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 - "skill issue"
-
I'm a little late to this, but that Python master/slave issue.. what the fuck is up with that?!
You say that you're offended by words.
=> Fuck off. If you want to serve social justice, help people in third-world countries that need your help.
=> Also, you do realize that the use of master/slave is just as much applicable to technology as client/server or host/guest are, right? It's a relationship between fucking machines or code blocks, not humans.
You say "why the outrage over this?"
=> Fuck off. Your SJW bullshit has no place in technology. It's a fucking word in fucking code!!!
You say that you're improving the Python project with this.
=> Fuck off. It breaks existing documentation and needlessly abstracts terminology that is used pretty much everywhere. What do you prefer, conciseness and a language to be easy to understand or for it to become all cushioned to soothe your frail feelings?
You know, there's something else that I wanted to talk about that's related to this. I have Asperger Syndrome, which on paper is a disability. In practice it's difficulty to socialize while having an above average IQ. That "disability" is what drove me into technology. When I see job listings actively prefer people with disabilities for social justice, you know what? That offends ME. Because I wouldn't want to be chosen as the best applicant just because it ticks social justice boxes. I want to be chosen as the best applicant because I outcompeted every other applicant with actual skill and fitness to do my job.
Also, when a company sells you a defective unit, would you be happy? Of course not. So why are you happy when they employ a defective? I am someone that would - on paper - be impeded by natural selection, because I am "handicapped". But I'm all for it. Humanity is what it is today - shit - partly because defectives have become widely accepted into society. Call me a bigot, but I'd rather be called that than to not raise concerns about this trend.
On the subject of handicaps, that's a term that's used in games, what for aiding the player that can't win against the regular opponent (which is usually just a fucking bot, wtf yo). I am handicapped, therefore YOU shouldn't use the word in a sense where it's totally reasonable to use it!! Says no one ever, me neither. Grow a fucking pair and realize that code isn't written with the intent to offend anyone. So why are you?23 -
Went blank when interviewer asked me do I know KITT. I knew that he didn't mean Knight Rider, but I could not think of anything sensible in the few seconds I had time to answer the question so I answered NO. Interviewer said that it is a basic requirement for the job and it seemed that I lacked the basic skill needed for the job.
Needless to say I didn't get the job. Later that day as I was telling my friends about the interview they seemed really confused....
"... but you know GIT very well. You use it on a daily basis. Why did you answer NO ?"
Damn, blew my interview on pronounciation issue :/9 -
!rant
The change log from notepad++ update. The last paragraph is the cream!
" The issue of a hijacked DLL concerns scilexer.dll (needed by Notepad++) on a compromised PC, which is replaced by a modified scilexer.dll built by the CIA. When Notepad++ is launched, the modified scilexer.dll is loaded instead of the original one.
It doesn't mean that CIA is interested in your coding skill or in your sex message content typed in Notepad++, but rather it prevents raising any red flags while the DLL does data collection in the background.
It's not a vulnerability/security issue in Notepad++, but for remedying this issue, from this release (v7.3.3) forward, notepad++.exe checks the certificate validation in scilexer.dll before loading it. If the certificate is missing or invalid, then it just won't be loaded, and Notepad++ will fail to launch.
Checking the certificate of DLL makes it harder to hack. Note that once users’ PCs are compromised, the hackers can do anything on the PCs. This solution only prevents from Notepad++ loading a CIA homemade DLL. It doesn't prevent your original notepad++.exe from being replaced by modified notepad++.exe while the CIA is controlling your PC.
Just like knowing the lock is useless for people who are willing to go into my house, I still shut the door and lock it every morning when I leave home. We are in a f**king corrupted world, unfortunately. "2 -
Just had a junior/mid dev who worked in our company for around 3 months quit because in his words "he is unable to win any argument".
I saw his comments in MR's and other seniors were just being meticulous. Had he compromised a little or atleast got to knew the devs in person and took this offline most of his problems would have been resolved. Never scheduled any meetings before implementing stuff, he just followed his gut and then shot himself in the foot plenty of times.
Personally I think it wasnt even a skill issue but a communication issue. We have a relaxed culture where u can work in the office or fully remotely so the guy came in on his first day, picked up his laptop and we never saw him. Tried to invite him for an afterwork beer or some activities, he never accepted.
If he had met the devs in person he would have seen that:
1. One guy has OCD and he never agrees with anyone but if theres a timeline hes able to make compromises and hes actually chill
2. Second guy is also a perfectionist but has mentor capabilities and you can always go to him about anything and he helps to mediate with the first guy. You can run everything through this guy and he will never give you shit
3. Third guy in the team is just a junior hotshot whos a bit insecure and disagrees in comments just because he can. But he can be dealt with very quickly with showing a little backbone.
Like seriously these are just people that you can deal very easily when u know their personalities. Instead he saw everyone in company as these 2D robots that he wasnt able to win his arguments against.
Communication shouldnt happen only in standups and MR comment section. U have to learn to deal with people otherwise u will burn urself out like this guy and quit.11 -
Why do I program everything myself in C, even a rest service? By writing everything yourself in C you make simple things complex to make complex things simple.
Writing a rest service for example learns you a part of http protocol, how sockets work, how to create a parser (in this case json). Three thing's you would miss if I used python.
On top, your rest service uses WAY lesser resource than written in python for example. Especially for CPU usage.
Allocating and free-ing still often have issues there, but I consider it a skill problem / discipline issue. Not blaming C for that. The rules are clear.12 -
Frustrated that my build system wasn't recognizing a file change I added to my code. It kept telling me that a function didn't exist in the linked object (linker error). I checked everything and stared at this shit for about 15 minutes or more. The signature matched, the function existed, the relevant source files existed. I was starting to imagine impossible scenarios. I cleaned the project and recompiled. No errors, everything linked just fine. Fuck you? I guess...
So I decided to needed to walk around so I went into my bosses office.
me: I don't want to program anymore.
boss: What do you want to do?
me: Shovel shit.
boss: They are the same thing.
me: True...
TLDR: Tool and possibly skill issue results in frustration and humor.6 -
I think JavaScript is great actually
Though I don't like the community
But that's not saying much, aside from maybe c++ people (who I don't actually understand so maybe that's what's going on there) I don't seem to like any communities
Mostly because they're wrong and fight over irrelevant things and don't realize they're wrong so they just keep going wrong and it makes me cringe
But javascript is nice because it's intuitive, and if it isn't intuitive to you right now just look into the thing and it'll be a second language to you later... Isn't that a skill issue?
Easy to start hard to master, perfect difficulty curve. Exploits that sunk cost fallacy. It isn't overwhelming either you only run into the edge cases slowly over time.
But there can be a point made that an easily accessible anything is just always going to turn into a cesspool because unskilled people keep contributing and thinking themselves experts, so it over time reduces quality of secondary tooling =[6 -
Another rant reminded me:
I’ve been at the same company for almost five years now, and I’ve seen the dev teams grow: several juniors come in, and even a few that left - or more precisely, was let go. And for each of those that were let go, the root issue with them was always the same: not the lack of skills or ability to learn their trade at job, no. It was always communication issues serious enough to render working with them impossible.
So remember juniors, besides googling and problem solving, the most important skill to master in team-based dev envs is COMMUNICATION. You need to fucking be part of the team or you’re out, no matter how good you are technically. If that’s too hard, either this is the wrong line of work for you or you need to just go solo. It’s that simple, boys, girls, and everyone else on the spectrum.4 -
Spent 3 weeks working on an issue (raised by dev A) by following the suggested solution stated in the issue.
Pushed a PR and got told by dev B that it's not the correct solution.
Dude, I am just an intern here and following whatever they told me to do. If you have a problem with the solution, please discuss it with dev A.
Now I may have to let go of the issue completely because it turns out to be much more complicated, not for someone with intern level skill.
FML, I guess this won't be the last time I had this right?7 -
Hi ppl of devRant! I’m not really a dev but I love reading your rants :) I decided to post my first rant because I think I could use some advice from you.
Background: I’m a student just finished my first year at uni. Earlier I applied for a developer intern just for fun and somehow magically got in. However, I'm a statistics major (not even CS!) and only know basic java stuff. I guess they hired me because I speak ok english and a little french? I live in a non-English speaking country but the company has a lot of foreign customers.
The problem is, the longer I stay, the more I feel that they only hired me out of charity *sobs* There isn’t much for me to do, and most of the time I couldn’t understand what my co-workers are doing so I can’t really help them either. Plus, they don’t seem to need my language skill as much, so I kinda feel useless here.
It’s my 5th (maybe already 6th?) week here and the only thing I did was fixing an itty bitty bug that literally needed only one additional line of code. Yes it took me a while to set up the environment, learn js from scratch since they use js for this project, and locate the issue but I’m pretty sure it’d probably take someone who’s familiar with the project, like, 3 mins? And now that I’ve fixed it and the merge request was passed, I’m out of work to do again. I talked to the lead and he pretty much just said “read more of the code”. Guess I can do that. I’ve spent like 4 days going through the code but is this really promising?
I want to spend time on learning actual stuff rather than yet another resume ornament. So what should I do? Should I ask for more help/more work to do, or keep learning on my own (I’m quite interested in algorithms, maybe I could make use of my time to study that?), or even leave?
Sorry for the long rant. I know ass-kicking devs probably hate useless, underqualified ppl at work in real life but believe me it really hurts to be one and I hate myself enough already so I’d appreciate any thoughts/advice :/10 -
Wrote this on another thread but wanted to do a full post on it.
What is a game?
I like to distinguish between 1. entertainment, 2. games, 3. fun.
both ideally are 'fun' (conveying a sense of immersion, flow, or pleasure).
a game is distinct (usually) from entertainment by the presence of interaction, but certain minimalists games have so little decision making, practice, or interaction-learning that in practice they're closer to entertainment.
theres also the issue of "interesting" interaction vs uninteresting ones. While in broad terms, it really comes down to the individual, in aggregate we can (usefully) say some things, by the utility, are either games or not. For example if having interaction were sufficient to make something a game, then light switches could become a game.
now supposed you added multiple switches and you had to hit a sequence to open a door. Now thats a sort of "game". So we see games are toys with goals.
Now what is a toy?
There are two varieties of toy: impromptu toys and intentional toys.
An impromptu toy is anything NOT intended primarily, by design, to induce pleasure or entertainment when interacted with. We'll call these "devices" or "toys" with a lowercase t.
"Toys", made with the intent of entertainment (primarily or secondarily) we'll label with an uppercase T.
Now whether something is used with the intent behind its own design (witness people using dildos, sex toys, as slapstick and gag items lol), or whether the designer achieves their intent with the toy or item is another matter entirely.
But what about more atmospheric games? What about idle games? Or clickers?
Take clickers. In the degenerate case of a single button and a number that increases, whats the difference between a clicker and a calculator? One is a device (calculator) turned into an impromptu toy and then a game by the user's intent and goal (larger number). The second, is a game proper, by the designers intent. In the degenerate case of a badly designed game it devolves into a really shitty calculator.
Likewise in the case of atmospheric games, in the degenerate case, they become mere cinematic entertainment with a glorified pause/play button.
Now while we could get into the definition of *play*, I'll only briefly get into it because there are a number of broad definitions. "Play" is loosely: freely structured (or structured) interaction with some sort of pleasure as either the primary or secondary object, with or without a goal, thats it. And by this definition you can play with a toy, you can play a game, you can play with a lightswitch, hell you can play with yourself.
This of course leaves out goals, the idea of "interesting decisions" or decision making, and a variety of other important elements.
But what makes a good game?
A lot of elements go into making a good game, and it's not a stretch to say that a good game is a totality of factors. At the core of all "good" games is a focus on mechanics, aesthetics, story, and technology. So we can already see that what makes a good game is less of an either-or-categorization and more like a rating or scale across categories of design elements.
Broadly, while aesthetics and atmosphere might be more important in games like Journey (2012) by Thatonegamecompany, for players of games like Rimworld the mechanics and interactions are going to be more important.
In fact going a little deeper, mechanics are usually (but not always) equivalent to interactions. And we see this dichtonomy arise when looking at games like Journey vs say, Dwarf Fortress. But, as an aside, is it possible to have atmospheric games that are also highly interactive or have a strong focus on mechanics? This is often what "realistic" (as opposed to *immersive*) games try to accomplish in design. Done poorly they instead lead to player frusteration, which depending on player type may or may not be pleasureable (witness 'hardcore' games whos difficulty and focus on do-overs is the fun the game is designed for, like roguelikes, and we'll get to that in a moment), but without the proper player base, leads to breaking player flow and immersion. One example of a badly designed game in the roguelike genre would be Early Access Stoneshard, where difficulty was more related to luck and chance than player skill or planning. A large part of this was because of a poorly designed stealth system, where picking off a single enemy alerted *all enemies* nearbye, who would then *stay* alerted until you changed maps, negating tactics that roguelike players enjoy and are used to resorting to. This is an important case worth examining because it shows how minor designer choices in mechanical design can radically alter the final quality of the game. Some games instead chose the cheaper route of managing player *perceptions* with a pregame note: Darkest Dungeons and Amnesia TDD are just two I can think of.11 -
proxying youtube
today I thought writing a quick project, a youtube proxy server, as in, you browse localhost:<PORT> and youtube comes in the response.
this is not rocket science as proxy servers have around for a long time.
I thought it'd be interesting to code it in userland, as opposed to "systemland".
And 50 lines of code and some minor hurdles later I see youtube "running" in localhost.
Although youtube didn't just work as usual since the videos don't actually come from youtube.com, but from googlevideo.com instead. And my browser, expectably, enforces CORS and forbids any requests to it.
At that point I started to think of ways to somehow proxy googlevideo.com too. But the solutions are not at all trivial.
Then I thought what was the payoff of all this. I tried to proxy serve youtube out of curiosity, and sure thing, you can do it.
But what problem would proxying youtube solve? Maybe I should think in a fuller way what are the problems I have with youtube.
One issue I have is the exposure, discoverability. To explain it, let's say I have been watching a very, very big amount of videos as of today.
Personally I would expect youtube to understand very well by now what my tastes are, what do I want to watch and what I do NOT want to watch.
Notice that I am very black and white, and I do not have much interest in watching certain types of videos.
It could be true that if my expectations of how youtube should work became reality then youtube recommendations would become polarizing or echo chambering.
But that is my decision though, and the problem with youtube is that it's seemingly forcing a single recommendations algorithm onto everyone.
Some people are more open minded and want to watch EVERYTHING, and a lot of people don't.
But users aren't deciding what they should get recommended. Youtube is making that decision for them. And it sure feels like it's trying to maximize ad revenue.
I for one don't give two flying fucks about pranks or diva youtubers. Yet youtube is adamant in presenting some of these to me.
Now, trying to come up with a solution for this is really non trivial. It would definitely require some youtube mining, or some kind of network so as to not get rate limited when mining, and even then you still have to think of how a good recommendation system would work.
I think the implementation of all that would be too much for me (time and skill wise). But I think it's fun to at least try to outline how recommendations could work.
I would very much prefer that when youtube recommended something, at least it has some number of confidence meaning how much would I like that video, so at least I know what to expect.
It should also have some indicators like what is the mood of the video. As in, sometimes I watch youtube in the mood of learning, like programming videos, but most of the time I watch to get entertained.
These ideas are just brainstorms and could be terrible on reproduction, but I'd like to hear what ideas can some of the people here can come up with.2 -
Been thinking about game design for a while now. I have been thinking about how the game can affect the player emotionally. I pay attention to off comments people make in game forums. I didn't fully realize the impact of some NPCs until someone pointed it out.
For instance, in Skryim a character would say something like "Your parents should be very proud of you. I am too." People have expressed how profoundly this impacted them. So I put this in my notes of "things to include" in any given game. I also saw a meme where there are people where their only positive interaction with the world could be a video game. I don't know what kind of dark existence that would be so it makes it hard for me to relate. Which is probably why I didn't understand the impact of such a statement. I realized that regardless of the medium, you will have an impact on someone.
I have also been thinking about how people get older they become more of a casual player. But as a casual myself I want to a more detailed system of interaction with the game. Despite the shitty graphics (all text map), the "Mines of Moria" is one of my all time favorite games. It is based upon the Rogue I think. I remember being able to do almost anything that made logical sense with anything. For instance, you could dip arrows in any potion. The affect was not always significant, but you could to that. I want to recreate that in my games. I am going to start with shitty graphics and build a system of interaction that is more detailed than any RPG I have played. Maybe a lot of players will gloss over this, but for those that want that it will be there. I think the biggest issue is often the types of exploits this would allow. So I guess I will have to get good at simulating the player interactions to test things out. I am always a bit frustrated with games that have mages, but all their spells are wrote. I feel like skill trees for all types of play should be expansive and exclusionary. That way a new play through doesn't end up with the same god character every time.
I have been watching One Piece. I now want piracy and ships in my game. Including ship battles with a working crew. It seems like this could make an RPG a lot of fun. Who doesn't want mages casting fireballs at opposing ships?9 -
What's better for finding candidates for a development role: having the candidate solve a complex whiteboard problem or have the candidate refactor some code (maybe a couple of small modules) while explaining as he/she goes through each step?
I personally feel both are good, but I think refactoring is a very much needed skill when you're dealing with the complexity of millions and millions lines of code, so being able to change your inital design to make it more readable and flexible later on is crucial. And refactoring usually goes hand and hand with having tests in place.
An interesting exercise would be to give the candidate a test suite with the corresponding code that's tested in a working state and let the candidate decide how much refactoring needs to be done. In the process the candidate would need to break and fix tests of course while changing things... it'll give a good measure of their ability to take code and change it to a "better" state of design and flexiblity.
On the other hand I do think there is a place for cliche white boarding problems because it really shows one willingness to tackle complex problems which do arise in most development jobs. Asking the questions and being persistent goes along way and can really help when you're collaborating with other developers to solve an issue at hand.
Overall I think there should be a white board problem, but I don't think that should be the deciding factor. Rather couple it with other very practical skills you should have as a developer already; among those being refactoring.1 -
I’ve now discovered that management actually decides for themselves what software engineering is. 🧐
It is getting increasingly common that in different architectural groups the decision has already been made… by management…without actually passing through our review… as a little more senior blokes and gals.
Not even a discussion? On the fit?
That leads me to the conclusion, since I consider the management (at least the two or three closest layers) are morons, good at talking but not really knowing anything about what we do (we kind of take stuff and make other stuff from it by using energy and other stuff in HUGE FUCKING FACILITIES AROUND THE PLANET), that even they did not make the decision. It was forced upon them. They did not decide either! Because they can’t! Because they are idiots all of them!
I have not investigated this issue but this is the logical conclusion. Or not.
Recently, for instance, decisions were made to route information flows by some tech. Some new tech. At some place in our eco-system. At a certain time. And, if we were to have reviewed this initiative in our process we would have said:
”Well, I hear you! But we are not going to do that right now because WE ARE IN THE MIDDLE OF THE FUCKING HUGE GLOBAL PROJECT THAT CHANGES PRETTY MUCH FUCKING EVERYTHING AND WE CAN NOT JUST IN THE MIDDLE OF THE FUCKING EXECUTION PROCESS OF THE PROJECT CHANGE THE FOUNDATIONS OF MESSAGE ROUTING BECAUSE WE LACK THE NUMBER OF HUMANS TO DO THE FUCKING JOB. So, we need to take a look at this and to get a better understanding when we can make this happen.”
What is the point of having this step in our organization if it is just pass-through? What is the point? Meetings? Just having meetings? Spending time mastering the organizational skill of administrating meetings? Feeling important? Using big words (holistic being my favourite)?
Below, juniors devs are being hired doing stupid stuff that does not need doing. For months and months.
I believe now that half of the dev staff does not need to be there and three quarters of the team, service, delivery (etc) managers are unnecessary. I mean, the good juniors are going to change jobs soon either way and we are stuck in this vicious cycle where we are not being allowed to be innovative in software engineering. Stability is of the essence here but the rate of our releases are just silly slow. I would say that we are far, far away from any track that leads us to where we want to be. Agile. Innovative. Close to business. Learning. Teaching. Faster. Stability despite response to implementing changing business needs.
And then there are the consultants…
*sigh*4 -
Need some advise from all you clever devs out there.
When I finished uni I worked for a year at a good company but ultimately I was bored by the topic.
I got a new job at a place that was run by a Hitler wannabee that didn't want to do anything properly including writing tests and any time I improved an area or wrote a test would take me aside to have a go so I quit after 3 months.
Getti g a new job was not that hard but being at companies for short stints was a big issue.
My new job I've been here 3 months again but the code base is a shit hole, no standardisation, no one knows anything about industry standards, no tests again, pull requests that are in name only as clearly broken areas that you comment on get ignored so you might as well not bother, fake agile where all user stories are not user stories and we just lie every sprint about what we finished, no estimates and so forth, and a code base that is such a piece of shit that to add a new feature you have to hack every time. The project only started a few months back.
For instance we were implementing permissions and roles. My team lead does the table design. I spent 4 hours trying to convince him it was not fit for purpose and now we have spent a month on this area and we can't even enforce the permissions on the backend so basically they don't exist. This is the tip of the iceberg as this shit happens constantly and the worst thing is even though I say there is a problem we just ignore it so the app will always be insecure.
None of the team knows angular or wants to learn but all our apps use angular..
These are just examples, there is a lot more problems right from agile being run by people that don't understand agile to sending database entities instead of view models to client apps, but not all as some use view models so we just duplicate all the api controllers.
Our angular apps are a huge mess now because I have to keep hacking them since the backend is wrong.
We have a huge architectural problem that will set us back 1 month as we won't be able to actually access functionality and we need to release in 3 months, their solution even understanding my point fully is to ignore it. Legit.
The worst thing is that although my team is not dumb, if you try to explain this stuff to them they either just don't understand what you are saying or don't care.
With all that said I don't think they are even aware of these issues somehow so I dont think it's on purpose, and I do like the people and company, but I have reached the point that I don't give a shit anymore if something is wrong as its just so much easier to stay silent and makes no difference anyway.
I get paid very well, it's close to home and I actually learn a lot since their skill level is so low I have to pick up the slack and do all kinds of things I've never done much of like release management or database optimisation and I like that.
Would you leave and get a new job? -
It's does not take a huge amount of knowledge and skill to get a program working.Kids in high school do it all the time. young men and women in college start billion-dollar business based on scrabbling together a few lines of PHP or Ruby. Hoards of junior programmers in cube farms around the world slog through massive requirements documents held in huge issue tracking systems to get their systems to "work" by the sheer force of will. The code they produce may not be pretty; but it works. It works because getting something to work-once-just is not that hard.