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 - "realistic goals"
-
Idealistic goals:
1. Learn python
2. Start a project and see it through
Realistic goals:
1. Learn how to initialize variables in python
2. Make plans for 20192 -
I am a people people pleaser.
Especially when it comes to deadlines. I struggle heavily with them. For example:
My boss: 'Will the app be done by Friday?'
Me: 'well some features won't be ready but overall yes.'
The truth: "No even if I work on it 24/7 there are just so many things in the background that are too technical to explain to my boss that it will be impossible for me to hit that deadline. It will most likely take over a month to be ready for beta testing...."
I just don't know how to deal with those kinds of questions. I don't want to say 'most likely over a month' because it makes me look like a bad dev but at the same time I know that that is way more realistic than 'it will be done by Friday'
The truth is: even if it just looks like 3 buttons to you, in reality I need to change thousands of lines of code to accomplish the expected goals...
P.S:
I wanted to write this rant for a long time. Now I am drunk. There will be a sober more ordered version of this rant.11 -
Aim for this year:
Become at least semi-competent with Rust and build at least a crappy little game with it.5 -
I begin with the optimism and the joy that I am creating something new that will improve people's lives.
I listen to the user and analyze the current process in depth.
I try to suggest additional value to the system for the users consideration. Sometimes they do not realize we can improve 10x rather than 2x.
I learn what the users goals are and what they want out of the system. We think about reports and downstream value. Sort of working from the end to the beginning (data ingests and upstream processes that will feed the system).
After the user signs off on the requirements and deliverables and I have a realistic project plan I begin to code.
It works and has worked for me every time for a long long time. -
Just tried to read this the frequently asked questions about article 13.
I don't think you need to read it, since you learn nothing from it besides that these people don't even care anymore. Everything is written in a "wishful" mode, even their goals.
You can just go to the next trash can, take an item and compare it with that. Unfortunately, you will have to realize that the item you just picked up was more useful to society than everything you'll read in these "answers".
https://ec.europa.eu/digital-single...
They basically dodge every single question vague to the point that someone as the amount of drugs these people take in order to think they are making realistic proposes.
"We aim to blah blah", "Our aim is blah blah", "We want to blah blah". Might as well sue me for copying their content in that paragraph.
If anybody ever tells you that you have unrealistic, stupid goals or dreams just remember: there's a whole continent lead by people who have no fucking idea what they are doing and still think they are doing a good job. And because they have no idea what they are doing they just offload all the work to companies.
Plattform: Ok, what do we have to do?
EU: lol, just "put in place, in collaboration with right holders, adequate and proportionate technical measures." (#2 P4)
Plattform: can you be a bit more specific?
EU: Look, this proposal just "requires platforms which store and provide access to large amounts of copyright-protected content uploaded by their users to put in place effective and proportionate measures." It's not that hard to understand, you dummy (#3 P3)
Plattform: So we need to monitor all user-generated content?
Eu: are you stupid or something? You "would not have to actively monitor all the content uploaded by users", just the copyrighted content. (#4 P1)
The rest is more or less the same, just them imagining the outcome, without taking turning on their decomposed brains in order to apply common sense.
Jumping off this "union" seems be pretty lucrative 🤔1 -
Wrote this on another thread but wanted to do a full post on it.
What is a game?
I like to distinguish between 1. entertainment, 2. games, 3. fun.
both ideally are 'fun' (conveying a sense of immersion, flow, or pleasure).
a game is distinct (usually) from entertainment by the presence of interaction, but certain minimalists games have so little decision making, practice, or interaction-learning that in practice they're closer to entertainment.
theres also the issue of "interesting" interaction vs uninteresting ones. While in broad terms, it really comes down to the individual, in aggregate we can (usefully) say some things, by the utility, are either games or not. For example if having interaction were sufficient to make something a game, then light switches could become a game.
now supposed you added multiple switches and you had to hit a sequence to open a door. Now thats a sort of "game". So we see games are toys with goals.
Now what is a toy?
There are two varieties of toy: impromptu toys and intentional toys.
An impromptu toy is anything NOT intended primarily, by design, to induce pleasure or entertainment when interacted with. We'll call these "devices" or "toys" with a lowercase t.
"Toys", made with the intent of entertainment (primarily or secondarily) we'll label with an uppercase T.
Now whether something is used with the intent behind its own design (witness people using dildos, sex toys, as slapstick and gag items lol), or whether the designer achieves their intent with the toy or item is another matter entirely.
But what about more atmospheric games? What about idle games? Or clickers?
Take clickers. In the degenerate case of a single button and a number that increases, whats the difference between a clicker and a calculator? One is a device (calculator) turned into an impromptu toy and then a game by the user's intent and goal (larger number). The second, is a game proper, by the designers intent. In the degenerate case of a badly designed game it devolves into a really shitty calculator.
Likewise in the case of atmospheric games, in the degenerate case, they become mere cinematic entertainment with a glorified pause/play button.
Now while we could get into the definition of *play*, I'll only briefly get into it because there are a number of broad definitions. "Play" is loosely: freely structured (or structured) interaction with some sort of pleasure as either the primary or secondary object, with or without a goal, thats it. And by this definition you can play with a toy, you can play a game, you can play with a lightswitch, hell you can play with yourself.
This of course leaves out goals, the idea of "interesting decisions" or decision making, and a variety of other important elements.
But what makes a good game?
A lot of elements go into making a good game, and it's not a stretch to say that a good game is a totality of factors. At the core of all "good" games is a focus on mechanics, aesthetics, story, and technology. So we can already see that what makes a good game is less of an either-or-categorization and more like a rating or scale across categories of design elements.
Broadly, while aesthetics and atmosphere might be more important in games like Journey (2012) by Thatonegamecompany, for players of games like Rimworld the mechanics and interactions are going to be more important.
In fact going a little deeper, mechanics are usually (but not always) equivalent to interactions. And we see this dichtonomy arise when looking at games like Journey vs say, Dwarf Fortress. But, as an aside, is it possible to have atmospheric games that are also highly interactive or have a strong focus on mechanics? This is often what "realistic" (as opposed to *immersive*) games try to accomplish in design. Done poorly they instead lead to player frusteration, which depending on player type may or may not be pleasureable (witness 'hardcore' games whos difficulty and focus on do-overs is the fun the game is designed for, like roguelikes, and we'll get to that in a moment), but without the proper player base, leads to breaking player flow and immersion. One example of a badly designed game in the roguelike genre would be Early Access Stoneshard, where difficulty was more related to luck and chance than player skill or planning. A large part of this was because of a poorly designed stealth system, where picking off a single enemy alerted *all enemies* nearbye, who would then *stay* alerted until you changed maps, negating tactics that roguelike players enjoy and are used to resorting to. This is an important case worth examining because it shows how minor designer choices in mechanical design can radically alter the final quality of the game. Some games instead chose the cheaper route of managing player *perceptions* with a pregame note: Darkest Dungeons and Amnesia TDD are just two I can think of.11 -
!rant
For a project we have to formulate political viewpoints and laws about digitalisation. It's not for a computerscience class, but for a additional class on politics. We have to formulate laws or guidlines/goals for the politicians to work towards in regards to "digitalisation" for the society/country we would like to live in.
For example stuff like "there should be net neutrality to guarantee free information and equal oportunities for all" and such stuff or "programing should be taught in school to prepare people for the economy of tomorrow" so it isn't limited to anything.
If you where a kind of king/ruler/what ever, what policy (in regard to "digitalisation") would you define and why? (Note: they doesn't have to be realistic for now. They shouldn't end in a dystopian future, but in a "better" future for all of humanity.)
What I thought of so far would be:
- Government use and promote Opensource and practice Opendata
- strong rights to privacy, you can request your data and demand it being deleted
- basic programing/IT education in school
- "reschool" program for people currently in the workforce that want to learn new things
- develope a policy on AI
- promote that Computer Science isn't just for boys but for every one
- less working hours per week due to automatisation/splitting the work among the whole population/basic income
*yes I'm lazy, thanks for doing part of my project ;)1 -
Why is it that people start to care about quarterly objective key results only at the end of a quarter?
You know, those stretch goals decides by management grounded on wishful thinking rather than realistic planning.
I should plan my vacation on the last weeks of the quarters.