Why Osana takes so long? (Programmer's point of view on current situation)
I decided to write a comment about «Why Osana takes so long?» somewhere and what can be done to shorten this time. It turned into a long essay. Here's TL;DR of it:
The cost of never paying down this technical debt is clear; eventually the cost to deliver functionality will become so slow that it is easy for a well-designed competitive software product to overtake the badly-designed software in terms of features. In my experience, badly designed software can also lead to a more stressed engineering workforce, in turn leading higher staff churn (which in turn affects costs and productivity when delivering features). Additionally, due to the complexity in a given codebase, the ability to accurately estimate work will also disappear. Junade Ali, Mastering PHP Design Patterns (2016)
Longer version: I am not sure if people here wanted an explanation from a real developer who works with C and with relatively large projects, but I am going to do it nonetheless. I am not much interested in Yandere Simulator nor in this genre in general, but this particular development has a lot to learn from for any fellow programmers and software engineers to ensure that they'll never end up in Alex's situation, especially considering that he is definitely not the first one to got himself knee-deep in the development hell (do you remember Star Citizen?) and he is definitely not the last one. On the one hand, people see that Alex works incredibly slowly, equivalent of, like, one hour per day, comparing it with, say, Papers, Please, the game that was developed in nine months from start to finish by one guy. On the other hand, Alex himself most likely thinks that he works until complete exhaustion each day. In fact, I highly suspect that both those sentences are correct! Because of the mistakes made during early development stages, which are highly unlikely to be fixed due to the pressure put on the developer right now and due to his overall approach to coding, cost to add any relatively large feature (e.g. Osana) can be pretty much comparable to the cost of creating a fan game from start to finish. Trust me, I've seen his leaked source code (don't tell anybody about that) and I know what I am talking about. The largest problem in Yandere Simulator right now is its super slow development. So, without further ado, let's talk about how «implementing the low hanging fruit» crippled the development and, more importantly, what would have been an ideal course of action from my point of view to get out. I'll try to explain things in the easiest terms possible.
else if's and lack any sort of refactoring in general
Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away. Antoine de Saint-Exupéry
This is why refactoring — activity of rewriting your old code so it does the same thing, but does it quicker, in a more generic way, in less lines or simpler — is so powerful. In my experience, you can only keep one module/class/whatever in your brain if it does not exceed ~1000 lines, maybe ~1500. Splitting 17000-line-long class into smaller classes probably won't improve performance at all, but it will make working with parts of this class way easier. Is it too late now to start refactoring? Of course NO: better late than never.
If you think that you wrote this code, so you'll always easily remember it, I have some bad news for you: you won't. In my experience, one week and that's it. That's why comments are so crucial. It is not necessary to put a ton of comments everywhere, but just a general idea will help you out in the future. Even if you think that It Just Works™ and you'll never ever need to fix it. Time spent to write and debug one line of code almost always exceeds time to write one comment in large-scale projects. Moreover, the best code is the code that is self-evident. In the example above, what the hell does (float) 6 mean? Why not wrap it around into the constant with a good, self-descriptive name? Again, it won't affect performance, since C# compiler is smart enough to silently remove this constant from the real code and place its value into the method invocation directly. Such constants are here for you. I rewrote my code above a little bit to illustrate this. With those comments, you don't have to remember your code at all, since its functionality is outlined in two tiny lines of comments above it. Moreover, even a person with zero knowledge in programming will figure out the purpose of this code. It took me less than half a minute to write those comments, but it'll probably save me quite a lot of time of figuring out «what was I thinking back then» one day. Is it too late now to start adding comments? Again, of course NO. Don't be lazy and redirect all your typing from «debunk» page (which pretty much does the opposite of debunking, but who am I to judge you here?) into some useful comments.
This is often neglected, but consider the following. You wrote some code, you ran your game, you saw a new bug. Was it introduced right now? Is it a problem in your older code which has shown up just because you have never actually used it until now? Where should you search for it? You have no idea, and you have one painful debugging session ahead. Just imagine how easier it would be if you've had some routines which automatically execute after each build and check that environment is still sane and nothing broke on a fundamental level. This is called unit testing, and yes, unit tests won't be able to catch all your bugs, but even getting 20% of bugs identified at the earlier stage is a huge boon to development speed. Is it too late now to start adding unit tests? Kinda YES and NO at the same time. Unit testing works best if it covers the majority of project's code. On the other side, a journey of a thousand miles begins with a single step. If you decide to start refactoring your code, writing a unit test before refactoring will help you to prove to yourself that you have not broken anything without the need of running the game at all.
This is basically pretty self-explanatory. You set this thing once, you forget about it. Static code analyzer is another «free estate» to speed up the development process by finding tiny little errors, mostly silly typos (do you think that you are good enough in finding them? Well, good luck catching x << 4; in place of x <<= 4; buried deep in C code by eye!). Again, this is not a silver bullet, it is another tool which will help you out with debugging a little bit along with the debugger, unit tests and other things. You need every little bit of help here. Is it too late now to hook up static code analyzer? Obviously NO.
Say, you want to build Osana, but then you decided to implement some feature, e.g. Snap Mode. By doing this you have maybe made your game a little bit better, but what you have just essentially done is complicated your life, because now you should also write Osana code for Snap Mode. The way game architecture is done right now, easter eggs code is deeply interleaved with game logic, which leads to code «spaghettifying», which in turn slows down the addition of new features, because one has to consider how this feature would work alongside each and every old feature and easter egg. Even if it is just gazing over one line per easter egg, it adds up to the mess, slowly but surely. A lot of people mention that developer should have been doing it in object-oritented way. However, there is no silver bullet in programming. It does not matter that much if you are doing it object-oriented way or usual procedural way; you can theoretically write, say, AI routines on functional (e.g. LISP)) or even logical language if you are brave enough (e.g. Prolog). You can even invent your own tiny programming language! The only thing that matters is code quality and avoiding the so-called shotgun surgery situation, which plagues Yandere Simulator from top to bottom right now. Is there a way of adding a new feature without interfering with your older code (e.g. by creating a child class which will encapsulate all the things you need, for example)? Go for it, this feature is basically «free» for you. Otherwise you'd better think twice before doing this, because you are going into the «technical debt» territory, borrowing your time from the future by saying «I'll maybe optimize it later» and «a thousand more lines probably won't slow me down in the future that much, right?». Technical debt will incur interest on its own that you'll have to pay. Basically, the entire situation around Osana right now is just a huge tale about how just «interest» incurred by technical debt can control the entire project, like the tail wiggling the dog. I won't elaborate here further, since it'll take me an even larger post to fully describe what's wrong about Yandere Simulator's code architecture. Is it too late to rebuild code architecture? Sadly, YES, although it should be possible to split Student class into descendants by using hooks for individual students. However, code architecture can be improved by a vast margin if you start removing easter eggs and features like Snap Mode that currently bloat Yandere Simulator. I know it is going to be painful, but it is the only way to improve code quality here and now. This will simplify the code, and this will make it easier for you to add the «real» features, like Osana or whatever you'd like to accomplish. If you'll ever want them back, you can track them down in Git history and re-implement them one by one, hopefully without performing the shotgun surgery this time.
Again, I won't be talking about the performance, since you can debug your game on 20 FPS as well as on 60 FPS, but this is a very different story. Yandere Simulator is huge. Once you fixed a bug, you want to test it, right? And your workflow right now probably looks like this:
Fix the code (unavoidable time loss)
Rebuild the project (can take a loooong time)
Load your game (can take a loooong time)
Test it (unavoidable time loss, unless another bug has popped up via unit testing, code analyzer etc.)
And you can fix it. For instance, I know that Yandere Simulator makes all the students' photos during loading. Why should that be done there? Why not either move it to project building stage by adding build hook so Unity does that for you during full project rebuild, or, even better, why not disable it completely or replace with «PLACEHOLDER» text for debug builds? Each second spent watching the loading screen will be rightfully interpreted as «son is not coding» by the community. Is it too late to reduce loading times? Hell NO.
Or any other continuous integration tool. «Rebuild a project» can take a long time too, and what can we do about that? Let me give you an idea. Buy a new PC. Get a 32-core Threadripper, 32 GB of fastest RAM you can afford and a cool motherboard which would support all of that (of course, Ryzen/i5/Celeron/i386/Raspberry Pi is fine too, but the faster, the better). The rest is not necessary, e.g. a barely functional second hand video card burned out by bitcoin mining is fine. You set up another PC in your room. You connect it to your network. You set up ramdisk to speed things up even more. You properly set up Jenkins) on this PC. From now on, Jenkins cares about the rest: tracking your Git repository, (re)building process, large and time-consuming unit tests, invoking static code analyzer, profiling, generating reports and whatever else you can and want to hook up. More importantly, you can fix another bug while Jenkins is rebuilding the project for the previous one et cetera. In general, continuous integration is a great technology to quickly track down errors that were introduced in previous versions, attempting to avoid those kinds of bug hunting sessions. I am highly unsure if continuous integration is needed for 10000-20000 source lines long projects, but things can be different as soon as we step into the 100k+ territory, and Yandere Simulator by now has approximately 150k+ source lines of code. I think that probably continuous integration might be well worth it for Yandere Simulator. Is it too late to add continuous integration?NO, albeit it is going to take some time and skills to set up.
Stop caring about the criticism
Stop comparing Alex to Scott Cawton. IMO Alex is very similar to the person known as SgtMarkIV, the developer of Brutal Doom, who is also a notorious edgelord who, for example, also once told somebody to kill himself, just like… However, being a horrible person, SgtMarkIV does his job. He simply does not care much about public opinion. That's the difference.
Hello all, first thing first, I am a computer repair technician at a Bitcoin mining facility. We have about 20,000 bitcoin miners that me and my coworkers are in charge of monitoring and repairing. So with that being said I am pretty much lost when it comes to python and servers and things of that sort.Everyone that has dealt with computers/electronics know that heat is a huge issue. And heat is a killer to bitcoin miners,so monitoring the temperature and humidity in the facility is crucial so we can control the waterwalls and such as needed .I have successfully set up 14 raspberry pis with DHT22 sensors by copying and pasting scripts that I found online. They are reporting to a website through POST method. The readings are shown on a barchart,but is not dynamic so it only shows 1 reading at a time. I have been tasked with setting up a way to get all the sensors reading to a single server,then pulling the data from the server onto a D3.js grouped bar chart . Now, there is 14 Pis and each is set to read every mintue. These will be running 24/7 so there will be alot of readings. My question,actually a few questions is I am needing to set up 1 Pi as a dedicated server receiving all the readings. 1)What would be the best way to set that up,I have read that a MQTT server is the easiest but cant handle a lot of data(which I will have)I was thinking about a MySql. 2)Would I need to attach extra storage to this Pi to handle all the data. 3) How do I send all the readings to the server Pi(NOTE: they will all be on the same network) 4) How would I pull all this information from the server and input it into a D3.js grouped bar chart. Do I need to have a web server installed on the Pi?. I'm not expecting a step by step answer, and I am on a timeline and honestly dont have time to learn pythhon,html,php,sql or whatever is needed for this. All I am asking is for is a step in the right direction, thanks to all that read this and any information will be greatly appreciated
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Sep 3, 2018 - Genesis block was mined, NewEnglandcoin created
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Sep 11,2018 - Window Qt Graphic wallet completed
Sep 12,2018 - NewEnglandcoin Launched in both Bitcointalk forum and Marinecoin forum
Sep 14,2018 - NewEnglandcoin is listed at ShorelineCrypto Exchange
Sep 17,2018 - Block Explorer is up
Nov 23,2018 - New Source/Wallet Release v1.1.1 - Enabled Dynamic Addjustment on Mining Hashing Difficulty
Nov 28,2018 - NewEnglandcoin became CPU minable coin
Nov 30,2018 - First Retail Real Life usage for NewEnglandcoin Announced
Dec 28,2018 - Cheetah_Cpuminer under Linux is released
Dec 31,2018 - NENG Technical Whitepaper is released
Jan 2,2019 - Cheetah_Cpuminer under Windows is released
Jan 12,2019 - NENG v1.1.2 is released to support MacOS GUI CLI Wallet
Jan 13,2019 - Cheetah_CpuMiner under Mac is released
Feb 11,2019 - NewEnglandcoin v1.2.0 Released, Anti-51% Attack, Anti-instant Mining after Hard Fork
Mar 16,2019 - NewEnglandcoin v18.104.22.168 Released - Ubuntu 18.04 Wallet Binary Files
Apr 7, 2019 - NENG Report on Security, Decentralization, Valuation
Apr 21, 2019 - NENG Fiat Project is Launched by ShorelineCrypto
Sep 1, 2019 - Shoreline Tradingbot project is Launched by ShorelineCrypto
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Feb 24, 2020 - Scrypt RandomSpike - NENG core v1.3.0 Released
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Jul 15, 2020 - NENG v1.4.0 Released for Android Mining and Ubuntu 20.04 support
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Aug 30, 2020 - NENG v184.108.40.206 Released for Android/Chromebook with armhf, better hardware support
2018 Q3 - Birth of NewEnglandcoin, window/linux wallet - Done
2018 Q4 - Decentralization Phase I
Blockchain Upgrade - Dynamic hashing algorithm I - Done
Cheetah Version I- CPU Mining Automation Tool on Linux - Done
2019 Q1 - Decentralization Phase II
Cheetah Version II- CPU Mining Automation Tool on Window/Linux - Done
Blockchain Upgrade Dynamic hashing algorithm II - Done
2019 Q2 - Fiat Phase I
Assessment of Risk of 51% Attack on NENG - done
Launch of Fiat USD/NENG offering for U.S. residents - done
Initiation of Mobile Miner Project - Done
2019 Q3 - Shoreline Tradingbot, Mobile Project
Evaluation and planning of Mobile Miner Project - on Hold
Initiation of Trading Bot Project - Done
2019 Q4 - Shoreline Tradingbot
Shoreline tradingbot Release v1.0 - Done
2020 Q1 - Evaluate NENG core, Mobile Wallet Phase I
NENG core Decentralization Security Evaluation for v1.3.x - Done
Light Mobile Wallet Project Initiation, Evaluation
2020 Q2 - NENG Core, Mobile Wallet Phase II
NENG core Decentralization Security Hardfork on v1.3.x - Scrypt RandomSpike
Light Mobile Wallet Project Design, Coding
2020 Q3 - NENG core, NENG Mobile Wallet Phase II
Review on results of v1.3.x, NENG core Dev Decision on v1.4.x, Hardfork If needed
Light Mobile Wallet Project testing, alpha Release
2020 Q4 - Mobile Wallet Phase III
Light Mobile Wallet Project Beta Release
Light Mobile Wallet Server Deployment Evaluation and Decision
Life is difficult when one is out of a activity but it’s worse when one retires with out some thing sizable to reveal for it, work is taxing health-clever and labour-smart and time sensible, so one prepares for vintage age and retirement with diverse plans and procedures, some are trying to find to spend money on treasury bonds, mutual price range, stocks, startups, 401k, actual estate and so forth however best few genuinely get to have profitable investments. Investing is complex, one is confronted with the demanding situations of data and the option of choosing from a plethora of funding options. https://preview.redd.it/5nzeo7bw2ng51.jpg?width=225&format=pjpg&auto=webp&s=1ac29a6c033750f5e83c64a26559d5d2c72f7fee Gold is an asset known to man over hundreds of a while,Gold and copper were the primary metals utilized by human beings starting from 5000 BC, The first registered gold determined inside the u.S.A. Become a nugget weighing 7.8kg located in cabarrus county, North Carolina. When more gold become discovered in little creek meadow in 1803, the primary US gold rush commenced. The world’s biggest gold reserve is held 5 stories underground inside the vault of the Federal Reserve Bank of New York, it includes 25% of all of the gold reserves within the international (540,000 gold bars), most of them belong to foreign govts. The first-ever gold vending system become established in Dubai in 2010. Due to its rarity and high price, maximum of the gold ever mined continues to be in circulating gold become extracted inside the last one hundred years. Many humans ask why gold is so highly-priced, the cause is its rarity: extra metallic is produced in a single hour than gold over the course of the complete human history. Many scientists agree with that gold is also found in Mars, Mercury and Venus. https://preview.redd.it/5oc3swd13ng51.jpg?width=225&format=pjpg&auto=webp&s=e412a2469107996f14bea028fdc8e0c9cf3198fa Reports say China is growing its gold imports and Mark Mobius,an avid dealer in gold has counseled that people purchase gold, he believes that the rate of gold will keep developing as the amount of paper money in the worldwide financial system will increase. Do you know that less than 82% of USA citizens personal any piece of gold? The buying and selling extent of digital gold is over $100 m. Do you understand you can also invest in gold? Lets speak approximately the possibilities of making an investment in gold the use of a blockchain platform, how about you are able to have one piece of gold that has a token representation, Today, we can communicate about the virtual gold token, what it does and the way you could sincerely advantage from it. Now, if you are following closely,you may find out that the crypto marketplace hit its height in 2017, in 2017 bitcoin become selling for $20,000 and in 2020, it's miles floating around $9,000 and each extreme investor need to be searching at this marketplace, at 2017 the entire market capitalization of crypto currencies was almost $1 Trillion dollars and although it has fallen to round $300 billion bucks in 2020, this enterprise nonetheless holds a number of capacity. https://preview.redd.it/cd1haqc73ng51.jpg?width=303&format=pjpg&auto=webp&s=5f033787e8d83dcc4165683cdcd3e9d90bfb29db One should be asking why is there so much investment going into the blockchain space, what's the capacity that this element have, many have dubbed blockchain as net 3.0 or the last technology that will bring in internet 3.0, till date, the investments which have long gone through numerous blockchain startups have been over $25 billion greenbacks with the likes of EOS, Telegram raising billions of greenbacks each.
What are the troubles concerned in investing in cryptocurrencies
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Features of Digital Gold
The virtual gold token boosts some of features that makes it particular and profitable for capacity investors to inspect.
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It’s the smartest crypto you’ve never heard of. Ergo takes the best of Bitcoin and integrates Sigma protocols so powerful they make Ethereum look like it would lose a game of chess against your cat. If you’re tired of spin and hype over solid tech, Ergo will remind you that in crypto, it’s always been fashionable to be intelligent. Bright is the new black, people, and Ergo is set to dazzle you. DeFi is set to be the major blockchain trend for 2020. Many new smart contract platforms are positioning to become one of the handful of big players in the space. With a strong head start, competent development team and impressive network, Ethereum’s place in this billion-dollar (and growing) movement is assured. The others must offer something different – dramatically different – to differentiate themselves against this background. Ergo is a smart contracts and DeFi platform that may have what it takes to carve out a niche in this fast-moving and competitive new sector. Powerful But Safe Contracts Ethereum is an exceptional platform, but there are things it does not do well. Its Turing-complete smart contracts are powerful, but dangerous – as incidents from The DAO to the Parity wallet exploits have proven, with tens of millions of dollars in collateral damage. With complexity comes uncertainty, and potentially catastrophic vulnerabilities. Contracts can be expensive to run, and depending on network conditions may execute unpredictably – or not at all. Ergo takes a fundamentally different approach to smart contract development. The team, which has extensive experience with blockchain platforms, frameworks and organisations from Nxt and Waves to Scorex and IOHK, has adopted a declarative model for programming whereby it’s always known in advance how much code will cost to run – and, indeed, whether it will run precisely as intended. While that might on the surface limit code complexity, it’s nevertheless possible to create Turing-complete scripts by iterating processes across multiple blocks. That means Ergo can support versatile dApps that run predictably, with known costs, and don’t have any of the dangers of unrestricted functionality. Sigma protocols The platform is unashamedly conservative, basing as many features as possible on Bitcoin – after all, Bitcoin is the most battle-tested crypto network in existence. Ergo’s UTXO model, PoW mining and finite supply draw on Bitcoin’s approaches to consensus and economic incentives. But Ergo also incorporates cutting-edge research into new cryptographic processes, using Sigma protocols to enable DeFi applications that would be either complex and messy or simply impossible on other