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I worked once in a company which had this tourist app which should show places on map of the city. Unfortunately it slowed the App down to load more then a couple of places. Their solution was to limit the number of loaded places to teb and prohibited zomming out. I made it handle thousands of places at the same time. Main reason for the Performance issue was, that they sent all data they had about places big, big json objects with large text blobs) to the frontend. This part was easy, I instead sent only the data needed for the map like coordinates and icon type obviously. But still the backend struggeled hard with many objects from the DB, because they built a really shitty orm or what ever this was supposed to be: every line of data retrieved from the DB was immideatly wrapped in some class wich direved from another class which had some magic methods in it which caused some absurd loops over all other obejcts and even more DB queries in unexpected moments and also in the fucking constructor. So it turrned out that the map issue was only the top of the iceberg, since using any data from the DB was extremely expensive. The hard part was to understand the insaness of this abnormination and find the bottlenecks.8
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I'm having an existential crisis with this client.
We are spending millions of $s every year to make sure the product's performance is perfect. We are testing various scenarios, fine-tuning PLABs: the environment, application, middleware, infra,... And then we provide our recommendations to the client: "To handle load of XX parallel users focusing on YY, yy and Zy APIs, use <THIS> configuration".
And what the client does?
- take our recommendations and measure the wind speed outside
- if speed is <20m/s and milk hasn't gone bad yet, add 2x more instances of API X
- otherwise add 3xX, 1xY and give more CPUs to Z
- split the setup in half and deploy in 2 completely separate load-balanced prod environments.
- <do other "tweaking">
- bomb our team with questions "why do we have slow RTs?", "why did the env crash?", "why do we have all those errors?", "why has this been overlooked in PLABs?!?"
If you're improvising despite our recommendations, wtf are we doing here???
One day I will crack. Hopefully, not sometime soon.3 -
Everyone and their dog is making a game, so why can't I?
1. open world (check)
2. taking inspiration from metro and fallout (check)
3. on a map roughly the size of the u.s. (check)
So I thought what I'd do is pretend to be one of those deaf mutes. While also pretending to be a programmer. Sometimes you make believe
so hard that it comes true apparently.
For the main map I thought I'd automate laying down the base map before hand tweaking it. It's been a bit of a slog. Roughly 1 pixel per mile. (okay, 1973 by 1067). The u.s. is 3.1 million miles, this would work out to 2.1 million miles instead. Eh.
Wrote the script to filter out all the ocean pixels, based on the elevation map, and output the difference. Still had to edit around the shoreline but it sped things up a lot. Just attached the elevation map, because the actual one is an ugly cluster of death magenta to represent the ocean.
Consequence of filtering is, the shoreline is messy and not entirely representative of the u.s.
The preprocessing step also added a lot of in-land 'lakes' that don't exist in some areas, like death valley. Already expected that.
But the plus side is I now have map layers for both elevation and ecology biomes. Aligning them close enough so that the heightmap wasn't displaced, and didn't cut off the shoreline in the ecology layer (at export), was a royal pain, and as super finicky. But thankfully thats done.
Next step is to go through the ecology map, copy each key color, and write down the biome id, courtesy of the 2017 ecoregions project.
From there, I write down the primary landscape features (water, plants, trees, terrain roughness, etc), anything easy to convey.
Main thing I'm interested in is tree types, because those, as tiles, convey a lot more information about the hex terrain than anything else.
Once the biomes are marked, and the tree types are written, the next step is to assign a tile to each tree type, and each density level of mountains (flat, hills, mountains, snowcapped peaks, etc).
The reference ids, colors, and numbers on the map will simplify the process.
After that, I'll write an exporter with python, and dump to csv or another format.
Next steps are laying out the instances in the level editor, that'll act as the tiles in question.
Theres a few naive approaches:
Spawn all the relevant instances at startup, and load the corresponding tiles.
Or setup chunks of instances, enough to cover the camera, and a buffer surrounding the camera. As the camera moves, reconfigure the instances to match the streamed in tile data.
Instances here make sense, because if theres any simulation going on (and I'd like there to be), they can detect in event code, when they are in the invisible buffer around the camera but not yet visible, and be activated by the camera, or deactive themselves after leaving the camera and buffer's area.
The alternative is to let a global controller stream the data in, as a series of tile IDs, corresponding to the various tile sprites, and code global interaction like tile picking into a single event, which seems unwieldy and not at all manageable. I can see it turning into a giant switch case already.
So instances it is.
Actually, if I do 16^2 pixel chunks, it only works out to 124x68 chunks in all. A few thousand, mostly inactive chunks is pretty trivial, and simplifies spawning and serializing/deserializing.
All of this doesn't account for
* putting lakes back in that aren't present
* lots of islands and parts of shores that would typically have bays and parts that jut out, need reworked.
* great lakes need refinement and corrections
* elevation key map too blocky. Need a higher resolution one while reducing color count
This can be solved by introducing some noise into the elevations, varying say, within one standard div.
* mountains will still require refinement to individual state geography. Thats for later on
* shoreline is too smooth, and needs to be less straight-line and less blocky. less corners.
* rivers need added, not just large ones but smaller ones too
* available tree assets need to be matched, as best and fully as possible, to types of trees represented in biome data, so that even if I don't have an exact match, I can still place *something* thats native or looks close enough to what you would expect in a given biome.
Ponderosa pines vs white pines for example.
This also doesn't account for 1. major and minor roads, 2. artificial and natural attractions, 3. other major features people in any given state are familiar with. 4. named places, 5. infrastructure, 6. cities and buildings and towns.
Also I'm pretty sure I cut off part of florida.
Woops, sorry everglades.
Guess I'll just make it a death-zone from nuclear fallout.
Take that gators!5 -
I have been working on this software for 3 years now. The code base was a working prototype made by my boss before I came, not more, not less. Php + Angular. Have been refactoring a lot, backend is backed with hundreds of tests now, frontend still lacks a lot. Still a lot of programm structures are still the same weird ones my boss once created in a rush between two meetings while learning Angular to get the prototype finished. Now it's used in production which makes hard to refactor, because we have to maintain backwards compatibility. Neither the parts I added or refactored completely are satisfying, because they are built on this structures, because i never got any feedback for anything I decided and because I changed my own paradigms over time.
So I am all alone on this project. All genuinly new projects are assigned to the new team members (i was the first one, no we are five plus my boss) because I wont have time, have to maintain the old one. So I never can do something new which is quite frustrating.
I did a little side tool, the only thing I invented and did completely by myself in our repertoire - and now some stakeholder shows big interest onto this. Instead of giving me the task to make a real project from this my boss wants to give it to them to develop it. Why? Because I need more time for the main application.
Also the more the software is used the more bug tickets and feature requests come. I was crying for help for months but the others had appareantly more important stuff to do.
This might be true to some extend. Yesterday we had some kind of crisis meeting and my boss wanted again to assing pur junior to help me, who has a shit load of other things to do and is a student. I insisted that this would not be enough, and one of the fulltime devs has to get involved because the thing is our core application and I am only part time btw. So my boss said we wont decide today but one of them should do it. They should have some time to figure out who which is understandable but it's not that I didn't keep saying this for months. Now they are all like whimp whimp when I have to do php i will quit. The new projects are all typescript, with node backend if any. But alas, one of them even said yesterday he doesn't want to do js anymore. Okay... but... this is our tech stack then get another job allready?
And I should do the same probably. But then again I feel very sorry for my boss who helped me in very dark times of corona and more. If both of us leave, the project he worked on for decade (including convincing poeole, collect money..) might be suddenly at it's end while he is so exited about it's access today...
I also get insecure if it's really that they hate php so much or that they don't want to work with me personally because maybe I am a bad team Player or what?
I experienced the same at my old workplace, got left alone with big parts of the project because they didn't want to do php and js in this case and it ended up five devs doing the python backend and me doing the frontend and the php cms part all alone. Then I quit and now everything seems to happen again.
And then again I think I am only fucked up so hard by this stuff because I do not really like being a developer at all. I only do it for the money and because I am good at it (at least i think so. Nobody ever bothers to ever to read my code and give me feedback, because you know, php and js). So I guess I would hate any other job in the field maybe likewise?
This job *is* convinient, salary, office
position, flexibility could not be better. At the end of the day it's not that stressfull. And i don't have any second of freetime (due to family) or energy i could offer a new and more demanding employer, can't work over time or even take a fulltime position, can't home office, can't earn less, can't travel very long to the office and especially can't go back to school to learn something completely new. Some of these constraints are softwe then other naturally but still my posibilities at the Moment are very limited. That might change in about five years if the family situation changed. So it would most likely be reasonable to stay until then at my current job? And bear being alone with this app, don't getting involved on any new project, don't learn anything new, don't invent anything.
There was one potential way out, they considered offering me PHD position to the upcoming ml part of the project... But I learned that I would attend to a bunch of classes at university first, which i would like to, but I don't think i have the time.
I feel trapped somehow. I also feel very lonely in the Office because those fucktards keep saying in home office.
Man, I don't want to go to work today.6 -
FUCK YOU PHP, FUCK YOU SYMFONY AND DEFINITELY FUCK YOU SHOPWARE.
Don't get me wrong, PHP has evolved a lot, but the stuff people are building with it is just the biggest load of fucking shit I have ever seen: Shopware. Shopware is the most ass-sucking abomination to extend. It's nearly impossible to develop anything beyond "use the standard features and shut the fuck up" that is more sophisticated than a fucking calculator.
The architecture of this pile of crap is the worst bullshit ever. A mix of OOP, randomly making use of non OOP concepts and features together with the unnecessarily HUGE amount of useless interfaces and classes. Sometimes I feel like it's 90% fucking shitty boilerplate shit.
And don't get me started with TWIG. It's a nice thought, but WHY THE BLOODY FUCK WOULD YOU NOT USE VUE IF YOU ARE ALREADY USING IT FOR A DIFFERENT PART OF SHOPWARE. This makes no fucking sense whatsoever and makes development of new features a huge pain in the ass. I can't comprehend how people actually like using this shit.
OH AND THE DATABASE. OH MY FUCKING GOD. This one is bad. Ever tried to figure anything out in a database where random strings (yes MySQL "relational" - you might think) that are stored as text in a JSON format make up some object or relations during runtime?? Why the fuck do you have foreign and primary keys if you don't use them properly??
Seriously you can't even figure out which data belongs to what because the architecture just sucks fucking ass. FUCK YOU Shopware wankers, you suck, your product sucks, your support sucks, your architecture sucks and you keep releasing new versions that regularly break shit even in minor versions.
I used to like PHP, but not in projects like these.6 -
Using the Devrant iOS app Incan't scroll down to load more posts. Is that intentional?
At least I cannot do it while using filters. My "front page" uses some filters and I can only see 10 posts. When I scroll down hoping to load more posts I attempt to "drag den to load more" but the app doesn't load more posts. I just see a spinner that vanished.
Bug or feature?2