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Search - "tag rendering"
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After I submitted a code review:
Coworker: What did you mean with this comment?
Me: **translating the comment to Portuguese** Your Footer component isn't rendering any footer element.
Coworker: **blank stare** what?
Me: There is no footer tag here. **points to Footer component**
Coworker: **computing... found approximate result** I'm rendering the Footer here. **shows me where the Footer component is being rendered**
Me: **internal facepalm** Yes, I know, but I'm not talking about that. I'm saying that inside the Footer component you should be rendering a footer element.
Coworker: **segmentation fault** what?
And then I had to explain that there is an HTML footer element. To a mid level frontend developer (or so they say).
HTML is not only divs, for fuck sake.26 -
Diary of an insane lead dev: day 447
pdf thumbnails that the app generates are now in S3 instead of saved on disk.
when they were on disk, we would read them from disk into a stream and then create a stream response to the client that would then render the stream in the UI (hey, I didn't write it, I just had to support it)
one of my lazy ass junior devs jumps on modifying it before I can; his solution is to retrieve the file from the cloud now, convert the stream into a base64 encoded string, and then shove that string into an already bloated viewmodel coming from the server to be rendered in the UI.
i'm like "why on earth are you doing that? did you even test the result of this and notice that rendering those thumbnails now takes 3 times as long???"
jr: "I mean, it works doesn't it?"
seriously, if the image file is already hosted on the cloud, and you can programmatically determine its URL, why wouldn't you just throw that in the src attribute in your html tag and call it a day? why would you possibly think that the extra overhead of retrieving and converting the file before passing it off to the UI in an even larger payload than before would result in a good user experience for the client???
it took me all of 30 seconds to google and find out that AWS SDK has a method to GetPreSignedURL on a private file uploaded to s3 and you can set when it expires, and the application is dead at the end of the year.
JFC. I hate trying to reason with these fuckheads by saying "you are paid for you brain, fucking USE IT" because, clearly these code monkeys do not have brains.3 -
v0.0005a (alpha)
- class support added to lua thanks to yonaba.
- rkUIs class created
- new panel class
- added drawing code for panel
- fixed bug where some sides of the UI's border were failing to drawing (line rendering quark)
v0.0014a (alpha) 11.30.2023 (~2 hours)
- successfully retrieving basic data from save folder, load text into lua from files
- added 'props' property to Entity class
- added a props table to control what gets serialized and what doesn't
- added a save() base method for instances (has to be overridden to be useful beyond the basics)
- moved the lume.serialize() call into the :save() method on the base entity class itself
- serialized and successfully saved an entities property table.
- fixed deserializion bugs involving wrong indexes (savedata[1] not savedata[2])
- moved deserialization from temp code, into line loading loop itself (assuming each item is on one line)
- deser'd test data, and init()'d new player Entity using the freshly-loaded data, and displayed the entity sprite
All in all not a bad session. Understanding filing handling and how to interact with the directory system was the biggest hurdle I was worried about for building my tools.
Next steps will be defining some basic UI elements (with overridable draw code), and then loading and initializing the UI from lua or json.
New projects can be set as subfolders folders in appdata, using 'Setidentity("appname/projectname") to keep things clean.
I'm not even dreading writing basic syntax highlighting!
Idea is to dogfood the whole process. UI is in-engine rendered just like you might see with godot, unity, or gamemaker, that way I have maximum flexibility to style it the way I want. I'm familiar enough with constructing from polygons, on top of stenciling, on top of nine-slicing, on top of existing tweening and special effects, that I can achieve exactly what I want.
Idea is to build a really well managed asset pipeline. Stencyl, as 'crappy' as it appeared, and 'for education' was a master class in how to do things the correct way, it was just horribly bloated while doing it.
Logical tilesets that you import, can rearrange through drag-n-drop, assign custom tile shapes to, physics materials, collisions groups, name, add tag data to, all in one editor? Yes please.
Every other 2D editor is basic-bitch, has you importing images, and at most generates different scales and does the slicing for you.
Code editor? Everything behavior was in a component, with custom fields. All your code goes into a list of events, which you can toggle on and off with a proper toggle button, so you can explicitly experiment, instead of commenting shit out (yes git is better, but we're talking solo amateurs here, they're not gonna be using git out the gate unless they already know what they're doing).
Components all have an image assignable to identify them, along with a description field, and they're arranged in a 2d grid for easy browsing, copying, modifying.
The physics shape editor, the animation editor, the map editor, all of it was so bare bones and yet had things others didn't.
I want that, except without the historic ties to flash, without the overhead of java, and with sexier fucking in-engine rendering of the UI and support for modding and in-engine custom tools.
Not really doing it for anyone except myself, and doubt I'll get very far, but since I dropped looking for easy solutions, I've just been powering through all the areas I don't understand and doing the work.
I rediscovered my love of programming after 3-4 years of learning to hate it, and things are looking up.2 -
Spent a couple of hours trying to figure out why my flexbox css wasn't rendering as suspected. Finally discovered that the html tag I tried to apply it to didn't support display: flex;
Gah.3