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Katerina Borodina auf Twitter: "the 5 stages of grief apply perfectly to debugging code 1. Denial "The compiler is wrong" 2. Anger "Why the hell isn't it working?" 3. Bargaining "If I use enough print statements I'll figure this out" 4. Depression "I will never fix this bug" 5. Acceptance "It's a feature"" / Twitter


Fitting
#coding #programming #humor
 

Release v6.2.0 · openlayers/openlayers


Yeah, cool!
Openlayers is a really mighty #map toolkit for the web.
#javascript #web #geo #programming
 
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#diaspora #programming #personalchallenge #alwayslearning #alpha-release

Diaspora Client Example - Alpha Release


https://github.com/rahealy/diaspora_client_example

What This Is:


A Qt multi-platform example written in C++/QML/JavaScript that hopefully will be useful for those trying to make sense of the OpenID + OAuth specifications, accessing a diaspora pod using the diaspora API, and as code demo.

IMPORTANT: This client example is intended for use as a test of the Diaspora API. It does NOT implement certain OpenID security measures. It does NOT require encrypted (https) endpoints. DO NOT USE THIS CODE IN PRODUCTION.

What This Isn't:


A full fledged library and/or application and/or secure. While it definitely has potential, unless people show interest I'm probably going to turn to other projects.
 
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#diaspora #programming #personalchallenge #alwayslearning #alpha-release

Diaspora Client Example - Alpha Release


https://github.com/rahealy/diaspora_client_example

What This Is:


A Qt multi-platform example written in C++/QML/JavaScript that hopefully will be useful for those trying to make sense of the OpenID + OAuth specifications, accessing a diaspora pod using the diaspora API, and as code demo.

IMPORTANT: This client example is intended for use as a test of the Diaspora API. It does NOT implement certain OpenID security measures. It does NOT require encrypted (https) endpoints. DO NOT USE THIS CODE IN PRODUCTION.

What This Isn't:


A full fledged library and/or application and/or secure. While it definitely has potential, unless people show interest I'm probably going to turn to other projects.
 

Version 9 of Angular Now Available — Project Ivy has arrived!


Yeah, this is totally awesome! This is a huge step forward!
#angular #web #programming
 
#diaspora #programming #grinsandgiggles #personalchallenge #alwayslearning

Diaspora Client Example

This is a continuation on my "couple of days" challenge I'm doing since I have time to kill waiting for replies/rejections to job applications. I skipped Friday because a friend took me out skiing, eating and then I napped. Picked things up on Saturday and have been puttering today.

I need to figure out how to install and set up a development version of a *diaspora pod locally so I can learn how the OpenID + OAuth stuff works. Until then though I've fleshed out a simple UI using Qt and QML:

Bild/Foto

Background Info:

https://github.com/rahealy/diaspora_client_example

“With the release of the new HTTPS/JSON based diaspora API the author decided as a personal challenge to see how much of a simple client could be written using QTQuick and QML in the span of 1 day, 2 days, and so on.”

I’m going to see how much time it takes to install and configure the various dependencies before starting the clock officially.
 
#diaspora #programming #grinsandgiggles #personalchallenge #alwayslearning

Diaspora Client Example

This is a continuation on my "couple of days" challenge I'm doing since I have time to kill waiting for replies/rejections to job applications. I skipped Friday because a friend took me out skiing, eating and then I napped. Picked things up on Saturday and have been puttering today.

I need to figure out how to install and set up a development version of a *diaspora pod locally so I can learn how the OpenID + OAuth stuff works. Until then though I've fleshed out a simple UI using Qt and QML:

Bild/Foto

Background Info:

https://github.com/rahealy/diaspora_client_example

“With the release of the new HTTPS/JSON based diaspora API the author decided as a personal challenge to see how much of a simple client could be written using QTQuick and QML in the span of 1 day, 2 days, and so on.”

I’m going to see how much time it takes to install and configure the various dependencies before starting the clock officially.
 

Anyone else thinks hackatons are a terrible idea?


A group of programmers in my country ( #czech ) decided they'll create #software for #government for free during 48 hours, for free. While that seems cool at first, I think that is in fact a very #bad idea. Why?

Well imagine you want to do the same e.g. with a building. To save the architect's time and money on his salary you tell him to design the building in one hour as best as he can. While you'll immediately save money, the result will likely be a building that's badly designed, will have many issues you'll be paying for during the next decades.

Hackatons, gaming jams etc. are extremely popular because they look cool and save time, but they create terrible results and teach very bad practice, which is driven by today's short-sighted society. The whole history of #engineering taught us that haste makes waste, but nowadays we're abandoning all sanity because of #capitalism, #markets and #consumerism. The result of course is huge #bloat, ugly, wasteful, obscure, unmaintainable, buggy and even dangerous technology. Let's not do this.

#hackaton #programming #game #jam #suckless #escapekeysociety
 

Anyone else thinks hackatons are a terrible idea?


A group of programmers in my country ( #czech ) decided they'll create #software for #government for free during 48 hours, for free. While that seems cool at first, I think that is in fact a very #bad idea. Why?

Well imagine you want to do the same e.g. with a building. To save the architect's time and money on his salary you tell him to design the building in one hour as best as he can. While you'll immediately save money, the result will likely be a building that's badly designed, will have many issues you'll be paying for during the next decades.

Hackatons, gaming jams etc. are extremely popular because they look cool and save time, but they create terrible results and teach very bad practice, which is driven by today's short-sighted society. The whole history of #engineering taught us that haste makes waste, but nowadays we're abandoning all sanity because of #capitalism, #markets and #consumerism. The result of course is huge #bloat, ugly, wasteful, obscure, unmaintainable, buggy and even dangerous technology. Let's not do this.

#hackaton #programming #game #jam #suckless #escapekeysociety
 
 

Announcing TypeScript 3.8 Beta | TypeScript


Interesing new features, however, those private field stuff in my opinion is now totally confusing.
#typescript #javascript #programming
Announcing TypeScript 3.8 Beta
 
rebecca auf Twitter: „git rebase isn't about "hygiene" or "moving commits to a different branch" or anything else. it's about saving face after it takes you 37 tries to get travis working“ / Twitter

Oh yes! I hate those yaml shit.
#git #programming #humor
 

Unintentional framework | CommitStrip


So this explains a lot now!

#javascript #framework #programming #humor
 

COBOL – Computersprache fürs Geschäft | HNF Blog

Die „Common Business Oriented Language“ ist auf Deutsch die allgemein einsetzbare Sprache für geschäftliche Zwecke. Die Abkürzung des englischen Ausdrucks lautet COBOL; sie bezeichnet eine Programmiersprache, die in vielen Ländern benutzt wurde und wird. Die Entwicklung von COBOL startete 1959. Vor sechzig Jahren, am 7. und 8. Januar 1960, wurde die Urversion der Sprache freigegeben.
Happy Birthday #COBOL !
#programming #history
COBOL – Computersprache fürs Geschäft
 
Learning hardware programming as a software engineer

I feel the same at the moment. Beeing a software developer since a couple of years I never worked with hardware before. I recently got an ESP32 and a breadboard and I am now trying to understand all that hardware stuff.
#Microcontroller #programming #hardware
 

C, what the fuck??! – bowero


Dude!

#clang #c #programming
C, what the fuck??!
 
Anyone interested in programming here? You'd think it would be easy to strike up a convo on here. #code #programming
 
Anyone interested in programming here? You'd think it would be easy to strike up a convo on here. #code #programming
 

Circuit Simulation in Python


#softwarehacks #analogcircuit #circuit #integration #ltspice #modeling #numpy #programming #python #simulation #spice #hackaday
posted by pod_feeder_v2
Circuit Simulation in Python
 

Circuit Simulation in Python


#softwarehacks #analogcircuit #circuit #integration #ltspice #modeling #numpy #programming #python #simulation #spice #hackaday
posted by pod_feeder_v2
Circuit Simulation in Python
 
I still remember the first time that I played Wolfenstein 3D. It was on a contemporary hardware, as a minigame in a far more recent Wolfenstein game. My first thought was how rudimentary simple it was; my second was "Holy crap, you could do this on a 286?".

By modern definitions, I don't think anyone would be thrilled by the limitations Id's early engines had for map geometry. But I think for their times, it was a small price to pay given the hardware. And to be fair, as a kid, when I first played DooM '93 on a Sega 32X^, I certainly didn't notice. Years later when I would play it on a PC, I didn't care—because it was still fun. All these years later, I still find DooM '93 to be a lot of fun. That's the real success of a video game, I'd say :P.

For the time, even the console ports were pretty impressive games. I mean, most of the games we had looked like this:

https://upload.wikimedia.org/wikipedia/en/f/f4/Supermarioworld.jpg

Meanwhile if you popped in DooM, this was what you got:

https://upload.wikimedia.org/wikipedia/en/d/de/Doom_ingame_1.png

That just didn't happen, lol.

Many times that I've read about porting PC games to the Super Nintendo, and other consoles, they've usually been stories that I would describe as "Lossy" or "Brutal" depending on the complexity gap. Such as when an arcade machine was far more powerful than a console, or a PC simply had more oompth than a console.

Id's games were kind of revolutionary: both in their visual technology, and in their portability. Wolf 3D, DooM, and Quake were pretty widely ported during their era of commercial viability. Post open sourcing of their code, they have come to run on virtually everything, and anything. As technology has advanced, we've probably reached the point where it is no longer a surprise if your wrist watch is more powerful than many of the things DooM '93 was ported to in the '90s.

Today, I think that DooM's use of BSP is somewhat novel. You should think of that today, or your hardware is probably so powerful compared to your goal: that you just don't care. Given a decent computer science education, the concept isn't the leap into rocket science. Today though, I imagine most people aren't tasked with solving such a problem, because they live in the world John Carmack helped create: one where we have this thing called a Game Engine.

When Carmack programmed these games, I don't think it was so obvious a technique. People were still struggling to make PCs do this kind of thing at all. Resources for learning these things have also changed a lot over time. Many of us have the advantage of knowledge built on the minds of geniuses, if we have any education at all—and the code.

Two of my favourite engines to read: are modern source ports of the Quake III: Arena and DooM engines. By releasing the code into the wild, I think it helped all of us learn better how to solve these problems. Both the things you can go off and learn, and the code you can get ahold of have evolved since these games were written. But thanks to games like DooM: it's easier for us to do that today. Because technology is built upon what came before, by extending the ideas of others in new directions and taking advantage of improved hardware.

Genius isn't in using a rock to smash something, it is in realizing you can smash things with a rock far better than your thick head.



^ Being around 25 years later, my brain cells are foggy. But DooM was one of my brother's games, so the first thing we had that played that would probably have been the Sega Genesis, which AFAIK means 32X release. We also had the PlayStation versions of DooM, Final DooM, and Quake II but those were later in our childhood.Bild/Foto
Tags: #CaptainsLog #DooM #games #Programming #Quake
Posted from http://feedproxy.google.com/~r/Spidey01/~3/wIDVib-Fgbo/how-much-of-genius-level-move-was-using.html
 
I still remember the first time that I played Wolfenstein 3D. It was on a contemporary hardware, as a minigame in a far more recent Wolfenstein game. My first thought was how rudimentary simple it was; my second was "Holy crap, you could do this on a 286?".

By modern definitions, I don't think anyone would be thrilled by the limitations Id's early engines had for map geometry. But I think for their times, it was a small price to pay given the hardware. And to be fair, as a kid, when I first played DooM '93 on a Sega 32X^, I certainly didn't notice. Years later when I would play it on a PC, I didn't care—because it was still fun. All these years later, I still find DooM '93 to be a lot of fun. That's the real success of a video game, I'd say :P.

For the time, even the console ports were pretty impressive games. I mean, most of the games we had looked like this:

https://upload.wikimedia.org/wikipedia/en/f/f4/Supermarioworld.jpg

Meanwhile if you popped in DooM, this was what you got:

https://upload.wikimedia.org/wikipedia/en/d/de/Doom_ingame_1.png

That just didn't happen, lol.

Many times that I've read about porting PC games to the Super Nintendo, and other consoles, they've usually been stories that I would describe as "Lossy" or "Brutal" depending on the complexity gap. Such as when an arcade machine was far more powerful than a console, or a PC simply had more oompth than a console.

Id's games were kind of revolutionary: both in their visual technology, and in their portability. Wolf 3D, DooM, and Quake were pretty widely ported during their era of commercial viability. Post open sourcing of their code, they have come to run on virtually everything, and anything. As technology has advanced, we've probably reached the point where it is no longer a surprise if your wrist watch is more powerful than many of the things DooM '93 was ported to in the '90s.

Today, I think that DooM's use of BSP is somewhat novel. You should think of that today, or your hardware is probably so powerful compared to your goal: that you just don't care. Given a decent computer science education, the concept isn't the leap into rocket science. Today though, I imagine most people aren't tasked with solving such a problem, because they live in the world John Carmack helped create: one where we have this thing called a Game Engine.

When Carmack programmed these games, I don't think it was so obvious a technique. People were still struggling to make PCs do this kind of thing at all. Resources for learning these things have also changed a lot over time. Many of us have the advantage of knowledge built on the minds of geniuses, if we have any education at all—and the code.

Two of my favourite engines to read: are modern source ports of the Quake III: Arena and DooM engines. By releasing the code into the wild, I think it helped all of us learn better how to solve these problems. Both the things you can go off and learn, and the code you can get ahold of have evolved since these games were written. But thanks to games like DooM: it's easier for us to do that today. Because technology is built upon what came before, by extending the ideas of others in new directions and taking advantage of improved hardware.

Genius isn't in using a rock to smash something, it is in realizing you can smash things with a rock far better than your thick head.



^ Being around 25 years later, my brain cells are foggy. But DooM was one of my brother's games, so the first thing we had that played that would probably have been the Sega Genesis, which AFAIK means 32X release. We also had the PlayStation versions of DooM, Final DooM, and Quake II but those were later in our childhood.Bild/Foto
Tags: #CaptainsLog #DooM #games #Programming #Quake
Posted from http://feedproxy.google.com/~r/Spidey01/~3/wIDVib-Fgbo/how-much-of-genius-level-move-was-using.html
 

The Best Linux Blog In the Unixverse auf Twitter: „#TrueStory even with comments it was hard to understand for me. https://t.co/3UiaE377q0“ / Twitter


Exactly!
#programming

https://twitter.com/nixcraft/status/1197118489523212290
 

The Best Linux Blog In the Unixverse auf Twitter: „#TrueStory even with comments it was hard to understand for me. https://t.co/3UiaE377q0“ / Twitter


Exactly!
#programming

https://twitter.com/nixcraft/status/1197118489523212290
 

Make better use of air travel: Write code - SD Times


Some practical tips if you want to spend a long flight coding.
#travel #programming #flying
Make better use of air travel: Write code
 
#programming #humor
Very accurate
 

In The 17th Century, Leibniz Dreamed Of A Machine That Could Calculate Ideas IEEE Spectrum - IEEE Spectrum


#science #nlp #programming
 

Natural Language Processing Dates Back To Kabbalist Mystics IEEE Spectrum - IEEE Spectrum


#NLP #science #programming
 
#programming #truth
 

Sticky Footer — Solved by Flexbox — Cleaner, hack-free CSS

Getting the footer to stick to the bottom of pages with sparse content is something just about every Web developer has tried to tackle at some point in his or her career. And, for the most part, it’s a solved problem. Yet all the existing solutions have one significant shortcoming — they don’t work if the height of your footer is unknown.

Flexbox is a perfect fit for this type of problem. While mostly known for laying out content in the horizontal direction, Flexbox actually works just as well for vertical layout problems. All you have to do is wrap the vertical sections in a flex container and choose which ones you want to expand. They’ll automatically take up all the available space in their container.
https://philipwalton.github.io/solved-by-flexbox/demos/sticky-footer/
#programming #webdev #css
 

Sticky Footer — Solved by Flexbox — Cleaner, hack-free CSS

Getting the footer to stick to the bottom of pages with sparse content is something just about every Web developer has tried to tackle at some point in his or her career. And, for the most part, it’s a solved problem. Yet all the existing solutions have one significant shortcoming — they don’t work if the height of your footer is unknown.

Flexbox is a perfect fit for this type of problem. While mostly known for laying out content in the horizontal direction, Flexbox actually works just as well for vertical layout problems. All you have to do is wrap the vertical sections in a flex container and choose which ones you want to expand. They’ll automatically take up all the available space in their container.
https://philipwalton.github.io/solved-by-flexbox/demos/sticky-footer/
#programming #webdev #css
 

Die digitale Raumfahrt | HNF Blog

Vor fünfzig Jahren landeten Neil Armstrong und Edwin Aldrin auf dem Mond. Ihnen folgten zehn NASA-Kollegen; seitdem betrat kein Mensch mehr den Erdtrabanten. Aber schon im November 1969 lief ein „Lunar Landing Game“ auf dem Rechner einer amerikanischen High School; verfasst hatte es der siebzehnjährige Jim Storer. Sein Programm schuf eine eigene Gattung von Computerspielen.
#history #programming #NHF #LunarLander #space
Die digitale Raumfahrt
 

GitHub - dylanaraps/pure-bash-bible: 📖 A collection of pure bash alternatives to external processes.


#programming #opensource #linux #bash #free #book

Great resource!
 
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