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 - "creative solutions"
-
We're excited to announce the first devRant-sponsored hackathon! It features everything we could have dreamed of in a hackathon: huge prizes ($10k to first place and others), an awesome beer-themed dev competition from lead sponsor Anheuser-Busch, lots of free beer, and an awesome setting at Alley in Chelsea NYC (devRant's hometown, we'll be there!)
It's taking place right here in NYC from March 25-26 and @trogus and I will be there and we really hope we can hang out with members of the devRant community who are participating. devRant is an official partner of the hackathon and we're very excited about the competition itself. There are two challenges teams can pick from: "Internet of Things" (Raspberry Pi’s, Arduinos, etc.) and "Data Insights" - both with the goal of finding creative solutions/innovations to help people drink more beer!
Tim and I look forward to hopefully seeing many of you there. Full details and registration here: https://hacktheworld.beer/NYCHackat...
Please let us know if you have any questions and let's hack some beer!
P.S. the hackathon is 21 years and older only because of the beer theme46 -
I find driving to work is a very creative time for my brain, seem to come up with solutions to problems I’m currently trying to solve and come up with good ideas as well, take voice recordings of the ideas not to lose them.6
-
What people don't get about drinking and coding is this.
Coding and development is very similar to art. You've to be creative in your solutions. You've withdraw all emotions and concentrate. And you've to find your own creativity.
You have drunk artists all the time, why not drunk coders?11 -
I like coding. I am a professional coder. But I feel I am not very good at it. My colleagues are so creative and fast with their solutions. And here I am, always in awe and never seem to feel like becoming an expert in coding. The thoughts are tiring 😪6
-
a very polite recruiter in linkedin after our connection asked me why i choose this kind of career. I answered this and i hope i did not ranted a lot :)
i was trying to figure out what profession would make me more happy than others. I was always felt comfortable with computers, i was installing cracked games, exploring folders to paste the cracks etc. later in school when i learned the first algorithms like bubblesort i was knowing that i liked it. I also like working in silence while searching for solutions. That is the first part, the second is that i made a search about what industries would give me a safer future and international opportunities without having to be stuck in my country only. By working and getting more experience i felt in love with my job and trying to learn everything i missed and give to my boss or customers professional results with quality. I like it as a lifestyle, it combines a magic feeling of spells with the logical procedures of science. So why not? it combines all my loves together: creative thinking, technology, mental work, internet, music at the workflow, job demand, opportunities, and money! I hope i helped you my friend i am at your service for every question you have :)11 -
Man wk89 awesome... bringing back a lot of memories. The one thing really stands out to me though is the software.
I see a lot of rants about people shocked that turboC is still in use or other DOS programs are still in production. A lot can of bad be said here but I think often it's a case of we truly don't build things like we did in the good old days.
What those devs accomplished with such limited resources is phenomenal and the fact that we still haven't managed to replicate the feel and usability of it says a lot, not to mention just how fucking stable most of it was.
My favourite games are all DOS based, my most favourite of all time Sherlock is 103kb in size. When I started coding games I made a clone of it and to this day I am still trying to figure out what sorcery is in the algorithm that generates/solves puzzles that makes it so fast and memory efficient. I must have tried 100+ ways and can't even come close. NB! If you know you can hint but don't tell me. Solving this is a matter of personal pride.
Where those games really stand out is when you get into the graphics processing - the solutions they came up with to render sprites, maps and trick your eyes into seeing detail with only 4-16 colours is nothing short of genius. Also take a second to consider that taking a screen shot of the game is larger than the entire game itself and let that sink in...
I think the dramatic increase in storage, processing power and ram over the last decade is making us shit developers - all of us. Just take one look at chrome, skype or anything else mainline really and it's easy to see we no longer give a rats ass about memory anywhere except our monthly AWS/GCE bill.
We don't have to be creative or even mindful about anything but the most significant memory leaks in order to get our software to run now days. We also don't have constraints to distribute it, fast deliver-ability is rewarded over quality software. It's only expected to stay in production 3-4 years anyway.
Those guys were the true "rockstars" and "ninja" developers and if you can't acknowledge that you can take ya React app and shovit. -
!rant
How to earn a lot of money as a programmer?
So this question might sound a little naive and too simple, but earning a lot of money is what we all want after all right? Collecting experiences from people in the business should be a good idea.
So this is the position I am in:
I am a German student in my 13th year of school (which means I will graduate this summer) and I am very interested in information technology. I know C++ pretty well by now and I have built a rendering engine for a game I want to make using openGL already, which I am very proud of.
I would love to turn this passion into my profession and thats why I plan to attend a dual course of computer science next year (dual means that I will be employed at a company (or similar) in parallel to the studying course).
But what direction should I be going in if I want to make big money later on? I am ready to spend a lot of time and work on this life project but I don't know which directions are the most promising. I hate being a tiny gear in a huge machine that just has to keep spinning to keep the machine alive, I want to be part of a real project (like most people probably) and possibly sell a product (because I think that is how you really make money).
Now I know there is no magic answer to this, but I bet many people here have made experiences they can share and this could help a lot of people directing their path in a more success oriented way.
I personally am especially interested in fields which are relatively low-level and close to memory (C++), go hand in hand with physics and 3D simulation and are somewhat creative and allow new solutions. (These are no hard lines, I just thought I should give a little direction to what I know already and what I am interested in)
But really, I am interested in any work you are likely to earn a lot of money with.12 -
Joined a big corporate for the first time in my life a few months ago, after years and years in small companies and startups.
Went from designing new creative solutions and finding challenging problems to working on small stupid tasks and obeying a fucking idiotic company culture, that is nothing but words that are not applied in reality. Creativity and enthusiasm are discouraged for the sake of maintaining the status quo.
Probably the worst decision in my life. I don't think I can do this for long.2 -
If you've ever tried using Go plugins raise your hand.
If you've ever tried doing plugins in Go, raise your hand.
If you think that the following rant will be interesting, raise your hand.
If you raised your hand, press [Read More]:
This is a tale of pain and sorrow, the sorrow of discovering that what could be a wonderful feature is woefully incomplete, and won't be for a very long time...
Go plugins are a cool feature: dynamically load pre-compiled code, and interact with it in a useful and relatively performant way (e.g. for dynamically extending the capabilities of your program). So far it sounds great, I know right?
Now let me list off some issues (in order of me remembering them):
1. You can't unload them (due to some bs about dlopen), so you need to restart the application...
2. They bundle the stdlib like a regular Go binary, despite the fact that they're meant to be dynamic!
3. #2 wouldn't be so bad if they didn't also require identical versions of all dependencies in both binaries (meaning you'd need to vendor the dependencies, and also hope you are using the right Go version).
4. You need to use -trimpath or everything dies...
All in all, they are broken and no one is rushing to fix it (literally, the Go team said they aren't really supporting it currently...).
So what other options are there for making plugins in Go?
There's the Hashicorp method of using RPC, where you have two separate applications one the plugin, one the plugin server, and they communicate over RPC. I don't like it. Why? Because it feels like a hack, it's not really efficient and it carries a fear of a limitation that I don't like...
Then we come to a somewhat more clever approach: using Lua (or any other scripting language), it's well known, it's what everyone uses (at least in games...). But, it simply is too hard to use, all the Go Lua VMs I could find were simply too hard to set up...
Now we come to the most creative option I've seen yet: WASM. Now you ask "WASM!? But that's a web thing, how are you gonna make that work?" Indeed, my son, it is a web thing, but that doesn't mean I can't use it! Someone made a WASM VM for Go, and the pros are that you can use any WASM supporting language (i.e. any/all of them). Problem inefficient, PITA to use, and also suffers from the same issues that were preventing me from using Lua.
Enter Yaegi, a Go interpreter created by the same guys who made (and named) Traefik. Yes, you heard me right, an INTERPRETER (i.e. like python) so while it's not super performant (and possibly suffering from large inefficiency issues), it's very easy to set up, and it means that my plugins can still be written in Go (yay)! However, don't think this method doesn't have its own issues, there's still the problem of effectively abstracting different types of plugins without requiring too much boilerplate (a hard problem that I'm actively working on, commits coming soon). However, this still feels to be the best option.
As you can see, doing plugins in Go is a very hard problem. In the coming weeks (hopefully), I'm going to (attempt to at least) benchmark all the different options, as well as publish a library that should help make using Yaegi based plugins easier. All of this stuff will go (see what I did there 😉) in a nice blog post that better explains the issues and solutions. But until then I have some coding to do...
Have a good night(/day)!13 -
So recently i got a message from aa person asking how to (these are exact words) ,
:break into insta's database using Sqlmap"
I then proceeded to tell them to "f*ck of ya c*nt ".
Afterwords it inspired me to write this rant
annoying classmates:" hahaha GuYS bEtER wAtcH OuT he's GonnaA hack Us"
me: " yea I can program I also do some ethical hacking and cybersecurity "
annoying classmates: "hahaH Bro your a Hacker OhHHhHHOOO BrO CaN yoU hACk inSta FoR mE I NEEd MoRe FolloWeRs "
me:" tf no one that's illegal and two it's waste of my time "
annoying classmates: "BrOooo CaN yoU gEt Me SoMe HacKs fOr CsGo"
me: "can you just please f*ck off , i'm not hacking for you everything you've asked me is extremely unethical and a huge waste of time, Also if you suck so bad at a game you need to cheat I recommend just stopping "
annoying classmates: "DUdE whAt ToolS dO i HVAE to DownLOad To Be A haCkEr"
me: *trying hard not to murder them* " I told you to f*ck off"
being a hackers isn't downloading tools it isn't typing at 90wpm into a terminal with green font its not about games or fame or anything its about coming up with creative solutions to problems , thinking outside the box its about individuality and breaking from the heard , looking at things from a different viewpoint,
it's about endlessly seeking knowledge.
It's about freedom though creation that's what being a hacker originally was. But because of big media and movie company's (and script kiddies) people now confuse hacker with cracker and think of us as jobless fat kids sitting in a dark room in there parents house breaking into bank accounts and buying drugs on the dark web (which people see to think there a hacker just because they can open tor browser. they then proceed to use google to look up "fresh onion links 2020") .
My classmates and really my generation has a huge case of smooth brain. They a think we can just look at someone and hack them they also seem to think using a gratify link to get a persons up is hacking and using the inspect element is hacking and that opening a terminal is hacking ! AHHHHHHHHHHHHHHHHHHHHH"
Anyways ima end this here thanks for reading :)5 -
TL;DR: Computers and I go way back, but I don't know how I ended up as a dev - and am still not certain that's what I want to do for the rest of my life.
Rewind to the early 80's. My friends at the time got the Comodore 64 one after the other. I never got one. Heck, we didn't even have a color TV back then. Only a 12/14" small B&W TV. It's easy to conclude that I spent a lot of time at my friends'.
Back then it mostly was about the games. And, living in the rural countryside, the only way to aquire games was to pirate them. Pirating was big. Cassette tape swapping and floppy disk swapping was a big deal, and gamers contacted eachother via classifieds sections in newspapers and magazines. It was crazy.
Anyways. The thing about pirated games back then is that they often got a cracktro, trainer, intro or whatever you want to call them - made by the people who pirated the game. And I found them awesome. Sinus scrollers, 3D text, cool SID-tunes and whatnot. I was hooked.
My best friend and I eventually got tired of just gaming. We found Shoot'Em-Up Construction Kit, which was an easy point-and-click way to create our first little game. We looked into BASIC a bit. And we found a book at the library about C64 programming. It contained source code to create your own assembler, so we started on that. I never completed it, but my friend did.
Fast forward through some epic failure using an Amstrad CPC, an old 486 and hello mid 90's. My first Pentium, my first modem and hello Internet! I instantly fell in love with the Internet and the web. I was still in school, and had planned to enter the creative advertising business. Little did I know about the impact the web would have on the world.
I coded web pages for fun for some years. My first job was as a multimedia designer, and I eventually had to learn Lingo (Macromedia Director, anyone?) And Actionscript.
Now I haven't touched Flash for about 7 years. My experience has evolved back to pure web development. I'm not sure if that's where I will be in the future. I've learned that I certainly don't know how to do everything I want to do - but I have aquired the mindset to identify the tasks and find solutions to the problem.
I never had any affiliation with the pirate scene or the demo scene. But I still get a little tingling whenever I see one of those sinus scrollers. -
1. It is a creative process that I can actually perform reasonably well at.
2. I get a buzz when delivering the solutions to the client and seeing their ideas transformed into a working application. It is, to my mind, a similar feeling that architects and engineers get when seeing their projects to fruition.
3. After 30 years, I am still learning new things, and I am still excited to see how coding will develop in the future. -
Design in Motion: Real-Time Rendering's Impact on Architecture
Architecture, a discipline that once relied heavily on blueprints, models, and lengthy render times, has undergone a revolutionary transformation in recent years. The advent of real-time rendering technology has fundamentally altered the way architects visualize, present, and interact with their designs. This paradigm shift has not only enhanced the creative process but has also empowered architects to make more informed decisions and create immersive experiences for clients and stakeholders.
Real-time rendering, a technological marvel that harnesses the power of high-performance graphics hardware and advanced software algorithms, allows architects to generate photorealistic visualizations of their designs in a matter of milliseconds. Gone are the days of waiting hours or even days for a single rendering to complete. This acceleration in rendering time has not only expedited the design process but has also encouraged architects to explore multiple design iterations rapidly.
One of the most significant impacts of real-time rendering on architecture is the ability to visualize a design in various lighting conditions and environmental settings. Architects can now instantly switch between daytime and nighttime lighting scenarios, experiment with different materials, and observe how their designs respond to different seasons or weather conditions. This level of dynamic visualization offers insights into how a building's appearance and functionality evolve throughout the day, contributing to more holistic and thoughtful design solutions.
Moreover, real-time rendering has transformed client presentations. Architectural concepts can now be communicated with unprecedented clarity and realism. Clients can virtually walk through spaces, observing intricate details, exploring different angles, and even experiencing the play of light and shadow in real-time. This immersive experience fosters a deeper understanding of the design intent, enabling clients to provide more targeted feedback and make informed decisions.
The impact of real-time rendering on collaboration within architectural teams cannot be overstated. Traditionally, architects and designers would need to wait for a rendering to complete before discussing design changes or improvements. With real-time rendering, team members can make adjustments on the fly, observing the immediate effects of their decisions. This seamless collaboration not only enhances efficiency but also encourages interdisciplinary collaboration as architects, engineers, and other stakeholders can work together in real-time to refine designs.
The integration of virtual reality (VR) and augmented reality (AR) into the architectural workflow is another transformative aspect of real-time rendering. Architects can now create VR environments that allow clients to step inside their designs and explore every nook and cranny. This not only enhances client engagement but also enables architects to identify potential design flaws or spatial issues that might not be apparent in 2D drawings. AR, on the other hand, overlays digital information onto the physical world, facilitating on-site decision-making and construction supervision.
Real-time rendering's impact extends beyond the design phase. It has proven to be a valuable tool for public engagement and community involvement in architectural projects. By creating virtual walkthroughs of proposed structures, architects can offer the public an opportunity to experience the design before construction begins. This transparency fosters a sense of ownership and allows for constructive feedback, contributing to the development of designs that resonate with the community's needs and aspirations.
The environmental implications of real-time rendering are also noteworthy. The ability to visualize designs in various environmental contexts contributes to more sustainable architecture. Architects can assess how natural light interacts with interior spaces, optimizing energy efficiency and reducing the need for artificial lighting during the day.
In conclusion, real-time rendering has ushered in a new era of architectural design, propelling the industry into a realm of dynamic visualization, immersive experiences, and enhanced collaboration. The ability to witness designs in motion, explore different lighting conditions, and interact with virtual environments has redefined how architects approach their craft. From facilitating client presentations to fostering sustainable design solutions, real-time rendering's impact on architecture is profound and multifaceted. As the technology continues to evolve, architects have an unprecedented opportunity to push the boundaries of creativity, efficiency, and sustainability in the built environment.