Web technologies, microservices, domain-driven design and distributed systems.
Complex stuff:
- Layout rules
- Build custom components that compose well
- State and event handling, nested observables, leaky event handlers - OUCH
Result: I appreciate declarative UI frameworks A LOT!
Complex stuff:
- Layout rules
- Build custom components that compose well
- State and event handling, nested observables, leaky event handlers - OUCH
Result: I appreciate declarative UI frameworks A LOT!
I'm wasting a huge amount of time trying to lay things out well and find myself thinking "if only I had CSS ...".
However, I wonder if CSS is actually easier / more straightforward to learn (or if it is just my experience).
I'm wasting a huge amount of time trying to lay things out well and find myself thinking "if only I had CSS ...".
However, I wonder if CSS is actually easier / more straightforward to learn (or if it is just my experience).
Amazed at how quickly I was able to throw together a decent UI!
Amazed at how quickly I was able to throw together a decent UI!
Taken me about two hours to get everything document. I've only documented what wasn't obvious from the names.
I've also tried to focus on the relationships between packages and classes.
Taken me about two hours to get everything document. I've only documented what wasn't obvious from the names.
I've also tried to focus on the relationships between packages and classes.
"@param obj an {@code Object}."
Really?
"@param obj an {@code Object}."
Really?
1. make sure that I don't accidentally entangle my packages again
2. explicitly state the rationale for my decisions
(Still missing similar tools in many languages other than #java)
1. make sure that I don't accidentally entangle my packages again
2. explicitly state the rationale for my decisions
(Still missing similar tools in many languages other than #java)
The dependencies started out as a steaming mess.
But after massaging them and thanks to dependency inversion, I've now created something easy to reason about:
"A game consists of two players, which use pieces that are placed on a board."
The dependencies started out as a steaming mess.
But after massaging them and thanks to dependency inversion, I've now created something easy to reason about:
"A game consists of two players, which use pieces that are placed on a board."
If anyone's interested in the technique, maybe my personal sketch notes can be useful to you too:
If anyone's interested in the technique, maybe my personal sketch notes can be useful to you too:
- Looking at a situation using a different medium (sketch over text) yields different insights
- At first random doodling, without much clarity, then suddenly a breakthrough of understanding
- Sketches can enable self-reflection (e.g. why did I draw the "C-Suite" in this particular way)?
- Looking at a situation using a different medium (sketch over text) yields different insights
- At first random doodling, without much clarity, then suddenly a breakthrough of understanding
- Sketches can enable self-reflection (e.g. why did I draw the "C-Suite" in this particular way)?
- Looking at a situation using a different medium (sketch over text) yields different insights
- At first random doodling, without much clarity, then suddenly a breakthrough of understanding
- Sketches can enable self-reflection (e.g. why did I draw the "C-Suite" in this particular way)?
- Looking at a situation using a different medium (sketch over text) yields different insights
- At first random doodling, without much clarity, then suddenly a breakthrough of understanding
- Sketches can enable self-reflection (e.g. why did I draw the "C-Suite" in this particular way)?
I probably shouldn't flip the source and target variables between the slow and fast versions ...
I'm surprised that none of the 25k games I iterated through noticed the defect ...
I probably shouldn't flip the source and target variables between the slow and fast versions ...
I'm surprised that none of the 25k games I iterated through noticed the defect ...
(Great article explaining the output format: gist.github.com/rednaxelafx/...)
(Great article explaining the output format: gist.github.com/rednaxelafx/...)
"failed to inline: callee is too large"
:scratches head:
"failed to inline: callee is too large"
:scratches head:
1. they have limited side effects
2. they are hidden behind a nice abstraction
3. the structure surrounding them is clear
Example: I can live with this messy implementation, as long as intent+context is clear:
1. they have limited side effects
2. they are hidden behind a nice abstraction
3. the structure surrounding them is clear
Example: I can live with this messy implementation, as long as intent+context is clear:
Many things are called a strategy, but few things are. These three elements should be present: Diagnosis, Guiding Policy, Actions
Many things are called a strategy, but few things are. These three elements should be present: Diagnosis, Guiding Policy, Actions
This helps to detect all sorts of bugs, subtle and less subtle ones, because you can read the code with a domain expert and ask: "does that make sense?"
An example from my current chess project.
This helps to detect all sorts of bugs, subtle and less subtle ones, because you can read the code with a domain expert and ask: "does that make sense?"
An example from my current chess project.
Rules:
- I can only be in one mode at a time
- I must schedule at least one hour of time for each mode
It's a slight modification of areas that helps me prioritize better
Rules:
- I can only be in one mode at a time
- I must schedule at least one hour of time for each mode
It's a slight modification of areas that helps me prioritize better
It's been tough, but so, so insightful - suddenly a lot of things make sense. Definitely a fun project!
altairclone.com
It's been tough, but so, so insightful - suddenly a lot of things make sense. Definitely a fun project!
altairclone.com
Next up: making sense of the output :D
Next up: making sense of the output :D
Because I haven't found anything that looks similar to what I'm looking for, e.g. this SwiftUI example with for loops:
Because I haven't found anything that looks similar to what I'm looking for, e.g. this SwiftUI example with for loops: