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Search - "resolution"
I want to get this fake axe: https://amazon.com/Realistic-woodcu...
I want to hang on my wall at work and label it:
"merge conflict resolution tool".
Is that too violent for a joke?9
Feed from external service provider is overwriting the wrong things, pls fix
Service provider is sending duplicate unique IDs, you need to get with them to discuss
Service provider response:
This is a *RE-USABLE UNIQUE ID* . . . The bottom line is you should not use this UNIQUE ID as a primary key.21
Recently I launched the minimalistic online drawing app https://okso.app. I wanted it to be a place where people could do fast, ad-hoc, napkin-based-like explanations of any concept as if you are sitting with your friend and trying to explain him/her something during lunch. Don't ask me why it is needed, I was just experimenting.
So, the first concept I've tried to explain with sketches was the Data Structures. Without further ado, here is the interactive ✍🏻 https://okso.app/showcase/... showcase that you may play with.
Of course, not all data structures are covered. And of course, this is not comprehensive material, but rather a cheatsheet that would create visual hints and associations for the following data structures:
- Linked List
- Doubly Linked List
- Hash Table (with hash collision resolution)
- Tree (including the Binary Search Tree)
- Heap (including Mean Heap and Max Heap)
Each box on the sketch is clickable, so you may dig into the data structure you're interested. For example `Heap → Max Heap`, or `Heap → Min Heap`, or `Heap → Array Representation`.
The sketches are split into so-called Pages just to make it easier to grasp them, so the users stay focused on one concept at a time, they see the relationship between the concept, and thus, hopefully, they are not getting overwhelmed with seeing a lot of information at the same time on one drawing/page.
The full list you may find in the ✍🏻 https://okso.app/showcase/... showcase.
I hope you find this showcase useful and I hope it will be a good visual cheatsheet-like complement to your data structure knowledge.12
Everything about the company is a mess. The only thing that is decent is the people. And by that I mean they aren't shit.
Workflows are fucked.
Clients are fucked. You're pressuring me to get this shit production ready before new year's eve and you still don't know what the text should say and want to make changes to the UI? The fuck?!
Design is a complete shit show. There is a design team. They only make a fucking psd to show clients how an interface would look like. No mobile version (but it's still expected to work!), no markup. Resolution is fucking inconsistent and whenever a change is requested, they are nowhere to be seen so I have to actually do designing on top of having to use this worthless fucking framework I hate it so much.
Codebases are turbo-fucked because of said framework.
Databases are an inconsistent, fucked up mess. No foreign key constraints because every single fucking table is using the MyISAM engine.
And the thing that really makes me incredibly angry is all the "custom systems" look the fucking same at the database level. Like 30 fucking useless tables made for stupid HR workflows that make no fucking sense.1
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
Alright... how the FUCK is an IP address considered personal data by GDPR????
Fucking boomers don't even know what an IP is. Guess what, every website you've ever been to has your IP! It's in your router, your fucking ISP's registry, and in every DNS server within 1000 miles of you!
Imagine thinking your IP gives up private information, god, just fuck me, I hate all of it, idiotic fools fumbling around with shit they don't understand.
...WKO making every developer's life a living nightmare because fucking GOOGLE FONTS stores a copy of your IP for their stupid analytics. You know what? Just don't use the internet either, that needs your IP too. In fact, don't pay taxes either, the tax office has a copy of your address, that's pretty personal information if you ask me! Just live in the woods and survive with the wolves.
I already know the future 'resolution' to this one - store fonts locally, resolve this dangerous "issue"... "waaaahhh fullStackClown! the site is slower now!!!"
...an infinite circle of clownshipness continues...
tune in next week as the world continues to approach it's circus fate!54
Most useless premium laptop feature: touch screen.
For my new Lenovo I saved hundreds of dollars because I opted for the second best screen option. Lower resolution WQXGA (2560 x 1600) 165Hz, beacuse the 4K touch enabled fancy schmancy screen of my current Dell XPS 15 has barely been used. I keep Outlook open on it FFS, and I can probably count on one hand the number of times I have used the touch feature 😖
Is it just me?12
My God is map development insane. I had no idea.
For starters did you know there are a hundred different satellite map providers?
Just kidding, it's more than that.
Second there appears to be tens of thousands of people whos *entire* job is either analyzing map data, or making maps.
Hell this must be some people's whole *existence*. I am humbled.
I just got done grabbing basic land cover data for a neoscav style game spanning the u.s., when I came across the MRLC land cover data set.
One file was 17GB in size.
Worked out to 1px = 30 meters in their data set. I just need it at a one mile resolution, so I need it in 54px chunks, which I'll have to average, or find medians on, or do some sort of reduction.
Ecoregions.appspot.com actually has a pretty good data set but that's still manual. I ran it through gale and theres actually imperceptible thin line borders that share a separate *shade* of their region colors with the region itself, so I ran it through a mosaic effect, to remove the vast bulk of extraneous border colors, but I'll still have to hand remove the oceans if I go with image sources.
It's not that I havent done things involved like that before, naturally I'm insane. It's just involved.
The reason for editing out the oceans is because the oceans contain a metric boatload of shades of blue.
If I'm converting pixels to tiles, I have to break it down to one color per tile.
With the oceans, the boundary between the ocean and shore (not to mention depth information on the continental shelf) ends up sharing colors when I do a palette reduction, so that's a no-go. Of course I could build the palette bu hand, from sampling the map, and then just measure the distance of each sampled rgb color to that of every color in the palette, to see what color it primarily belongs to, but as it stands ecoregions coloring of the regions has some of them *really close* in rgb value as it is.
Now what I also could do is write a script to parse the shape files, construct polygons in sdl or love2d, and save it to a surface with simplified colors, and output that to bmp.
It's perfectly doable, but technically I'm on savings and supposed to be calling companies right now to see if I can get hired instead of being a bum :P20
The worst fucking thing about Linux is the fact it once in a time gives me hope that it's actually usable operating system.
Recenly I've bought w520 thinkpad and installed linux on it. It worked mosty fine but today I had to connect external monitor. HOLY FUCKING SHIT.
Because it has 2 graphic cards there was shittone of problems to even run this shit. It took me HOURS TO EVEN DISPLAY ANYTHING ON THIS EXTERNAL MONITOR.
After that I was trying for 3 fucking hours to set correct resolution on this monitor and fucking failed.
Just to mention - I'm using linux daily for couple of years, but that shit killed me4
Regression testing is a type of software testing that is performed to ensure that changes or modifications made to an existing software application do not have any adverse effects on the functionality of the system. It is typically performed after bug fixes, enhancements, or other changes are made to the software, to ensure that previously working functionality has not been impacted by the changes.
The main objective of regression testing is to ensure that previously working functionality continues to work correctly after any modifications to the software. This involves re-executing test cases that were previously executed to ensure that they still pass, and also adding new test cases to cover any new functionality or changes that have been made.
Regression testing can be performed manually or using automated testing tools. Automated regression testing tools can significantly reduce the time and effort required to execute and maintain regression test suites. Automated tools can also help to identify defects and issues in the software more quickly, allowing for faster feedback and resolution.
Regression testing https://u-tor.com/services/... is a critical component of software development and is essential for ensuring that software applications remain functional and error-free, even after changes have been made to the system.9
Isn't it beautiful? It's a DS game. I LOVE it when they use the lowest resolution textures because of hardware limitations, yet use real 3D. I want to live in this picture. It feels like home.2
My key ring :)
An old friend (remember the guy who had a miniature Red hat?), gave me an old RAM from a work machine (he worked in data center team).
We had many spare ones so, I picked one and been using it since then.
Photo in comments because dR is fucking up the resolution.5
How did mid-2000s computer users get along with just 1 GB of RAM or less?
As of today, anything less than 8 GB of RAM seems impractical. A handful of tabs in a web browser and file manager can quickly fill that up.
Shortly after booting, 2 GB of RAM are already eaten up on today's operating systems.
When I occasionally used an older laptop computer with 6 GB of RAM (because it has more ports and better repairability than today's laptops; before upgrading the memory), most of the time over 5 GB were in use, and that did not even include disk caching.
It appears that today's web browsers are far more memory-intensive than 2000s web browsers, even if we do similar things people did in the 2000s: browsing text-based pages with some photos here and there, watching videos, messaging and mailing, forum posting, and perhaps gaming. Tabbed browsing already was a thing in the 2000s. Microsoft added tabs to their pre-installed browser in 2006, back when an average personal computer had 1 GB of RAM, and an average laptop 512 MB!
Perhaps a difference is that people today watch in 720p or 1080p whereas in the 2000s, people typically watched at 240p, 360p, or 480p, but that still does not explain this massive difference. (Also, I pick a low resolution anyway when mostly listening to a video in background.)
One could create a swap file to extend system memory, though that is not healthy for an SSD in the long term. On computers, RAM is king.11
Data wrangling is messy
I'm doing the vegetation maps for the game today, maybe rivers if it all goes smoothly.
I could probably do it by hand, but theres something like 60-70 ecoregions to chart,
each with their own species, both fauna and flora. And each has an elevation range its
found at in real life, so I want to use the heightmap to dictate that. Who has time for that? It's a lot of manual work.
And the night prior I'm thinking "oh this will be easy."
(Also why does Devrant have to mangle my line breaks? -_-)
Laid out the requirements, how I could go about it, and the more I look the more involved
So what I think I'll do is automate it. I already automated some of the map extraction, so
I don't see why I shouldn't just go the distance.
Also it means, later on, when I have access to better, higher resolution geographic data, updating it will be a smoother process. And even though I'm only interested in flora at the moment, theres no reason I can't reuse the same system to extract fauna information.
Of course in-game design there are some things you'll want to fudge. When the players are exploring outside the rockies in a mountainous area, maybe I still want to spawn the occasional mountain lion as a mid-tier enemy, even though our survivor might be outside the cats natural habitat. This could even be the prelude to a task you have to do, go take care of a dangerous
creature outside its normal hunting range. And who knows why it is there? Wild fire? Hunted by something *more* dangerous? Poaching? Maybe a nuke plant exploded and drove all the wildlife from an adjoining region?
Having the extraction mostly automated goes a long way to updating those lists down the road.
But for now, flora.
For deciding plants and other features of the terrain what I can do is:
* rewrite pixeltile to take file names as input,
* along with a series of colors as a key (which are put into a SET to check each pixel against)
* input each region, one at a time, as the key, and the heightmap as the source image
* output only the region in the heightmap that corresponds to the ecoregion in the key.
* write a function to extract the palette from the outputted heightmap. (is this really needed?)
* arrange colors on the bottom or side of the image by hand, along with (in text) the elevation in feet for reference.
For automating this entire process I can go one step further:
* Do this entire process with the key colors I already snagged by hand, outputting region IDs as the file names.
* setup selenium
* selenium opens a link related to each elevation-map of a specific biome, and saves the text links
(so I dont have to hand-open them)
* I'll save the species and text by hand (assuming elevation data isn't listed)
* once I have a list of species and other details, to save them to csv, or json, or another format
* I save the list of species as csv or json or another format.
* then selenium opens this list, opens wikipedia for each, one at a time, and searches the text for elevation
* selenium saves out the species name (or an "unknown") for the species, and elevation, to a text file, along with the biome ID, and maybe the elevation code (from the heightmap) as a number or a color (probably a number, simplifies changing the heightmap later on)
Having done all this, I can start to assign species types, specific world tiles. The outputs for each region act as reference.
The only problem with the existing biome map (you can see it below, its ugly) is that it has a lot of "inbetween" colors. Theres a few things I can do here. I can treat those as a "mixing" between regions, dictating the chance of one biome's plants or the other's spawning. This seems a little complicated and dependent on a scraped together standard rather than actual data. So I'm thinking instead what I'll do is I'll implement biome transitions in code, which makes more sense, and decouples it from relying on the underlaying data. also prevents species and terrain from generating in say, towns on the borders of region, where certain plants or terrain features would be unnatural. Part of what makes an ecoregion unique is that geography has lead to relative isolation and evolutionary development of each region (usually thanks to mountains, rivers, and large impassible expanses like deserts).
Maybe I'll stuff it all into a giant bson file or maybe sqlite. Don't know yet.
As an entry level programmer I may not know what I'm doing, and I may be supposed to be looking for a job, but that won't stop me from procrastinating.
Data wrangling is fun.2
All that I have been ranting about this year are first world problems. Not only because politics is the only taboo on devrant, but also because I have been making too much compromise again.
It seems that most of the money is paid in projects for industrial companies, marketing, and useless products. So I ended up doing only some work for impact projects and ecological startups, taking time to learn new technology, and otherwise waste my potential to make a change by doing web development for well paying companies.
Still better than the years before, when I was an employee. Corporate culture sucks, at least it seems so at most companies in Germany and probably also America and even more so in other countries?! As a freelancer, at least I have the choice not to agree to any offer. And I did say no to many offers this year.
But still ...
New year resolution: prioritize customers with a purpose to make the world a better place. Make less compromise. Stop complaining about bullshit tech and just get things done instead.4
Ha, Microsoft closes my easily reproducible issue with their Monaco editor as 'resolved':
> posted "resolution" is totally wrong, it's not even in the TypeScript typings of their own library or anywhere in the documentation
jesus christ today is not my day
seems like everyone already started chugging the Christmas eggnog, maybe I'd just give up and start do the same2
The it manager said that the site on my private vps where we are using a small tool as reference, is a security issue and what if it may be hacked... Well, from this point of perspective all the websites shall be switched off. The tool lovered the problem resolution from 30 to 2 minutes.. I have asked for on premise server before but noone gave a shit so I hosted on my private vps. I wont give it back for free, its a sure thing. Soon they will start to get the complains that its offline because the customer is using it for debugging too. I feel like IT and dev is really moving appart. They act as bunch of pathetic jelous guys who couldn't learn programming and ended up in installing windows on machines...7
I made a little automated Docker reverse proxy called Autocaddy to simplify developing unrelated little trinkets under subdomains of a domain name:
It dispatches subdomains to the (container with the) matching network alias and terminates TLS.
it's a little rough around the edges but to my understanding it shouldn't be an inherent risk (unless you're running things that interfere with name resolution like VPN on the container host, but why would you do that if it's already a container host).4
🎮 Why do so many videogames have bad anti-aliasing implementation? It is so easy to implement: just draw on a larger texture, then scale back to the target resolution
I've been playing Forza Horizon 4 and League of Legends lately and both games have terrible anti-aliasing; I can see pixels and cringy blur around the edges. Elden Ring is another game where anti-aliasing sucks
I understand that not every user can benefit from anti-aliasing because you need powerful graphics card; but still. Feels bad10
How can a novel emerging challenger software (written in Rust) take me 4 hours to install (still ongoing)?
Today I have decided to give Pijul a go. Pijul describes itself as a theory-sound alternative to Git, which I have wanted to get away from for a while now, due to various reasons -- many of which I saw Pijul advertise to have solved on design level.
So I set away a day to learn Pijul, today. Well, 4 hours after I sat down -- after a number of hilariously wonky failures of "Rust ecosystem" to do the right thing as I had to install Rust with some shell one-liners those insane wizards recommend for installation process (all in the name of "stability but not stagnation") -- Pijul has now been installing with the blasted `cargo` for an hour now (that's after 3 hours of getting to the point where `cargo install pijul` stopped exploding in my face) -- telling me I only have 40 crates more to install. Are they throttling me, perhaps? I don't care -- I should have been installing Pijul from a repository in accordance with my Linux distribution, or -- at worst -- download a BLOODY COMPILED PROGRAM IMAGE.
What is it with the hipster developers today? Everything they get of tools, they subsume and churn out intricate complexities the likes of which we hadn't seen yesterday. Tell me fellow developers who think installation of your software has to require three and a half novel "installation solutions" to which I can't be arsed to be made privy -- do you think your life today is easier than, I don't know -- wrangling with a Makefile and a C compiler (which today thankfully can do rather good job of standards compliance)?
I mean I wouldn't mind Pijul being written in Rust -- but it turns out Rust's advertised elegancy in practice is wrapped in so much "giftwrap" I feel like what desire I had to learn Rust myself, I'll stear well clear.
Here's an advice for developers in general -- an advice continiously ignored for decades -- stop blowing your original scope of delivery in auxilary packages you think you need to reinvent just because you can or because your mom is out of town! For programming languages like Rust this most certainly entails NOT writing your own package manager, with its own package delivery mechanism that has its own configuration file format and virtual machine to configure dependency resolution or what have you!
You wanted to write a programming language that has novel features you think we need? Fine -- write one and stop there. Watch it grow, and watch people who are busy working on other parts (scopes) of software to integrate your offer.
What a shitshow. Stop smuggling alternative package managers, installers, and discombulators with your actual product -- I only want the latter, I don't want the rest of your damn piping, walls, roof and a cathedral on top of it!
Don't be that guy starting with a pin, and ending up with a fucking diorama miniature of a pig farm in Netherlands. Jesus.8