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Search - "heart breaking"
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It's saddening to see that most of the students in my programming class don't care about programming :(
And it's heart breaking to see that the professor is using html4 instead of html5. 😣😣11 -
Probably the most heart breaking thing to hear as a Developer - " Nobody cares about your backend, front-end is the priority !" :/11
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You know what fkn sucks? I was so fkn excited to join the company. It was a dream job for me. I loved everything about it. The stack, the concept, the core values, everything.
Fast forward 3 years and I no longer recognize the company I joined. Went from customer first to revenue first. No other vision than increase sales. Heart fkn breaking...2 -
Ah, installing a program... I never thought it would be easier on Windows. But Lord, the amount of broken repositories my Linux seems to have after just one week is heart breaking. I only bloody wanted to install apache...
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@Owenvii made a post over at (https://devrant.com/rants/2359774/...) and I want to write a proper response.
The biggest thing you have to look out for as a new dev is the jobs which you accept to begin with.
This isn't minimum wage no more, this is "big league", well, maybe not apple or google big league, but it's not $9.25 an hour either.
Basically you don't want to work anywhere where 1. your labor will be treated as a highly disposable commodity. 2. where the hiring manager doesn't know how to do the job themselves.
The best thing you can do is, if you're new, and just breaking through (and even if you're not), is ask them common questions and problems/solutions that crop up doing the work. If they can answer intelligently that tells you the company values competence (maybe), enough to put someone in place who will know ability from bullshit, merit from mediocrity, and who understands the process of progressing from junior dev to a more involved role.
It also means they are incentivized to hire people who know what they're doing because the training cost of new hires is lowered when they hire people who are actually competent or capable of learning.
Remember, an interview isn't just them learning about you, it's your opportunity to interview *them* and boy, you'll be making a BIG mistake if you don't.
Ideally you want them to ask you to pair program a problem. If your solution is better than theirs then they aren't sending their best to do interviews, and it tells you the company doesn't fire incompetents. The interviewers response can tell you a lot too, if they critique your work, or suggest improvements, and especially if they explain their thinking, that is an amazing response to look for, it says the company values mentorship and *actual* teamwork (not the corporate lingo-bingo 'teamwork' that we sometimes see idolized on posters like so much common dogma).
Most importantly, get them to talk about their work and their team. If they're a professional, it'll be really difficult to pry anything negative about their co-workers out of them, but if they're loose-lipped and gossipy thats a VERY bad sign, regardless of what they have to say.
Ask to take a tour and do a meet n' greet of who you will be working with. If they say no, then it's no thank you to a job offer. You want to take every opportunity to get to know everyone there, everyone you'll be working with, as much as possible--because you'll be spending a LOT of time with these people and you want to rule out any place that employs 'unfireable' toxic assholes, sociopath executives, manipulative ladder climbing narcissists, and vicious misery-loving psychopathic coworkers as quick as possible. This isn't just one warning flag to look out for, it's the essential one. You're looking for the proper *workplace culture*, not the cheesy startup phrase of "workplace culture", but the actual attitudes of the team and the interpersonal dynamics.
Life is really short, and a heart attack at 25 from dipshit coworkers and workplace grief can and will destroy your health, if not your sanity, the older you get.
Trust and believe me when I say no paycheck is too grand to deal with some useless, smarmy, manipulative, or borderline motherfuckers at work constantly. You'll regret it if you do. Don't do it. Do you fucking do it. Just don't.
Take my words to heart and be weary of easy job offers. I'm not saying don't take a good offer that lands in your lap, I AM saying do some investigating and due diligence or the consequences are on you.1 -
Sad story:
SSHd to a vultr server, downloaded MongoDB docker (approx 170MB) download and extracting 70% of the image was done faster than me navigating from devRan notifs page, to devRant feed page, I need a new internet plan T_T1 -
FUCK YOU SYNOLOGY
Fuck you for breaking all my custom shit.
Fuck you for wiping almost everything (but leaving random stuff) every major update.
Fuck you for switching from upstart to systemd 219 (RELEASED MARCH 2015!).
Fuck you for using an outdated kernel.
Fuck you for having the weirdest shittiest preconfigured settings.
Fuck you for using your own custom package format.
Fuck you for being so utterly broken.
Fuck you for making me work 10 hours just to get everything back up and running the way it was.
Fuck you from the bottom of my heart3 -
Life is a continuance...
Of falling and breaking apart...
Of Breaking your heart and losing it...
Of gathering yourself back again...
Of getting up on your feet again...
As long as you gather yourself...
and keep getting up again...
You’re a winner...3 -
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 -
Oh man, stands out first in my memory. Was going ok until my original boss got transferred in to another department... The first replacement was one of our HR managers 🤔
The person she then made as similar to a team lead had issues with me when I had just a bit of a different perspective about a problem to solve - I soon found myself in technical support. Go figure...
I'll never forget what one of the directors said to me a little while after they shifted me:
"Not everyone can do what they want to do if they are not good at it..." I look back on that heart breaking moment and say with pride: FUCK, YOU.3 -
Start my code day, no bugs in sight,
Each line I write, like code's delight.
Second function, errors suppressed,
Silent fixes, my skills put to the test.
Third loop, logic numb, yet breaking,
A contradiction in every line I'm making.
Fourth bug, clinging like a leech,
In the grip of coding's caffeine breach.
Fifth syntax, thoughtless actions cascade,
A program's dance, in lines arrayed.
Sixth compile, colleagues say, 'Go home,'
But where's home in this code dome?
'They say home is where the heart is,
But my heart's in a million logic twists,
Which line shall I follow?
The optimized or the broken,
I cannot tell them apart.'
In the last bit of code, I saved my hope,
When debugging was still an option,
So go ahead and save yourself from glitches,
For you are worthy of a million exceptions.