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 - "control structures"
-
Do NOT "compress" your code by leaving out braces in control structures and putting the 300 char statement on the same fucking line as the control structure!
Yes, your code file becomes vertically shorter than the usual 3000 lines, BUT my brain tumor proportionally grows larger.7 -
Let's see the coder in you.
If I give input: 1 output: 2
If I give input: 2 output:1
Only these two test cases needed.
You should not use control structures such as if,else,for,while,switch etc. (The answer is simple) (Don't cheat)
int number;
cin>>number; //get number
cout<<??????; //Your code53 -
I could bitch about XSLT again, as that was certainly painful, but that’s less about learning a skill and more about understanding someone else’s mental diarrhea, so let me pick something else.
My most painful learning experience was probably pointers, but not pointers in the usual sense of `char *ptr` in C and how they’re totally confusing at first. I mean, it was that too, but in addition it was how I had absolutely none of the background needed to understand them, not having any learning material (nor guidance), nor even a typical compiler to tell me what i was doing wrong — and on top of all of that, only being able to run code on a device that would crash/halt/freak out whenever i made a mistake. It was an absolute nightmare.
Here’s the story:
Someone gave me the game RACE for my TI-83 calculator, but it turned out to be an unlocked version, which means I could edit it and see the code. I discovered this later on by accident while trying to play it during class, and when I looked at it, all I saw was incomprehensible garbage. I closed it, and the game no longer worked. Looking back I must have changed something, but then I thought it was just magic. It took me a long time to get curious enough to look at it again.
But in the meantime, I ended up played with these “programs” a little, and made some really simple ones, and later some somewhat complex ones. So the next time I opened RACE again I kind of understood what it was doing.
Moving on, I spent a year learning TI-Basic, and eventually reached the limit of what it could do. Along the way, I learned that all of the really amazing games/utilities that were incredibly fast, had greyscale graphics, lowercase text, no runtime indicator, etc. were written in “Assembly,” so naturally I wanted to use that, too.
I had no idea what it was, but it was the obvious next step for me, so I started teaching myself. It was z80 Assembly, and there was practically no documents, resources, nothing helpful online.
I found the specs, and a few terrible docs and other sources, but with only one year of programming experience, I didn’t really understand what they were telling me. This was before stackoverflow, etc., too, so what little help I found was mostly from forum posts, IRC (mostly got ignored or made fun of), and reading other people’s source when I could find it. And usually that was less than clear.
And here’s where we dive into the specifics. Starting with so little experience, and in TI-Basic of all things, meant I had zero understanding of pointers, memory and addresses, the stack, heap, data structures, interrupts, clocks, etc. I had mastered everything TI-Basic offered, which astoundingly included arrays and matrices (six of each), but it hid everything else except basic logic and flow control. (No, there weren’t even functions; it has labels and goto.) It has 27 numeric variables (A-Z and theta, can store either float or complex numbers), 8 Lists (numeric arrays), 6 matricies (2d numeric arrays), 10 strings, and a few other things like “equations” and literal bitmap pictures.
Soo… I went from knowing only that to learning pointers. And pointer math. And data structures. And pointers to pointers, and the stack, and function calls, and all that goodness. And remember, I was learning and writing all of this in plain Assembly, in notepad (or on paper at school), not in C or C++ with a teacher, a textbook, SO, and an intelligent compiler with its incredibly helpful type checking and warnings. Just raw trial and error. I learned what I could from whatever cryptic sources I could find (and understand) online, and applied it.
But actually using what I learned? If a pointer was wrong, it resulted in unexpected behavior, memory corruption, freezes, etc. I didn’t have a debugger, an emulator, etc. I had notepad, the barebones compiler, and my calculator.
Also, iterating meant changing my code, recompiling, factory resetting my calculator (removing the battery for 30+ sec) because bugs usually froze it or corrupted something, then transferring the new program over, and finally running it. It was soo slowwwww. But I made steady progress.
Painful learning experience? Check.
Pointer hell? Absolutely.4 -
First year: intro to programming, basic data structures and algos, parallel programming, databases and a project to finish it. Homework should be kept track of via some version control. Should also be some calculus and linear algebra.
Second year:
Introduce more complex subjects such as programming paradigms, compilers and language theory, low level programming + logic design + basic processor design, logic for system verification, statistics and graph theory. Should also be a project with a company.
Year three:
Advanced algos, datastructures and algorithm analysis. Intro to Computer and data security. Optional courses in graphics programming, machine learning, compilers and automata, embedded systems etc. ends with a big project that goes in depth into a CS subject, not a regular software project in java basically.4 -
dev, ~boring
This is either a shower thought or a sober weed thought, not really sure which, but I've given some serious consideration to "team composition" and "working condition" as a facet of employment, particularly in regard to how they translate into hiring decisions and team composition.
I've put together a number of teams over the years, and in almost every case I've had to abide by an assemblage of pre-defined contexts that dictated the terms of the team working arrangement:
1. a team structure dictated to me
2. a working temporality scheme dictated to me
3. a geographic region in which I was allowed to hire
4. a headcount, position tuple I was required to abide by
I've come to regard these structures as weaknesses. It's a bit like the project management triangle in which you choose 1-2 from a list of inadequate options. Sometimes this is grounded in business reality, but more often than not it's because the people surrounding the decisions thrive on risk mitigation frameworks that become trickle down failure as they impose themselves on all aspects of the business regardless of compatibility.
At the moment, I'm in another startup that I have significantly more control over and again have found my partners discussing the imposition of structure and framework around how, where, why, who and what work people do before contact with any action. My mind is screaming at me to pull the cord, as much as I hate the expression. This stems from a single thought:
"Hierarchy and structure should arise from an understanding of a problem domain"
As engineers we develop processes based on logic; it's our job, it's what we do. Logic operates on data derived from from experiments, so in the absence of the real we perform thought experiments that attempt to reveal some fundamental fact we can use to make a determination.
In this instance we can ask ourselves the question, "what works?" The question can have a number contexts: people, effort required, time, pay, need, skills, regulation, schedule. These things in isolation all have a relative importance ( a weight ), and they can relatively expose limits of mutual exclusivity (pay > budget, skills < need, schedule < (people * time/effort)). The pre-imposed frameworks in that light are just generic attempts to abstract away those concerns based on pre-existing knowledge. There's a chance they're fine, and just generally misunderstood or misapplied; there's also a chance they're insufficient in the face of change.
Fictional entities like the "A Team," comprise a group of humans whose skills are mutually compatible, and achieve synergy by random chance. Since real life doesn't work on movie/comic book logic, it's easy to dismiss the seed of possibility there, that an organic structure can naturally evolve to function beyond its basic parts due to a natural compatibility that wasn't necessarily statistically quantifiable (par-entropic).
I'm definitely not proposing that, nor do I subscribe to the 10x ninja founders are ideal theory. Moreso, this line of reasoning leads me to the thought that team composition can be grown organically based on an acceptance of a few observed truths about shipping products:
1. demand is constant
2. skills can either be bought or developed
3. the requirement for skills grows linearly
4. hierarchy limits the potential for flexibility
5. a team's technically proficiency over time should lead to a non-linear relationship relationship between headcount and growth
Given that, I can devise a heuristic, organic framework for growing a team:
- Don't impose reporting structure before it has value (you don't have to flatten a hierarchy that doesn't exist)
- crush silos before they arise
- Identify needed skills based on objectives
- base salary projections on need, not available capital
- Hire to fill skills gap, be open to training since you have to pay for it either way
- Timelines should always account for skills gap and training efforts
- Assume churn will happen based on team dynamics
- Where someone is doesn't matter so long as it's legal. Time zones are only a problem if you make them one.
- Understand that the needs of a team are relative to a given project, so cookie cutter team composition and project management won't work in software
- Accept that failure is always a risk
- operate with the assumption that teams that are skilled, empowered and motivated are more likely to succeed.
- Culture fit is a per team thing, if the team hates each other they won't work well no matter how much time and money you throw at it
Last thing isn't derived from the train of thought, just things I feel are true:
- Training and headcount is an investment that grows linearly over time, but can have exponential value. Retain people, not services.
- "you build it, you run it" will result in happier customers, faster pivoting. Don't adopt an application maintenance strategy
/rant2 -
Pro tip: using enums you can make a type that can be one of two values. Perfect for control structures! #codelikeapro1
-
I was tasked to evaluate wherever a customer could use an implementation of OTRS ( https://otrs.com/ )
Is it just me or is there no information on this site apart from <OTRS> will make your life better! <OTRS> will cure AIDS! <OTRS> will end world hunger!
This site is trying to use its fucking product name in every god damn sentence. <OTRS>. Everytime <OTRS> is mentioned it is fucking bold printed! My eyes are bleeding within 2 minutes of visiting this site.
I can't get any information about what excatly it is apart from their catchphrase: OTRS (again, bold. I'll refrain from putting it in <> from now, i think you got the point) is a customizable support desk software that manages workflows and structures communication so there are no limits to what your service team can achieve.
So, it's a support desk software you can customize. Great. What does it do?
"Whether you deal with thousands of inquiries and incidents daily [...] you’ll need digital structures that integrate standardized processes
and make communication transparent between teams and departments,
as well as for external customers."
Great, but what does it do?
"Reduce costs and improve satisfaction by structuring customer service communication with OTRS."
Great, BUT WHAT DOES IT DO?
"Manage incidents simply and uncover the data needed to make forward-thinking strategy decisions. OTRS is an ITSM solution that scales and adapts to your changing business needs."
W H A T D O E S I T D O ?!
Okay fuck that, maybe the product page has something to say.
Hm... A link on the bottom of the page says it is a feature list ( https://otrs.com/product-otrs/... )
Ah great, so i got a rough idea about what it is. Our customer wants a blackboard solution with a window you can pin to your desktop and also has a basic level of access control.
So it seems to be way to overloaded on features to recommend it to them. Well, let's see if can at least do everything they want. So i need screenshots of the application. Does the site show any of them? I dare you to find out.
Spoiler: It does not. FFS. The only pictures they show you are fucking mock ups and the rest is stock photos.
Alright, onwards to Google Images then.
Ah, so it's a ticket system then. Great, the site did not really communicate that at all.
Awesome, that's not what i wanted at all. That's not even what the customer wanted at all! Who fucking thought that OTRS was a good idea for them!
Fuck!5 -
1. Teach DS and Algos. Not basics but advanced data structures and the ones that are recently published.
2. DBMS should show core underlying concepts of how queries are executed. Also, what data structures are used in new tech.
3. Teach linkers, compliers and things like JIT. Parsers and how languages have implemented X features.
4. Focus on concept instead of languages. My school has a grad course for R and Java. (I can get that thing from YouTube !!)
5. Focus a little on software engineering design pattern.
6. It's a crime to let a developer graduate if he doesn't know GIT or any version control. Plus, give extra credits for students contributing to open source. Tell them if they submit a PR you get good grades. If that PR gets merged bonus (straight A may be ?)
7. Teach some design pattern and how industry write code. I am taking up a talk at school to explain SOLID design pattern.
Mostly make them build software!
Make them write code!
Make them automate their homeworks!
Make them an educated and employable student.!1 -
Can anyone help me with this theory about microprocessor, cpu and computers in general?
( I used to love programming when during school days when it was just basic searching/sorting and oop. Even in college , when it advanced to language details , compilers and data structures, i was fine. But subjects like coa and microprocessors, which kind of explains the working of hardware behind the brain that is a computer is so difficult to understand for me 😭😭😭)
How a computer works? All i knew was that when a bulb gets connected to a battery via wires, some metal inside it starts glowing and we see light. No magics involved till now.
Then came the von Neumann architecture which says a computer consists of 4 things : i/o devices, system bus ,memory and cpu. I/0 and memory interact with system bus, which is controlled by cpu . Thus cpu controls everything and that's how computer works.
Wait, what?
Let's take an easy example of calc. i pressed 1+2= on keyboard, it showed me '1+2=' and then '3'. How the hell that hapenned ?
Then some video told me this : every key in your keyboard is connected to a multiplexer which gives a special "code" to the processer regarding the key press.
The "control unit" of cpu commands the ram to store every character until '=' is pressed (which is a kind of interrupt telling the cpu to start processing) . RAM is simply a bunch of storage circuits (which can store some 1s) along with another bunch of circuits which can retrieve these data.
Up till now, the control unit knows that memory has (for eg):
Value 1 stored as 0001 at some address 34A
Value + stored as 11001101 at some address 34B
Value 2 stored as 0010 at some Address 23B
On recieving code for '=' press, the "control unit" commands the "alu" unit of cpu to fectch data from memory , understand it and calculate the result(i e the "fetch, decode and execute" cycle)
Alu fetches the "codes" from the memory, which translates to ADD 34A,23B i.e add the data stored at addresses 34a , 23b. The alu retrieves values present at given addresses, passes them through its adder circuit and puts the result at some new address 21H.
The control unit then fetches this result from new address and via, system busses, sends this new value to display's memory loaded at some memory port 4044.
The display picks it up and instantly shows it.
My problems:
1. Is this all correct? Does this only happens?
2. Please expand this more.
How is this system bus, alu, cpu , working?
What are the registers, accumulators , flip flops in the memory?
What are the machine cycles?
What are instructions cycles , opcodes, instruction codes ?
Where does assembly language comes in?
How does cpu manipulates memory?
This data bus , control bus, what are they?
I have come across so many weird words i dont understand dma, interrupts , memory mapped i/o devices, etc. Somebody please explain.
Ps : am learning about the fucking 8085 microprocessor in class and i can't even relate to basic computer architecture. I had flunked the coa paper which i now realise why, coz its so confusing. :'''(14