AboutSAP guy. Writing on Software here and there, currently working on some Video Game in Rust
SkillsC99, C++ (no expert tho), Java, web stuff (js, html, css), PHP, React & UI5, CDS, OData, some ABAP, some COBOL, Basic, MapScript + other GIS Stuff, Python, Turbo Pascal, some go, rust, ruby (+ rails), bash, glsl, wsl, x86asm... Did i say Python?
Joined devRant on 6/18/2018
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beware: yt short link.
tl:dr is that compiling and packing shit for windows & linux is usually straightforward. For mac it is a pain in the ass and contributed less than 1% percent to sales.
And the thing is, i absolutely resonate with that, because i had to go through that hell before at some point in life.
Also on another note: i recently got this guy recommended by a friend, and feel like that they have interesting topics they talk about!
!Rant and i also might be late to the party. But i love pipewire. I tried it out yesterday, installation was straightforward and it just works.
(let's see how long it takes, until i go back to pulseaudio though)
Was helping out a friend yesterday with word macros.
Never did that stuff before, but thought, it can't be that hard...
It took me almost 3 hours to figure out, how to fill a fucking textbox based on if a checkbox is selected or not. was also kind of a throwback to MFC Applications (because of how bad the UI was)3
I'm kinda happy that i'm not a unity developer rn.
Tha fuck is going on, unity is introducing a 'runtime installation fee'?
Really makes godot very attractive out of all sudden...9
It's kinda inpressive to me how everything comes to a standstill, as soon as Jira goes offline, because it's been overwhelmed by stuff going on.
Me and another colleague are waiting for it to get back online, so we can annoy the devs with defect reports again.
Which inturn were due a while ago, but the deployment for testing them wasn't done the whole time, so it was not possible to test anyways. And ontop all of that most of the tests failed, so there are a ton of defects.
Fixing them and bringing the tests on PASS has to happen until tomorrow, because that's the deadline for the release cycle.
Ah and it's roughly 45 tickets.
The next release cycle is like in two Months
You know... the usual stuff 😂😂1
Fucking Eclipse at it again.
Colleague was setting up their IDE for working with the ABAP R/3 backend, we use. To speed up the process, colleague A is sending the zipped plugins folder to the new colleague B and telling them to put them into the directory of where eclipse is stored.
Like a good and neat person, B renamed the folder plugins into plugins _old and unzipped the other folder in there. Clicked on eclipse and nothing worked, Error message immediately.
B then proceeded to tell A that it didn't work. A then asked "how did you copy the stuff in there?", and B said that they backed up the original and put the new one in there (mind you, technically that should work, because the eclipse versions were pretty close to eachother, only like a few patches apart).
And then A said, "No No No, you need to just overwrite it."
So that's what B did. Okay so original plugins folder has been overwritten with the sent plugins folder. B clicks eclipse.
Eclipse starts, and shows loading screen.
For like 5 minutes.
Then crashes with sone random error message.
B asks A what's going on, and what cracked me up was, that A just said: "Yeah, it's supposed to crash, just restart it".
So B clicked it again, it launched for another like 5 Minutes and then opened normally, with everything where it should be.
B asks then, if that's normal, and the other devs in the call replied "Yeah, we did it like that too"
ngl, that was one of the funnier teams meetings i had in a while7
The moment i heard, that there is a magic artifact in starfield, i audibly sighed and thought, yeah no thanks. It apparently gives the character magic abilities..
Now i feel basically the same, like when they introduced dragons in the elder scrolls universe with skyrim. Incidently i never really played Skyrim.
Otherwise that game looks kinda cool. But 70€ (100€ for deluxe) is too much for 30h mainstory imo.3
Shit like this makes me wonder, wtf is going on in some developers heads.
TL;DR: serde devs sneakily forced precompiled libraries onto all of the users of the library using serde_derive without an obvious way to verify, what's in this binary and no obvious way to opt out, essentially causing all sorts of havoc.
The last thing i want in a fucking Serialization library (especially the most popular one) is to not being able to verify if something shady is going on or not. All in the name of compilation speed.
Yeah compilation speed my ass.
The worst thing of it all is, even if i decide to drop serde as a direct dependency, it will still download the binary and potentially use it, because of transient dependencies. But i guess, i will try to disable serde wherever possible and implement my own solution for that. Thanks but no thanks.
This is so fucking stupid, it's unbelievable.21
We need to talk about Matrix (the protocol thingy)
It's a pretty neat system, to be able to communicate to eachother with whatever you want (through whatever other service you want).
What are your experiences so far with it (+ Clients)? Can you give some tips on what to use and to avoid? I heard that depending on the home server it might behave rather slow10
Today in some onboarding meeting i was laughing my ass off.
We were setting up the development machines that we got from the client to work on via citrix.
You guys probably know, that when you put your npm projects too nested into your filesystem, that packages randomly start not behaving because of too long file names or path names and stuff like that. That seems to be a problem with all OS (to be fair i havent actively looked for a solution, but it happened to me on Windis and Linux, so i'm just assuming here)
but even more so for some packages on Windis, when the project is not running on the same fucking drive letter than where your OS is running on. Like... wtf?
Had two UI5 projects pulled, both of them on D:. The first npm install went through flawlessly, the second one has a number of random errors, me and the other dev didn't know what they were. So what i suggested is to move this project onto C: and try it again. Turns out that was exactly it. Et voila, npm install ran through without any hiccups..6
Monday starts amazing.
Team Leader is mad that i didn't attend a party, and insists to know, why i wasnt there.
An event, that per my understanding was obviously an optional event, where colleagues meet, talk about some stuff, and then eat and drink, because it was fucking worded that way in the email. Ah and in that email they also asked us to actively respond, if we want to participate.
Me, naturally: Obviously an optional event, go figure.10
i guess im learning COBOL now..
didn't even know, this language still exists, and is alive until the Lead of the Department came around and asked me if i know that language, because they have a potential customer Project.
Others said, i shouldn't do it, but i'm also curious.
At the very least i will check it out 🦕5
Actually kinda sad, that there is no pure rust ui framework out there, but rather mere adaptations of c/c++ frameworks for rust. It's better than nothing for sure, it just would be nice, if i could use a framework, that doesn't create a massive memory leak, because i looked at it funny.
In particular i'm using fltk-rs, and everytime I'm applying a font to some widget, 500kb get added as leaked memory. Doesn't sound like a lot, but for one it's a dynamically built application, so the order and amount of widgets changes, and this application is supposed to run days, if not weeks.
thanks to heaptrack i was able to pinpoint that to libpango, which i'm not even interacting with directly, but rather indirectly through the api.
Annoying, that i chose to use a language for actively preventing leaks and dangling pointers and stuff, but end up leaking memory because of a dependency somewhere.7
I always make sure i can code on Vacation on my own projects. The flipside of this is tho: i never take time off, since my work is rather relaxed anyways.
My employer messages me about that recently, that i still have 100% of my vacation days left, so what i did is using it all up until the year is over. Essentially im almost all the time on vacation until the end of the year (+ a little), and can work on my own projects. One rust project might be in a publishable state soon actually.
So a friend of mine was getting a BSOD, when he was starting Ghost Recon Breakpoint and PUBG,
turns out, the Stuff from his racing rig was being detected as cheating by their anti cheat software, and just crashing the system.
I was looking for alternatives of MC that are atleast usable, and found a thing called Minetest. This apparently is a Voxel Engine/Scriptable game, where you create games, that consist of mods/modules and other resources.
The cool part of it is, that mods and games etc. get handled by the game itself in a package manager type fashion, so the only thing you as a user have to do is selecting them in the ui, and putting them into your world.
It's this easy because the content is managed by a content database. This engine is built with multiplayer support by default.
Now comes the interesting part: apparently a few devs sat together and made a whole MC clone in this engine, and have called it Mineclone 2. I was testing it recently on a server and have to say, that it doesn't appear to be some low effort clone, but to my surprise is an actual playable and nicely looking game. So far i'm having fun with playing and even modding it.
Since the core is written in C++ and the mods and games content is written in LUA, you can easily writte new stuff for it, and even look at other mods stuff, to find out how to make it compatible or how to do certain things. The licenses usually allows to reuse and redistribute.
If you're looking for something like that, give Minetest + Mineclone2 a spin.4
Apparently the creation of Windows ME is the result of the Ballmer Peak, a very specific bood alcohol amount in their developers body.
Does somebody has any recommendations to frameworks/engines, that are suitable for browser game development? Friend of mine asked me about that, and i basically don't know much about that area, since i'm only experienced in unity (regarding game dev specifically).
She already has tried a thing called playcanvas, pixijs aswell as the html5 export of unity. is there more software out there for that specific purpose?
i remember coding my first tiny browser game project in oldschool php and js with jquery, but that also was only a small project.
What were your experiences with those frameworks? Did you use other ones? What were the advantagee of those? How well did your projects perform on mobile?1
i have a question to the Linux folks,
some of you may probably know a program called Komorebi. It replaces the Desktop and makes it animated and stuff like that (similar to Wallpaper Engine for Windows)
are there alternative tools, that do a similar job?
The Program seems to cause problems on my system, and the github page is dead for 3 years. Looks like the devs abandoned it, which is a shame.8
I wouldn't be doing THAT alternative job,
but i guess doing archvis would be an idea. Or doing other 3D visualisation stuff such as creating furniture or stuff like that. Seems to pay well.
It just has to be something, where you can be creative, while also not being held like a slave.
i dunno man
okay let's put a platform tag at the end of a gem in the gemfile, because it only works when you don't use the mingw platform on windows:
gem 'eventmachine', platform: :ruby
so far so good. Now lets remove the gemfile.lock and let bundle rebuild the dependency tree again (to make sure nothing gets left there):
Fetching eventmachine 1.2.7 (x64-mingw32)
Why bundle, why?? :(
Now to fix that, i have to:
gem uninstall eventmachine
gem install eventmachine --platform=ruby
every fucking time.4
So a colleague and me are coding a Text Editor in C, and since i was adding a few Themes today i was wondering, what y'all using in your go to Editors and IDEs? Maybe i could include a few slightly modified versions of these themes aswell (modified in the sense of adjusted config)
The Editor is called MOSSY Editor, if someone's interested. MOSSY was some abbreviation for Model Based Syntax, since it's python implementation used a full parse tree in the background.14
It's such a weird thing to require a friggin macbook to compile and push applications onto an iphone. Even more strange is that you need a developer license, which in itself costs 99USD.
I understand that it kinda is more secure, but i don't even mean to push an app onto the store, i just want to test stuff.
Currently trying to set up a macOS VM on my work laptop that inturn will connect to the iphone over iTunes (?). Hopefully that'll work out somehow.
My goal is to get an AR Kit application from Unity3D working on that device to test out if everything works, and then go from that. But even Unity only just generates an XCode Project, which inturn needs to be submitted to XCode, which then inturn will be compiled etc.
I don't get it.7