Even if you decide to not release it for the public and keep it to yourself, can be a political issue. The mere existence of something can create a imbalance of capabilities, e.g. people with access to the software have advantages over people with no access to it, which can be political.
In this sense, politics is a weird lens to view such abilities/actions, rather than something like socioeconomics. Granted, government policy affects peoples' wellbeing, which can definitely affect their political views, but making the jump to "everything is political" feels like a stretch?
Oh, nice! I'm going to have to check that out!
First version of a new fantasy console/computer from Lexaloffle is available to purchase now, on sale till the end of the month.
I haven't tried it yet (other than limited messing around with the Picotron playground in the past), but am excited to check it out soon.
From their website, >Picotron is a Fantasy Workstation for making pixelart games, animations, music, demos and other curiosities. It has a toy operating system designed to be a cosy creative space, but runs on top of Windows, MacOS or Linux. Picotron apps can be made with built-in tools, and shared with other users in a special 256k png cartridge format.
Excellent video introduction by Krystian (Lazy Devs) here.
And like PICO-8, you can play anything posted to the BBS in your browser here
This is probably going to be similar to Apple's find system, which is a low powered Bluetooth based system. Apple Airtags and powered-off phones just broadcast a "I am here" signal once in a while that other devices can receive and report back to Apple.
Having used PHP and Java extensively in my career, it's always entertaining to read what people think about these languages.
Based on some places I used to work, upper management seemed convinced that the "idea" stage was the hardest and most important part of any project, and that the easy part is planning, gathering requirements, building, testing, changing, and maintaining custom business applications for needlessly complex and ever changing requirements.
Absolutely.
I've seen so many projects hindered by bad decisions around performance. Big things like shoehorning yourself into an architecture, language, or particular tool, but even small things like assuming the naive approach is unacceptably slow. If you never actually measure anything though, your assumptions are just assumptions.
What? The GPL would have offered no more protection for this exact scenario than the LGPL (or any other license for that matter).
Null is terrible.
A lot of languages have it available as a valid return value for most things, implicitly. This also means you have to do extra checking or something like this will blow up with an exception:
// java example
// can throw exception
String address = person.getAddress().toUpperCase();
// safe
String address = "";
if (person.getAddress() != null) {
person.getAddress().toUpperCase();
}
There are a ton of solutions out there. Many languages have added null-coalescing and null-conditional operators -- which are a shorthand for things like the above solutions. Some languages have removed the implicit nulls (like Kotlin), requiring them to be explicitly marked in their type. Some languages have a wrapper around nullable values, an Option type. Some languages remove null entirely from the language (I believe Rust falls into this, using an option type in place of).
Not having null isn't particularly common yet, and isn't something languages can just change due to breaking backwards compatibility. However, languages have been adding features over time to make nulls less painful, and most have some subset of the above as options to help.
I do think Option types are fantastic solutions, making you deal with the issue that a none/empty type can exist in a particular place. Java has had them for basically 10 years now (since Java 8).
// optional example
Class Person {
private String address;
//prefer this if a null could ever be returned
public Optional getAddress() {
return Optional.ofNullable(address);
}
// not this
public String getAddress() {
return address;
}
When consuming, it makes you have to handle the null case, which you can do a variety of ways.
// set a default
String address = person.getAddress().orElse("default value");
// explicitly throw an exception instead of an implicit NullPointerException as before
String address = person.getAddress().orElseThrow(SomeException::new);
// use in a closure only if it exists
person.getAddress().ifPresent(addr -> logger.debug("Address {}", addr));
// first example, map to modify, and returning default if no value
String address = person.getAddress().map(String::toUpperCase).orElse("");
While so many things are so much better than they used to be in the programming ecosystem, I feel like entry-level GUI programming is so much worse.
This will probably be an unpopular opinion, but Visual Basic (pre .NET) was one of the easiest ways to make a simple, contemporary (for the time) GUI. Drag and drop some elements, modify the UI properties, double click and add code. It made for an excellent introduction to programming because the UI portions were simple and intuitive enough to stay out of the way.
The rest of VB wasn't great. Weird language/syntax/keywords keywords, closed environment, mediocre tooling. But for building UIs? I haven't used anything as easy as that and it's been over 20 years now...
I don't have any recommendations unfortunately. Almost everything I do is web based or command line. Web UIs aren't terrible, but there's a learning curve and lots of limitations. Haven't found anything for desktop apps I like lately (last one I built was also with tkinter for a small Python project. Bleh.)
Best decision I made was taking an internship. I wasn't really looking for one, but through some connections, one basically fell in my lap. It was in old tech I messed with in high school, so I was reluctant, but getting real world programming experience was fantastic. The team was great and I helped solve some interesting problems on a small project of theirs. They kept me on as long as they could (>1 year). I think people can be way to idealistic, especially when starting out. Go get a year or two somewhere, anywhere. You'll have a ton more marketability and control over where you end up with experience and professional references.
Biggest career regret was waiting around afterwards for a time to try to get hired on at that same place. Not a ton of programming jobs locally and I wanted to continue my work there, but the company went through semi-frequent growth/shrink phases, and my team wasn't able to get me hired in, though they did try for a while. There were plenty of other good things happening in my life during the down-time after this job and before the next, so it's not really something I regret, but I definitely won't wait on a company like that again.
As a normal software dev, I wouldn't want to work in the games industry at all. There's plenty of interesting and well paying work in this field.
And then I tinker on the side. I don't think it's ever been easier to make your own games as a hobby. So many great tools and resources to learn from. PICO8 has been a blast, but going to learn something more capable soon - not sure if that'll be Godot, Raylib, or LibGDX yet, but I'll probably but I'll probably try prototyping some stuff to figure it out.
I noticed you don't have a build/dependency management tool set up. I find having one makes project setup and producing builds much easier, for myself and others.
If you're interested, I might be able to add Maven to it and submit a PR. :)
Java
My take on a modern Java solution (parts 1 & 2).
spoiler
package thtroyer.day1;
import java.util.*;
import java.util.stream.IntStream;
import java.util.stream.Stream;
public class Day1 {
record Match(int index, String name, int value) {
}
Map numbers = Map.of(
"one", 1,
"two", 2,
"three", 3,
"four", 4,
"five", 5,
"six", 6,
"seven", 7,
"eight", 8,
"nine", 9);
/**
* Takes in all lines, returns summed answer
*/
public int getCalibrationValue(String... lines) {
return Arrays.stream(lines)
.map(this::getCalibrationValue)
.map(Integer::parseInt)
.reduce(0, Integer::sum);
}
/**
* Takes a single line and returns the value for that line,
* which is the first and last number (numerical or text).
*/
protected String getCalibrationValue(String line) {
var matches = Stream.concat(
findAllNumberStrings(line).stream(),
findAllNumerics(line).stream()
).sorted(Comparator.comparingInt(Match::index))
.toList();
return "" + matches.getFirst().value() + matches.getLast().value();
}
/**
* Find all the strings of written numbers (e.g. "one")
*
* @return List of Matches
*/
private List findAllNumberStrings(String line) {
return IntStream.range(0, line.length())
.boxed()
.map(i -> findAMatchAtIndex(line, i))
.filter(Optional::isPresent)
.map(Optional::get)
.sorted(Comparator.comparingInt(Match::index))
.toList();
}
private Optional findAMatchAtIndex(String line, int index) {
return numbers.entrySet().stream()
.filter(n -> line.indexOf(n.getKey(), index) == index)
.map(n -> new Match(index, n.getKey(), n.getValue()))
.findAny();
}
/**
* Find all the strings of digits (e.g. "1")
*
* @return List of Matches
*/
private List findAllNumerics(String line) {
return IntStream.range(0, line.length())
.boxed()
.filter(i -> Character.isDigit(line.charAt(i)))
.map(i -> new Match(i, null, Integer.parseInt(line.substring(i, i + 1))))
.toList();
}
public static void main(String[] args) {
System.out.println(new Day1().getCalibrationValue(args));
}
}
Project Panama is aimed at improving the integration with native code. Not sure when it will be "done", but changes are coming.
Nice video about it here : https://youtu.be/cZLed1krEEQ
Tldw: US DOS version actually has 2 separate impossible jumps on a level that aren't present on the European DOS or NES versions.
Wow, that looks really nice!
I use Lua for PICO-8 stuff and it works well enough, but certain parts are just needlessly clumsy to me.
Looks like TIC-80 supports wren. Might have to give that a try sometime!
Yep, absolutely.
In another project, I had some throwaway code, where I used a naive approach that was easy to understand/validate. I assumed I would need to replace it once we made sure it was right because it would be too slow.
Turns out it wasn't a bottleneck at all. It was my first time using Java streams with relatively large volumes of data (~10k items) and it turned out they were damn fast in this case. I probably could have optimized it to be faster, but for their simplicity and speed, I ended up using them everywhere in that project.
Short list of resources for PICO-8 development.
Introduction
The PICO-8 Virtual Fantasy Console is an idealized constrained modern day game maker (Article)
Official
Carts
Programming
Cheat sheets
Cheat Sheets by LightBWK (Image)
API Cheat Sheet by neko250 (Site)
Lua
Going from Lua 5.2 to PICO-8's Lua
Code examples / libraries
PICO-ATE Altruistic Template Encyclopedia
Video tutorials
Pico-8 Tutorial Crash Course For TOTAL Game Dev Beginners! (SpaceCat)
Making an Advanced Shmup (by Lazy Devs)
Other Lists
Similar projects
--- Please share your favorite/useful links in the comments as well!
I enjoy the limited environment, retro-like environment myself. It limits my choices to stay focused on small projects, while providing a fairly robust and modern environment to work in.