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Search - "construct 2"
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I'm editing the sidebar on one of our websites, and shuffling some entries. It involves moving some entries in/out of a dropdown and contextual sidebars, in/out of submenus, etc. It sounds a little tedious but overall pretty trivial, right?
This is day three.
I learned React+Redux from scratch (and rebuilt the latter for fun) in twice that long.
In my defense, I've been working on other tasks (see: Alerts), but mostly because I'd rather gouge my freaking eyes out than continue on this one.
Everything that could be wrong about this is. Everything that could be over-engineered is. Everything that could be written worse... can't, actually; it's awful.
Major grievances:
1) The sidebars (yes, there are several) are spread across a ridiculous number of folders. I stopped counting at 20.
2) Instead of icon fonts, this uses multiple images for entry states.
3) The image filenames don't match the menu entry names. at all. ("sb_gifts.png" -> orders); active filenames are e.g. "sb_giftsactive.png"
4) The actions don't match the menu entry names.
5) Menu state is handled within the root application controller, and doesn't use bools, but strings. (and these state flags never seem to get reset anywhere...)
6) These strings are used to construct the image filenames within the sidebar views/partials.
7) Sometimes access restrictions (employee, manager, etc.) are around the individual menu entries, sometimes they're around a partial include, meaning it's extremely difficult to determine which menu entries/sections/subsections are permission-locked without digging through everything.
8) Within different conditionals there are duplicate blocks markup, with duplicate includes, that end up render different partials/markup due to different state.
9) There are parent tags outside of includes, such as `<ul>#{render 'horrific-eye-stabbing'}</ul>`
10) The markup differs per location: sometimes it's a huge blob of non-semantic filthiness, sometimes it's a simple div+span. Example filth: section->p->a->(img,span) ... per menu entry.
11) In some places, the markup is broken, e.g. `<li><u>...</li></u>`
12) In other places, markup is used for layout adjustments, such as an single nested within several divs adorned with lots of styles/classes.
13) Per-device layouts are handled, not within separate views, but by conditionally enabling/disabling swaths of markup, e.g. (if is_cordova_session?).
14) `is_cordova_session` in particular is stored within a cookie that does not expire, and within your user session. disabling it is annoying and very non-obvious. It can get set whether or not you're using cordova.
15) There are virtually no stylesheets; almost everything is inline (but of course not actually everything), which makes for fun layout debugging.
16) Some of the markup (with inline styling, no less) is generated within a goddamn controller.
17) The markup does use css classes, but it's predominately not for actual styling: they're used to pick out elements within unit tests. An example class name: "hide-for-medium-down"; and no, I can't figure out what it means, even when looking at the tests that use it. There are no styles attached to that particular class.
18) The tests have not been updated for three years, and that last update was an rspec version bump.
19) Mixed tabs and spaces, with mixed indentation level (given spaces, it's sometimes 2, 4, 4, 5, or 6, and sometimes one of those levels consistently, plus an extra space thereafter.)
20) Intentional assignment within conditionals (`if var=possibly_nil_return_value()`)
21) hardcoded (and occasionally incorrect) values/urls.
... and last but not least:
22) Adding a new "menu sections unit" (I still haven't determined what the crap that means) requires changing two constants and writing a goddamn database migration.
I'm not even including minor annoyances like non-enclosed ternaries, poor naming conventions, commented out code, highly inefficient code, a 512-character regex (at least it's even, right?), etc.
just.
what the _fuck_
Who knew a sidebar could be so utterly convoluted?6 -
When defining a range, let's say from 1 to 3, I expect:
[1, 2, 3]
Yet most range functions I come across, e.g. lodash, will do:
_.range(1, 3)
=> [1, 2]
And their definition will say: "Creates an array of numbers ... progressing from start up to, but not including, end."
Yet why the fuck not including end? What don't I understand about the concept of a frigging range that you won't include the end?
The only thing I can come up with that's this is related to the array's-indexes-start with-0-thing and someone did not want to substract `-1` when preparing a for loop over an 10 items array with range(0,10), even though they do not want a range of 0 to 10, they want a range from 0 to 9. (And they should not use a for loop here to begin with but a foreach construct anyway.)
So the length of your array does not match the final index of your array.
Bohhoo.
Yet now we can have ranges with very weird steps, and now you always have to consider your proper maximum, leading to code like:
var start = 10;
var max = 50;
var step = 10;
_.range(start, max + step, step)
=> [10, 20, 30, 40, 50]
and during code review this would scream "bug!" in my face.
And it's not only lodash doing that, but also python and dart.
Except php. Php's range is inclusive. Good job php.4 -
Python tip: some python functions have **kwarts (key-word) arguments, that means you can construct your parameter dictionary like so:
kwargs = { 'a':1, 'b':2}
And pass those arguments like so:
function(**kwargs)8 -
Used to think I was a hot shit programmer. Self taught (mostly) and could make all sorts of shit happen. Then I started reading other people's codebases. I got a huge dose of humility. Learned a lot from other codebases in the process. Eventually after a lot of languages and lot of practice I got a programming only job. Started reading through the codebase. Holy shit there are way worse programmers than me. There is some really good code in there too, but 20 year old wtf code too. I assume my perspective comes from seeing what good code can be. I still have a lot to learn though. That is the fun part. You can spend a week on a minute detail of one language or one concept.
So here are a few fun questions:
1. What is the worst code, codebase, or programmer you ever met?
2. What it the best code, codebase, or programmer you ever met?
I have seen a few codebases on github that just told me to walk away. Some of the best code I have found has been in game engines. Probably because I look at a lot of game engine code (sampling bias).
The coolest library I have used has been Construct (Python lib). It is a reversible protocol library. It can deconstruct or construct a data stream.
Leaving the off by 1 or more error in my post.31 -
I can't come to terms with people's terrible reasonings.
You read a news about something. Let's assume it has to do with a sensitive topic, like race, gender, culture, religion, something polarizing, that makes you pick 1 of 2 sides.
So what do some people do? They ask themselves "ok what group do I adhere? How do I label myself?".
Then they ask "what do other people in said group/label think about the matter?", sometimes it's people in the media, friends,
sometimes people even create a mental construct of a stereotypical person of said group, a hypothetical one, and use the opinion of said construct as representative.
And final step is a knee jerk reaction of "I believe that too!!!!!!".
Obviously, all of this can't bring no one closer to the theorical truth or the least flawed conclusion.
What does? Case by case basis.
You judge every case as if every case was its own thing.
But why does some people have a hard time doing that? Just general ignorance maybe?
Maybe this tends to occur in families where parents don't teach their kids to challenge their beliefs, or teach them that doing so could result in lack of parental acceptance.
People also have peer pressure, the need to belong and feel accepted. That means sharing the same points of view with close people and considering the opposite taboo.
There's also the very ignorant people that have conspiracies for lunch.
In any case, I feel some people don't even fucking try to be neutral.4 -
I wrote my first proper promise today
I'm building a State-driven, ajax fed Order/Invoice creation UI which Sales Reps use to place purchases for customers over the phone. The backend is a mutated PHP OSCommerce catalog which I've been making strides in refactoring towards OOP/eliminating spahgetti code and the need for a massive bootstrapper file which includes a ton of nonsense (I started by isolating the session and several crucial classes dealing with currency, language and the cart)
I'm using raw JS and jquery with copious reorganization.
I like state driven design, so I write all my data objects as classes using a base class with a simple attribute setter, and then extend the class and define it's attributes as an array which is passed to the parent setter in the construct.
I have also populateFromJson method in the parent class which allows me to match the attribute names to database fields in the backend which returns via ajax.
I achieve the state tracking by placing these objects into an array which underscore.js Observe watches, and that triggers methods to update the DOM or other objects.
Sure, I could do this in react but
1) It's in an admin area where the sales reps using it have to use edge/chrome/Firefox
2) I'm still climbing the react learning curve, so I can rapid prototype in jquery faster instead of getting hung up on something I don't understand
3) said admin area already uses jquery anyway
4) I like a challenge
Implementing promises is quickly turning messy jquery ajax calls into neat organized promise based operations that fit into my state tracking paradigm, so all jquery is responsible for is user interaction events.
The big flaw I want to address is that I'm still making html elements as JS strings to generate inputs/fields into the pseudo-forms.
Can anyone point me in the direction of a library or practice that allows me to generate Dom elements in a template-style manner.4 -
About to scrap the multiplayer functions in massmello altogether and work solely on the singleplayer package instead - i had far more done in regard to singleplayer functionality before i had the packages split anyway. >:(
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The multiplayer function in Construct 2 is a pain to set up, even though the program handles 90% of the multiplayer functionality - how do people build server frameworks on their OWN? yeesh