Last week was pretty productive, tested out a couple of ideas and got a couple of pull requests for https://github.com/alexflint/go-arg done. Also tried out Electron a bit, got two test apps done https://github.com/walle/lights-out and https://github.com/walle/gobenchui-gui.
This week I’ll continue to experiment with Electron and try to write some more Go. Hopefully this week will be as productive!
Which example are you talking about? I thought that I had gofmt'ed all the examples. Open up a pull request with the change and it will be pulled in :)
@steveno is joking about running gofmt on this example in your doc:
foo=foo bar
foo2= foo bar
foo3 =foo bar
foo4 = foo bar
foo5 = foo bar
foo6 = foo bar
Aha, ok :)
I get it, would dare to say that I concur. Gofmt is the best thing since sliced bread.
But the format is pretty loose, and people do crazy things ;)
Looks interesting. I have been using gcfg lately. Might give this a try, as with gcfg you are required to supply a section header in the config file, and it might be nice to avoid that.
That’s great! Hopefully someone will find this useful. Be sure to open an issue (or contact me in any other way) if you have improvement suggestions or if you find any errors.
Thanks for reporting :) I have responded, hopefully you will think it’s a good answer.
Nice to see this thread again, I got some good tips last time.
This week I will relisten some bands I haven’t listened to in a while.
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Oh, haven’t listened to Red Hot Chili Peppers in a while, thanks for reminding me.
I think the evergreen-ness factor that contributes the most is nostalgia. Good memories you have attached to a song goes a long way in making a song last. Snow (Hey Oh) is one of those songs for me.
I wonder if there can be an algorithm to measure evergreen-ness of a song.
Wouldn’t that be highly subjective?
I’ve had a few songs from Death Grips - Exmilitary stuck in my head over the weekend and so played it twice today. Weird hip-hop industrial punk sounding band which samples everything from Beastie Boys, Bad Brains, Black Flag, Pet Shop Boys, David Bowie, Pink Floyd…
I’m gearing up for my first app release, for a client. But have a weird problem. I can’t get push notifications to work on IOS. Everything in the developer center indicates that the service is enabled. But the app says that push notifications isn’t enabled. Works fine on Android though.
In my spare time I’m looking into some open gl, and trying to setup the spec for an app.
In open source I’m thinking (more than writing) on a spec for gimli (https://github.com/walle/gimli) that I’m going to send out to the community for feedback, when it’s done.
So all in all, my main focus will be to figure out what’s wrong with the push notifications in the IOS app.
I’m evaluating javascript frameworks for the client to my CMS. Right now I have a plain javascript (with some jQuery) client, that is like 10% finished. I have built it along side the CMS to be able to call the API in a way that at least represents the finished version. I’m feeling the need to structure the application in a more common way, so I’m looking at Angular and Flux/React. I’ve built a small Go backend for playing Ultimate Tic Tac Toe that I’m building the clients against. I feel that after reading up on the different frameworks available I had to actually make a small application with them to get the feel of how they are structured. I have a plain javascript client finished and will start on the Angular client next. If anyone has any other frameworks they would like to recommend feel free to do so.
This is now available at https://lobste.rs/upvoted
This is amazing, but I’d really want it to work for Java. Trying to navigate through 8 layers of package directories makes it really difficult.
You can use https://github.com/buunguyen/octotree to simplify the navigation. But it doesn’t seem to work with the Sourcegraph extension, or vice versa, yet though.
Java support is next for us. If you +1 or follow the issue at https://github.com/sourcegraph/sourcegraph.com/issues/172, you’ll get an update when it’s ready.
I had the same idea. Really cool project, but I would love to see this for more languages (C, C++, Java). Arguably, these languages should be easier, because of explicit, static typing and a strong symbol hierarchy.
@jcs posted this a while ago, linking to this pull request which supposedly adds this feature to the /upvoted route. As far as I can see, it hasn’t been merged yet because it causes a merge conflict.
I’ve also wanted this for a while, but am not comfortable enough with Ruby / Rails to try fixing it.
I’ve given it a try, you can see the branch here https://github.com/walle/lobsters/tree/upvoted_fix
This is the first time I’ve seen the source for Lobste.rs though, so someone should look it over. But it is pretty much just getting the old pull request up to speed.
I will link the branch from the original pull request.
Finally got my company started, it takes a while, in Sweden at least. Have the homepage kind of complete at http://sayon.se/en/ now. Feedback is very welcome. This week will be spent with R&D, and a visit from an old friend.
The design is nice, but it would be great if you had links to a portfolio to show off more of what you can do. As it is, you’re requiring potential customers to believe that you can deliver “big results”. Even better if you show them by example!
Thank you, nice to hear someone else say it looks nice! Yes, a portfolio had been nice, but all I have for now is http://sayon.se/en/work/. It’s a bit of a catch 22, you need work to show off to get work and you need work to get work to show off. I have been employed for nearly nine years, but the things done for others isn’t something that I can show off. So my thought was to show off some of my open source work, to show some technical skill at least. But I know it’s quite the leap of faith to take as a customer, I’m working on getting a portfolio together. Thank you for the feedback!
I’ve gotten my libgdx game up and running on IOS App Store, as I talked about in one of these threads a while back, so now I’m looking at making another game, but a bit more polished. If you want to try the released game on IOS, see here https://itunes.apple.com/us/app/jumpr/id838364189?ls=1&mt=8, only paid version though.
To do this I used RoboVM and fixed a bug in a gradle plugin which was fun since I haven’t used any of those before.
I still play that game on Android once in a while. For some reason, though, I always get stuck at level 18. Something about these two bricks…
That’s nice to hear, totally made my day!
Yes, something about them makes it really hard. I showed it to a couple of friends this weekend, and almost everyone had trouble with that level 18. Which is kid of funny because level 14 (Last one in the gif on the project page) has the same blocks, just with more blocks so to say. It seems like it is easier to jump a contiguous block, then the ones with “air” in them. (Which is why I designed the later levels to use that kind more frequently).
I can give you some reassuring words: It’s not impossible, just very hard :) And just that construct will make a reappearance if you make it through, but more evil of course.
Yes, I noticed that about level 14.. I even took a couple of screenshots and counted the pixels to make sure it was really the same dimensions :) I did beat the game exactly once, though, so there’s hope. Also, and you probably already know this, but I feel like the game would be much more appealing if it was somehow procedurally generated to be infinite. A similar game for inspiration is Linebound, but there are of course tons of others.
Hehe, awesome :)
Yes, I want to make it a bit more appealing. But I think I’m going to go the other way in the next game.
My idea about the next game is to have larger levels, with the possibility to run on different heights. So there can be an element with finding the correct path, as well as timing the jumps. The camera follows player and the player is able to run on all floor surfaces. So one level could be that the player must jump up on a “floor” to avoid lava or something. It should also have a level selector á la Angry Birds (and thousand other games), with stars ranking how many deaths it took you to complete the game. So you can select that one level you barely completed and try to do better.
Also, I’m going try to crowd source some levels. We will see how that goes, but if I can get the word out, it feels like people will think it’s fun to have their levels in the final game (and also get a free copy).
I’m going to try and compile my libgdx game Jumpr (https://play.google.com/store/apps/details?id=me.ramblingsby.jumpr) for IOS, using RoboVM.
If I can get it to work good I’ll try to start planning for a new game. Haven’t been writing games for a while now, exited to get started again.
That was a fun 15mn on the bus, thanks. I’ll take this opportunity to report a bug: when you hit the home button and put the game in the background, the little runner magically goes through all obstacles. Come back after a couple of seconds and you have effortlessly completed the level.
I have uploaded a new version with a fix for this bug to the Google Play Store. Should be available in a couple of hours.
Thank you!
Oh, that is a good bug report, kind of removes the whole challenge. I will look into it, thank you again.
instead of an option “only check *.go files” why not just have a files filter option and allow it to check any filtered list of files?
The only check go files is a shortcut, basically for
$ find . -name *.go | lll --files. I want to add the linter to gometalinter https://github.com/alecthomas/gometalinter/pull/93 and it seemed nice to have a shortcut for go files. But the filter functionality is possible with the--filesflag. Perhaps I should add a filter flag too though. Another flag that is “go specific” (not really since vendor is a commonly used name) is the--vendorflag, which is just a shortcut too.