(May 14, 2022)
Some thoughts on something GeePaw said. And I think we'd better complete the fixing of the publish situation. What is `the best we know how`?
(May 13, 2022)
Friday the 13th. That bodes well, always my lucky day. Besides, it was yesterday where I interfered with the canine. (Oh No! He did it again!)
(May 12, 2022)
Time to pick something to do. This always surprises me. Late update: THIS IS NOT GOOD. WE HAVE A MAJOR SHIPPED DEFECT!
(May 11, 2022)
Today I'm going to try to learn something. I wonder if I'll learn what I set out to learn, or something else.
(May 10, 2022)
Loose ends. Finding little things to do. Generalizing from few cases and many years. Delenda Chicago est.
(May 9, 2022)
A bit of thinking and doing with the `publish` feature. Small changes, much thinking.
(May 7, 2022)
'Nothing at all', the game says. What's up with that? And various musings.
(May 6, 2022)
Colin Chapman of Lotus said that to add speed, you must 'add lightness'. Can we add some simplicity up in this dungeon?
(May 5, 2022)
Let's apply some of the ideas from D3 in the curreent Dungeon program. We'll see whether they're a step toward a better design.
(May 4, 2022)
I'm wondering whether I need the complex publishing approach that I'm using in the Queue. Only one way to find out: reasoning fails me. (As always, I wind up somewhere else.)
(May 3, 2022)
More work on the new event-driven scheme. I hope to get to an interesting problem today.
(May 2, 2022)
What have I learned in this Dungeon Crawl? What would I do differently? I've decided to find out.
(Apr 30, 2022)
Yesterday, testing something required my code to be a bit less smooth than I'd have liked. Today I have an idea that I think is going to be quite fine. It's not even too clever.
(Apr 29, 2022)
We need to talk. We need to code, as well. And we need to test. A nice result, a better commitment.
(Apr 28, 2022)
Let's check our stories along the way to better control over the trash, er, treasures in the Dungeon.
(Apr 27, 2022)
Let's do some messages.
(Apr 27, 2022)
What do we do when we find two classes that are rather similar? We make them more similar, of course! (That''s not what happens.)
(Apr 26, 2022)
More work on improving the ability to place Dungeon Objects. Today I want to look at Decor and Loot. What will really happen? I never know until I get into the code.
(Apr 25, 2022)
Another run at the current Big Story. Need to find something that will lead me away from confusion rather than into it. Might have to think. Might even have to draw a picture.
(Apr 23, 2022)
More on providing control over placing things in the Dungeon. I'm thinking about changing my mind, but I might change my mind about that. (Spoiler:Bear bites man.)
(Apr 22, 2022)
We're still prepping for the story about better control over what goes into the Dungeon. Some things remain that I'd like to clear up. And a small story!
(Apr 20, 2022)
The FNCS has spoken regarding the defect. I do some smoothing. Multi-signature method? Possibly. I ain't bovvered.
(Apr 19, 2022)
I have shipped a defect, and a serious one. What happened? How could I have avoided it?
(Apr 18, 2022)
Planning Meeting. I'm not sure what to do today, but have some ideas.
(Apr 17, 2022)
Pushing the object further down. What does he mean by that?
(Apr 15, 2022)
Let's look at some of the 'story' cards I've saved up and see what we might work on.
(Apr 14, 2022)
Just a bit more tidying, as Kent Beck puts it. Soon, new features or something. But today is not that day.
(Apr 12, 2022)
My plan for the day is to find a place to try out my clever idea, so that we can look at it in place and decide whether to allow it. Will it stay in?
(Apr 11, 2022)
A bit of Internet dispute about cleverness. When is code too clever to live? I have an example in mind.
(Apr 8, 2022)
A couple of working diagrams. Here's why I think rough diagrams are quite often good enough.
(Apr 7, 2022)
Drug-free, our intrepid author looks upon his works. Does he despair? (Spoiler, No, Mikey likes it!)
(Apr 6, 2022)
Today: Recovering from a couple of days on Nyquil. Is my brain operating?? We'll see.
(Apr 3, 2022)
Gonna refactor you a little bit more ...
(Apr 2, 2022)
Let's see whether I am more clever than yesterday, and whether my 'make the change easy' mods were useful.
(Apr 1, 2022)
I think we'll look at some of the methods that analyze the dungeon as part of building. I'm hoping for a good idea to pop up. TL;DR: Ron is out of kilter, copes, then stops before doing damage..
(Mar 31, 2022)
Back to tiny steps, if I possibly can. And you know what? I bet I can.
(Mar 30, 2022)
My side quest to move dungeon building out of Dungeon class continues. What monster shall I slay today? Let's find out. (Stress level too high. A clue.)
(Mar 29, 2022)
Continuing separation of building from running. Today, narrowing the scope of Tile. An idea for a better way of doing it. A good idea? I'm not sure.
(Mar 28, 2022)
Last time I had part of an idea. Today I have a larger fraction of the idea. Let's see if we can get all the way.
(Mar 26, 2022)
What are you trying to prove, Ron?
(Mar 25, 2022)
Pecking away to reshape things more to our liking. Small steps in roughly the right direction, that's the ticket.
(Mar 24, 2022)
Are we missing some layers in the Dungeon? The classes, not the places.
(Mar 23, 2022)
Reducing the span of concern for Tiles. Seem like a good idea. Will it be too difficult? Let's find out. (Spoiler: Almost, but not too difficult.)
(Mar 22, 2022)
Some tiny improvements ... or are they?
(Mar 18, 2022)
There's probably a bit more to do on isolating dungeon building from dungeon running, but the low-hanging tasty fruit has mostly been harvested. As for larger design improvements, I am at a loss. That may be a good thing.
(Mar 12, 2022)
Plotter or Pantser? Which am I? Which are you?
(Mar 11, 2022)
Let's look at what we've done and see what might be next on our quest to separate building from running the Dungeon.
(Mar 10, 2022)
Let's do some more opportunistic refactoring toward DungeonBuilder. And I have a few thoughts to think about the direction I've taken.
(Mar 8, 2022)
More gentle refactoring in the general direction of DungeonBuilder. No Monty Python reference intended.
(Mar 6, 2022)
Still trying to drift in a good direction. So far we've just barely improved, if at all.
(Mar 6, 2022)
Trying again. Last time was a disaster. I'll sum up.
(Mar 4, 2022)
Oh Hell, let's just do something in roughly the right direction.
(Mar 3, 2022)
Time to set a tentative direction and move that way. I am daunted before even starting. No code today.
(Mar 2, 2022)
I found myself wondering what I'd do with this program if I started over. I shouldn't do that. But what I could do ...
(Mar 1, 2022)
Today I plan to just look for some small opportunities to improve the code. I will be particularly looking for ways to use my fp primitives, and to improve them to make them more useful.
(Feb 28, 2022)
I'm disappointed, at least so far, that my 'functional programming' capability seems not to be helpful in the Dung[eon] program. But maybe there's still hope.
(Feb 24, 2022)
Yesterday's search for strawberries in the XST patch discovered problems. I want to at least double check what we did. TL;DR: It all works. Odd morning.
(Feb 23, 2022)
We're taught to 'make it work; make it right; make it fast'. We're taught that if it's hard to test, it's not right. Let's explore. TL;DR: No strawberry here?
(Feb 19, 2022)
Can we make our programming life immediately easier with this one simple trick? The answer may surprise you.
(Feb 16, 2022)
Some day--and that day may never come--it may fall to you to write the most important program of your life. Here's one man's example of how to do that.
(Nov 8, 2021)
Driven by some Slack chatter, I've been thinking about feedback. How does that fit into life, and into this little program?
(Nov 4, 2021)
Some refactoring, and some thoughts on a Twitter thread. And an odd surprise: the code says No.
(Nov 3, 2021)
Rules, rules. TDD rules, Beck Rules, OK. And a cat.
(Nov 2, 2021)
I'm just not up for going back into the Dung mines. Gonna put plain function detection into the stats instead. Also, random subtweeting. Also bear bites man.
(Nov 1, 2021)
At last, I get to apply Dave's scrolling thing. It's simple, and obvious, and I never thought of it. And a couple of stories of a great programmer.
(Oct 31, 2021)
This morning, I plan to add detailed method reporting to the full report. I am expecting no real trouble but have recognized a mismatch.
(Oct 30, 2021)
Let's get some output up in this baby. I plan to steal two good ideas while I do this.
(Oct 28, 2021)
I wonder what we could do about comments. They're tricky.
(Oct 27, 2021)
"If this is his idea of fun, he must be a laugh riot at parties." -- A Reader
(Oct 25, 2021)
Backward? Or forward? Which was it?
(Oct 24, 2021)
We continue working on our little 'Making App', because it's kind of fun. Today, I foresee a 'major refactoring'.
(Oct 23, 2021)
Let's do methods, and try to drive out some objects.
(Oct 21, 2021)
In the interest of variety, let's do some work for the makers here. Let's see how we can collect some interesting statistics from Codea programs.
(Oct 20, 2021)
One small improvement. Then I want to consider the bigger picture: if I were starting over, how would I do this program differently?
(Oct 19, 2021)
Late start today. Not sure what to do. Try the hex map again, I guess. Feeling meh. But it works!
(Oct 18, 2021)
Let's continue to prepare the Dungeon class to work on hexes as well as square tiles. I expect no real trouble. I look forward to learning why my expectations will not be met.
(Oct 17, 2021)
I have in mind a fun small win on the path to hexes: a multiple dispatch. If nothing else, you may be surprised at what I think is fun. (And I do get in the weeds a bit along the way.)
(Oct 16, 2021)
I said I wasn't going to write an article today. Was I wrong? I want to just look around. And some thoughts on self improvement.
(Oct 15, 2021)
I found the defect, and I think I can fix it. Let's find out. Then I rationalizeXXX explain something.
(Oct 14, 2021)
I'm thinking of adding a shark to the game that you can only escape by jumping over it. Today, however, a bit more on Maps.
(Oct 13, 2021)
Already wrote one article today. Not sure about this one. Probably I'll find an acorn somewhere.
(Oct 13, 2021)
We were thinking about words for code. Let's consider these. New! Improved! Now with more words!
(Oct 12, 2021)
Well, I guess there's nothing for it but to forge ahead getting a hex map to draw. I rather regret committing to this idea.
(Oct 11, 2021)
Can I make a hex map in the game yet, or do I need more than a couple of changes? I don't know. Let's try to find out. Spoiler: Not great, not horrible.
(Oct 9, 2021)
Today my cunning plan is to try to make the Map the primary container of Tiles, and the tiles collection secondary.
(Oct 8, 2021)
My commitment for the day is to be using the new Map objects for something in the actual game. I think I see at least a couple of ways to go. Spoiler: It's in!
(Oct 7, 2021)
Today I'm going to start plugging the new Map classes into the actual Dung program. I expect a little chaos. For large values of 'little'.
(Oct 6, 2021)
Let's keep on drilling. Real soon now, we'll have hexes in the game.
(Oct 5, 2021)
Another idea? A possibly better idea? We don't pay you to think, we pay you to do.
(Oct 4, 2021)
I promise, I'm nearly ready to plug in the new hex coordinates. There's just one more thing that I want to do ...
(Oct 3, 2021)
In Agile, there's no design. Everyone knows that. So why is there so much design in Agile, and how can they go so fast?
(Oct 2, 2021)
No, not really. Cartesian coordinates, perhaps. Yesterday I was optimistic at session end. How will I feel today? Let's find out.
(Oct 1, 2021)
Frequent readers know that I try to keep my code well-organized and well-designed. No one is perfect. Well, I'm not. Today we face mistakes.
(Sep 30, 2021)
Today I'll do the first experiment, or a few of them, putting hexagonal tiles into the Dung program. I expect this to get really messy, but with luck, we learn a lot.
(Sep 29, 2021)
Today I want to step back and write about screen transformations, translate and rotate. They are fairly natural to me, but some folks are not so familiar with these powerful tools.
(Sep 28, 2021)
In a fit of madness, I decided to try to convert the square-tiled Dung game to use hex tiles. Let's see how well my theory of programming holds up. Just inspection and planning today.
(Sep 26, 2021)
I have to face facts: I simply enjoy writing code and making it better.
(Sep 25, 2021)
Today we'll talk about why no one should do what I've been doing the past few days, and intend to do for a few more.
(Sep 24, 2021)
Bill Wake found an interesting site about hexes (not the magical kind) and now I'm not sure what I want to do.
(Sep 23, 2021)
Let's push this Hex spike a bit further, see what we can learn. Come on, it'll be fun. You can hold my beer. Well, chai.
(Sep 22, 2021)
An idea from the Zoom Ensemble last night has caught my attention. Let's explore it.
(Sep 7, 2021)
Two ways of doing a thing appeared on the Codea forum today. I'd like to see whether we can transform the one into the other in small steps.
(Jul 23, 2021)
I mentioned that the dungeon program is boring me on Twitter and asked for ideas. Andreas asked about software design. Practice, folks, practice!
(Jul 21, 2021)
Are we ready to lock classes? Probably not yet.
(Jul 20, 2021)
I'm bored with this program. What shall we do about this?
(Jul 8, 2021)
That Temporal Coupling bothers me. What are some ways to resolve it?
(Jul 7, 2021)
I believe that I have fallen into my own trap, Could this be the end of our intrepid hero? Click on in and see.
(Jul 6, 2021)
Just button highlighting, I guess, unless we see something interesting. Ooo, joy! Some tests!
(Jul 5, 2021)
On June 19th, I sent this email to the CPO of the Scrum Alliance. I have had no reply. In a second article today I will offer some related ideas.
(Jul 4, 2021)
No idea what I'm going to do this morning. Or too many ideas. Let's find out.
(Jul 3, 2021)
One nice thing. One at a time. One nice thing at a time is enough.
(Jul 1, 2021)
Let's try our new FSM and query logic in the Horn Girl NPC. Watch Jefries add mass duplication and then reduce it!
(Jun 30, 2021)
Those words came up in our Zoom Ensemble last night, and they're part of my theme this morning.
(Jun 29, 2021)
Fantastic day! Completely augured in. Recovered. Brilliant.
(Jun 28, 2021)
OK, I like the Finite State Machine, but I don't like it enough. What can we do to make it better?
(Jun 27, 2021)
Let's get some tests directly on the Finite State Machine. Maybe give it a little shot of YAGNI.
(Jun 26, 2021)
Let's do an experiment with a Finite State Machine, to get a sense of whether we want one.
(Jun 25, 2021)
Extremely Artificial Intelligence: Let's see if we can give our NPC some rudimentary smarts.
(Jun 23, 2021)
A Quest! Let's have a Quest.
(Jun 22, 2021)
Let's try to finish moving InventoryItem to publish-subscribe, and maybe centralize Item creation. And look for Watch This near the end.
(Jun 21, 2021)
Are you wondering why i don't start a new program? There are reasons. Also: let's take the Bus.
(Jun 20, 2021)
Maybe I'll fiddle some more with InventoryItem, Loot, and Decor. Depends what time breakfast is.
(Jun 20, 2021)
Some consolidation and refactoring is what I have in mind. What will I really do? At this moment, I have little or no idea.
(Jun 18, 2021)
I just want to program a bit after all the screed-writing. No promises on what I'll do or whether it'll be any good at all.
(Jun 16, 2021)
I'm at a loss to find anything interesting to do. But I bet I can find some code that could be improved. Thinking about an idea from Bruce Onder leads in an interesting direction.
(Jun 15, 2021)
Well, with that musing out of the way, what shall we program today?
(Jun 14, 2021)
Today I have in mind an improvement to Announcer, because I think it'll be nice and will give us something to wonder about.
(Jun 12, 2021)
In which our intrepid author muses at length and decides to keep on keeping on. And to do some random stuff, no doubt.
(Jun 10, 2021)
Let's pretend we care about that inefficiency in drawingOrder. Also a momentary loss of momentum.
(Jun 9, 2021)
I don't usually predict an outcome but today I think something good is going to happen. Let's find out.
(Jun 8, 2021)
Today, more refactoring to remove connections between dungeon objects and their tiles. And, as always, some thinking.
(May 31, 2021)
Let's set some direction. I'm concerned that I'm off track on what is of value to work on. Possibly it's residual fear from decades ago.
(May 29, 2021)
I think we'll do a bit more on our 'Making App', the part of our code that helps us make the 'Shipping App', the product we ship. (We decide to bless this effort.)
(May 28, 2021)
One more challenge in the class/method finder, then maybe we'll think about what we actually need in our Making App.
(May 27, 2021)
I've had an idea about a change--perhaps an improvement--to the class/method reporter. As I write this, even I don't know what happens next.
(May 26, 2021)
More work on our nascent Making App. Dave1707 has some interesting tricks in his programs. And we have a fine small example of refactoring 'legacy' code.
(May 25, 2021)
Dave1707 from the Codea forum provided an interesting program. I would like to bring it under control.
(Oct 14, 2020)
A Slack conversation brought up the question of why I do ... the things that I do.