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Search - "breaking reality"
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Manager: "We can't have new releases breaking older versions of the mobile app!!!!! We'll lose all our customers!!!!"
fullStackChris: "That's fine, we can do API versioning, but it will take some time to implement, I'll have to be quite careful and write some tests to implement it. Probably 2-3 weeks..."
Manager: "NO WAY, THAT TIME ESTIMATE IS WAY TOO LONG, WE DON'T HAVE TIME FOR THAT!!!"
fullStackChris: "So how do you wanna support multiple versions of the app without doing any sort of versioning?"
Manager: "...we'll think of something!"
Dev: "..."
And with 99% certainty, I expect to hear this in a week or two:
Manager: "fullStackChris, we'd like to introduce you to the highly technical concept, API versioning. It's a way to version the API so we can support multiple versions of the application our customers use! It's amazing! Please implement this immediately so we can support multiple versions of the application!"
Sigh... each day managers learn a bit more how physical reality works... you can't have your cake and eat it too.7 -
So I started in a new job a week ago for a two weeks probation period, im getting payed double than my last job but it's so professionally frustrating.
They use a full php stack with a framework called tinymvc that I never heard of and the last commit is from 2009.
Beside this they implement some sort of "flexible" MVC where a great amount of the logic are inside the views. They have one model for each entity (in theory) but in reality one model have methods for a lot of tables.
Beside this the i18n is done by querying the database for all the translation strings and copying it in every user session, so every session file it's about 400kb where around 380 are duplicated translations.
The views folder is empty because they decided to modify the framework to look for the views in another folder called resource's and the development must be done connected directly to the production database
Above all this shit all the many-to-many relations in the database (MySQL) are handled creating a comma separated field on one of the tables, completely breaking the reference integrity.
So, after a week of work I can't stop thinking who the fuck developed this? In which world this shit is okay? How can I work around this big lake of shit?7 -
So that's where the W3C ivory tower clique ended up this year, as rubberstamping secretary for the WHATWG: https://w3.org/blog/2019/...
Well at least, the W3C got the grounding they clearly were lacking over many years!
Recap: the W3C went totally out of touch with reality and wanted an HTML incompatible successor that neither browser vendors nor web authors were interested in. They wasted years on XHTML and drafted specs into the void.
15 years ago, Mozilla and Opera said "fuck this shit" and founded the WHATWG which would work on HTML5. Apple and Google joined in later.
And now the W3C does ground-breaking work like providing the recommendation texts in different formatting, LOL!10 -
ughh, studying about various software project management methodologies and lifecycles is so boring.
every different model looks similar, saying :
you got an idea?
- check weather its needed and if its practically / financially possible
- get investment and resources,
- design,develop, test, release
- repeat .
why name them waterfall or spiral or rad or agile or shit?
and we know how project go in reality: "fuck its 2 days to release and 5 features left? push to prod, make breaking features, leave the tests and release"7 -
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 -
My first exposure to computers was when i was 7 in 98. Hp Palvillion with windows 98. Got it from walmart and it cost around $1100. Brought it home and i hooked it up on my own on the living room floor. First program installed was "who wants to be a millionare", fitting that a game be the first thing installed since it was for homework. I lived 16 miles from town at the time so i really had no friends and the isolation made it hard for me to adjust in school to the point that i was a loud kid seeking attention. Then we got dialup and i found invisionfree forums which my first programing experiance with javascript started. And no I'm not talking about jquery I'm talking about the real thing.
Fast foward a year. I find an opensource arcade and learn php while writting an arcade from scratch that uses curl to mitm login to verify the user. Later that month i create a small project that dynamicly creates a signature image for the top 1000 posters on a coding forum i liked.
Then all hell broke loose when i found osdev.org, thought i was going to be a badass and make the ultimate operating system that would combine linux, windows, and mac where it could run anything. Reality Check hit me like a semi and train hitting at full force trying that and made me look into hacking. Spent alittle while breaking windows in so many ways and talking to others on irc until i was about to turn 18. Switched to ubuntu 12.04 my senior year while that was occuring. -
Facepalm Monday...
My collegue denies to provide breaking changes in our login API in a separate version to the other teams depending on it.
What is the reason for his stubborn rejection?
It's scrum. We haven't planned the effort for realising a versioning concept for our API.
Let's build it in the next sprint as a part of live deployment strategy.
The point he miss is that the ProductOwner wants his API change deployed during the next sprint.
Additionally, it is best practice, having a compatible, deployable product after each sprint, without any risks.
Furthermore, another best practice to provide your API is one URI without a version part holding the current development of the API. And URIs with a version part in it to keep a specific request/response structure and behavior.
What really grind my gears are sayings like 'if the other teams had well programmed their software, modifying our API won't have any effect on them'
C'mon dude. That's far from reality, as anybody knows.
I can't accept, we provide unprofessional API builds, as he is going to do.
So, i have to spend my time and energy to change his mind, together with other software-architects, planning the big thing API-Gateway *sigh*2