hold the overuse of 'fortunate son') how might we approach this?
One description might be: Play as a soldier or an insurgent during the harsh jungle warfare of vietnam. Set ambushes, scout through dense and snake infested underbrush. Identify enemy armaments to outfit your raids, and take the fight to them.
Mechanics might include
1. crawl through underbrush paths, with events to stab poisonous snacks, brush away spiders or centipedes, like the spiders in metro, hold your breathe as armed enemy units march by, etc.
2. learn to use enfilade and time your attacks.
3. run and gun chases. An ambush happens catching you off guard, you are immediately tossed behind cover, and an NPC says "we can stay and fight but we're out numbered, we should run." and the system plots out how the NPCs hem you in to direct you toward a series of
retreats and nearest cover (because its not supposed to be a battle, but a chase, so we want the player to run). Maybe it uses these NPC ambushes to occasionally push the player to interesting map objectives/locations, who knows.
4. The scouting system from State of Decay. you get a certain amount of time before you risk being 'spotted', and have to climb to the top of say, a building, or a tower, and prioritize which objects in the enemy camp to identity: trucks, anti-air, heavy guns, rockets, troop formations, carriers, comms stations, etc. And that determines what is available to 'call in' as support on the mission.
And all of this, b/c you're focusing on the player behaviors that you want, leads to the *emotions* or feelings you want the player to experience.
Point is, when you focus on the activities you want the player to *do* its a more reliable way of determining what the player will *feel*, the 'role' they'll take on, which is exactly what any good designer should want.
If we return back to Alien: Isolation, even though its a survival horror game, can we find parallels outside that genre? Well The Last of Us for one.
How so? Well TLOU is a survival third-person shooter, not a horror game, and it shows. Theres
not the omnipresent feeling of being overpowered. The player does use stealth, but mostly it's because it serves the player's main role: a hardened survivor whos a capable killer, struggling through a crapsack world. The similarity though comes in with the boss battles against the infected.
The enemy in these fights is almost unstoppable, they're a tank, and the devs have the player running from them just to survive. Many players cant help but feel a little panic as they run for their lives, especially with the superbly designed custom death scenes for joel. The point is, mechanics are more of a means to an end, and if games are paintings, and mechanics are the brushes, player behavior is the individual strokes and player emotion is the color. And by examining TLOU in this way, it becomes obvious that while its a third person survival shooter, the boss fights are *overtones* of Alien: Isolation.
And we can draw that comparison because like bach, who was deaf, and focused on the keys and not the sound, we're focused on player behavior and not strictly emotions.1 -
!dev
Through life, I've heard some people say horror movies are bad, that they promote violence (usually religious people).
Of course I think that's pure bs, but I think I could provide one argument that is hard to deny, so here it goes, although I might go off rails at the end.
I'll preface with this: life itself is violent. Violence, the word, is mostly used to describe immoral inflictions of harm on other beings.
But you can also say that some deaths are violent by themselves too, event those that weren't caused by humans, like a disease or a natural disaster.
This would be the "visual" meaning of the word, "the way it looks", the shock of humans when observing something gruesome/violent.
That described, it's not hard to also think that technological advancements in modern western life has made such observations of violence very unfrequent for people.
And naturally, modern people get accustomed to the lack of these observations. So accustomed that when they happen they become traumatic.
Because of this, people react weirdly to death. One reaction is censoring the topic. Another reaction is trivializing it, as if it doesn't really matter.
Sometimes they can't even accept old people dying at 90, an awfully stupid reaction in my opinion.
Another interesting reaction is personifying diseases as if they were villains ruining lives intentionally.
Or at least that's what it feels until you look at them through a microscope and realize that diseases aren't more evil than bread changing flavour after toasting.
All of these irrationality and cowardice comes from low exposure to violence, and that's where horror movies balance things out.
Some diseases in the real life can put some of the worst horror movies to shame.
The human body itself is pending violence. Why? Because when you die all sort of worms eat your fucking flesh. And sometimes that happens even before you die.
We bury humans because of the diseases corpses transmit, but also because we don't like the spectacle and the aesthetics of the rotting process.
Just picture for a second bad things happening to your body, and if you feel that is making you too uncomfortable, then maybe you got too used to this too.
I think horror movies help us to remember the reality of our inminent and intrinsic violence.
In ancient times, you would live outdoors, stepping on dirt, and be very used to "bad" things happening to humans.
Nowadays, most homes are sterile clean, and it's unlikely to observe violence.
Oh, some family member is pucking blood and dying from something? Send em to a hospital, or an elderly care center. Don't need to witness that!
I understand and accept grief. What I don't understand or accept is the vilification of death, describing it as something wrong that shouldn't happen.
it almost feels like a burden, like you shouldn't die when you're young, that it's an unforgivable thing to happen.
Well thanks, society, you can't even fucking die in peace.
I would love to die (no suicide) in a mildly celebratory way, watching people around me smile. I think that would be a good ending for me.
But no. Most of my relatives would be fucking crying like the chickenshits they are, ruining it for me.
And that scares the shit out me: people usually say the scary part of dying is that they die alone.
Well that's what dying alone would mean to me: watching people cry instead of smiling at me.
When my grandma died at 80, with all the achievements she made, I considered her death a success, also considering how quick it was. And because of that I didn't mourn for too long.
In fact, I don't even consider her dead, and not because of some religious mumbo jumbo. I guess the memories are still alive in me, I don't know.
Some famous chunk of coal said once that he felt people don't believe they're gonna die. And I agree with him.
Another upside of horror movies is that they hurt nobody, which is why you can enjoy it and not get ptsd, unlink watching a snuff film.
I will also be fair and add that this might a be a cultural thing, but deep down desire for survival is a genetic thing could play a big part in this too.4 -
Took the dive and started learning kubernetes for the last 90 minutes or so. All I can say at this time... is... fuckin' hell m8!
It's some pretty damn cool tech and deconstructing the pieces to understand how to properly build on top of it has been interesting; to say the least.
but shit, man...
the amount of abstractions happening on top of docker/containerd are just asking for tons of problems hahaha. The last place I worked, we had a fair share of devs that either could not or would not bother with trying to understand docker and would constantly push code to the environments, shit would break, and then they'd come to my team and ask us to basically be human log parsers for them... how in the hell my last company is going to fare with trying to roll out kube is beyond me.
tl;dr - kubernetes has a buttload of moving targets and abstracts a metric-fuck-ton of stuff. Last company I worked for is gonna strugglepuff trying to use it. -
Ah, Visual Studio Code—our trusty sidekick in the coding trenches. But wait, what's this? A delightful new feature designed to keep us on our toes: the 'Disable All Extensions for This Workspace' command. Because who doesn't love a good surprise, especially when it involves disabling all the tools we painstakingly set up?
Picture this: you're in the zone, about to format your document as usual. You hit Ctrl + Shift + P, type 'for', and expect the familiar 'Format Document' to greet you. But no! Instead, 'Disable All Extensions for This Workspace' has decided to make a guest appearance at the top of the list. How thoughtful! It's as if VS Code is saying, "Hey, let's make things interesting by turning off all your extensions without warning."
And the fun doesn't stop there. Once you've accidentally disabled all your extensions, there's no magical 'undo' button to save the day. Nope, you get the joy of manually sifting through your extensions list, re-enabling each one like it's 1999. And let's not forget the mandatory restarts—one to unload the extensions and another to load them back up. Because who doesn't love losing their undo history and breaking their workflow?
So, dear VS Code developers, thank you for adding a dash of unpredictability to our coding sessions. After all, who needs stability and consistency when we can have random command roulette?36 -
Sydochen has posted a rant where he is nt really sure why people hate Java, and I decided to publicly post my explanation of this phenomenon, please, from my point of view.
So there is this quite large domain, on which one or two academical studies are built, such as business informatics and applied system engineering which I find extremely interesting and fun, that is called, ironically, SAD. And then there are videos on youtube, by programmers who just can't settle the fuck down. Those videos I am talking about are rants about OOP in general, which, as we all know, is a huge part of studies in the aforementioned domain. What these people are even talking about?
Absolutely obvious, there is no sense in making a software in a linear pattern. Since Bikelsoft has conveniently patched consumers up with GUI based software, the core concept of which is EDP (event driven programming or alternatively, at least OS events queue-ing), the completely functional, linear approach in such environment does not make much sense in terms of the maintainability of the software. Uhm, raise your hand if you ever tried to linearly build a complex GUI system in a single function call on GTK, which does allow you to disregard any responsibility separation pattern of SAD, such as long loved MVC...
Additionally, OOP is mandatory in business because it does allow us to mount abstraction levels and encapsulate actual dataflow behind them, which, of course, lowers the costs of the development.
What happy programmers are talking about usually is the complexity of the task of doing the OOP right in the sense of an overflow of straight composition classes (that do nothing but forward data from lower to upper abstraction levels and vice versa) and the situation of responsibility chain break (this is when a class from lower level directly!! notifies a class of a higher level about something ignoring the fact that there is a chain of other classes between them). And that's it. These guys also do vouch for functional programming, and it's a completely different argument, and there is no reason not to do it in algorithmical, implementational part of the project, of course, but yeah...
So where does Java kick in you think?
Well, guess what language popularized programming in general and OOP in particular. Java is doing a lot of things in a modern way. Of course, if it's 1995 outside *lenny face*. Yeah, fuck AOT, fuck memory management responsibility, all to the maximum towards solving the real applicative tasks.
Have you ever tried to learn to apply Text Watchers in Android with Java? Then you know about inline overloading and inline abstract class implementation. This is not right. This reduces readability and reusability.
Have you ever used Volley on Android? Newbies to Android programming surely should have. Quite verbose boilerplate in google docs, huh?
Have you seen intents? The Android API is, little said, messy with all the support libs and Context class ancestors. Remember how many times the language has helped you to properly orient in all of this hierarchy, when overloading method declaration requires you to use 2 lines instead of 1. Too verbose, too hesitant, distracting - that's what the lang and the api is. Fucking toString() is hilarious. Reference comparison is unintuitive. Obviously poor practices are not banned. Ancient tools. Import hell. Slow evolution.
C# has ripped Java off like an utter cunt, yet it's a piece of cake to maintain a solid patternization and structure, and keep your code clean and readable. Yet, Cs6 already was okay featuring optionally nullable fields and safe optional dereferencing, while we get finally get lambda expressions in J8, in 20-fucking-14.
Java did good back then, but when we joke about dumb indian developers, they are coding it in Java. So yeah.
To sum up, it's easy to make code unreadable with Java, and Java is a tool with which developers usually disregard the patterns of SAD. -
commodore amiga 500, when I was 5 or 6.
what was the very first thing on it that i experienced, i don't know, but some things i remember:
Cannon Fodder 2
A-Train, a game that i played for months, it utterly fascinated me and i was utterly unable to keep my company afloat, because i was utterly unable to understand how the mechanics of the materials moving around worked (i still don't, actually, but in a different way)
some Apache simulator, which took us (me and father) literally a week to figure out how to get into the actual game from the main menu stylised as a military office. it took us several days to even realize it's the menu.
the Lotus Esprit 2 game, which we played regularly.
some Airbus simulator where i took two weeks of trial and error to figure out how to take off, without manual.
some experiments with midi sequencing and notation music programs.
how every two months, dad came with a 20page long list of programs and games from some pirate seller, which we would go through, mark stuff that sounded interesting (going by name only), then he would send it by post to him, and after a week, we would go take a package from post office full of floppies, literally like 200, and the next two or three weeks, we would be trying all of it out, seeing what the things we got were about, putting the good ones on one pile, the boring ones on another (cheap floppies for use)...
ah the magical times of wonder and exploration...2 -
Yesterday, as I open the door, I see the biggest fucking spider I've seen in my entire life. And I freak out. FREAK THE FUCK OUT. Wow, it's gigantic... Crazy. Now, I can't leave the house.
Anyway, this goes on for 10-15 minutes and I finally manage to leave.
I go to language exchange and talk to all kinds of people. There was this Indian dude from the US, he was alright. Almost cured my hatred of Indians. It's strange how we hate people we don't know or seen before.
Anyway, I really need to further expand my world view and thinking by meeting more and more people and going to many places. Also, it's crazy how we all live on this small planet, only consume what other humans have written/created/made-up. The universe must be so vast, if we could do interstellar travel, and just travel and do crazy shit.
Life is truly amazing. I say live violently, live like you were in paralysis all your life. Run faster than fucking Forest. Fucking live until you want to die.
One last thing, PEOPLE are far more interesting THAN WE EVER EXPECT OR IMAGINE.
Just ask them few questions:
Have you ever went snowboarding?
Have you ever been on television?
Have you eating something unusual?
You will never believe who was on TV for what reason or who never went snowboarding. Well, I never tried snowboarding. I want do try it. We should it together actually. I have some skateboarding experience from past life. So hopefully I don't hit a tree and break my neck. Anyway that's all for today, peace out devRant faggots! I wish I could lick some of y'all.13 -
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