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A Random Walk Through Geek-Space | Brain dumps and other ramblings

Brain dumps and other ramblings (by Sebastian Sylvan)

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A Random Walk Through Geek-Space | Brain dumps and other ramblings | sebastiansylvan.com Reviews
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Brain dumps and other ramblings (by Sebastian Sylvan)
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A Random Walk Through Geek-Space | Brain dumps and other ramblings | sebastiansylvan.com Reviews

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Brain dumps and other ramblings (by Sebastian Sylvan)

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1

A Random Walk Through Geek-Space

http://sebastiansylvan.com/page/2

A Random Walk Through Geek-Space. Brain dumps and other ramblings from Sebastian Sylvan. Variable Refresh Monitors and Animation. Flags are a code smell. In most major code bases, it’s common to have objects with lots of Boolean flags indicating what state they’re in. E.g. is an enemy targeting the player or not? Is it trying to flee or not? The Perils of Future-Coding. 14 min. read. More on Robin Hood Hashing. Language Design Deal Breakers. Thoughts on Game Data Formats. 13 min. read. Page 2 of 4.

2

Why (most) High Level Languages are Slow // A Random Walk Through Geek-Space

http://sebastiansylvan.com/2015/04/13/why-most-high-level-languages-are-slow

A Random Walk Through Geek-Space. Brain dumps and other ramblings from Sebastian Sylvan. Why C# introduces cache misses. Why (most) High Level Languages are Slow. In the last month or two I’ve had basically the same conversation half a dozen times, both online and in real life, so I figured I’d just write up a blog post that I can refer to in the future. The reason most high level languages are slow is usually because of two reasons:. They don’t play well with the cache. On memory latencies for Haswell:.

3

Flags are a code smell // A Random Walk Through Geek-Space

http://sebastiansylvan.com/2014/04/27/300

A Random Walk Through Geek-Space. Brain dumps and other ramblings from Sebastian Sylvan. What about checking which state an object is in? When not to use this. Flags are a code smell. In most major code bases, it’s common to have objects with lots of Boolean flags indicating what state they’re in. E.g. is an enemy targeting the player or not? Is it trying to flee or not? In my opinion these are code smells. Smells don’t. Let’s say we have a flag called isDynamic, which tells us if the object can mo...

4

Brackets are awesome, don’t use them! // A Random Walk Through Geek-Space

http://sebastiansylvan.com/2015/05/21/brackets-are-awesome-dont-use-them

A Random Walk Through Geek-Space. Brain dumps and other ramblings from Sebastian Sylvan. Why brackets are awesome. When brackets are not so awesome. Alternatives to curly brackets for code blocks. Brackets are awesome, don’t use them! Why brackets are awesome. Brackets are awesome because you can use them to group things in a way that visually resembles the contents being “grabbed” from both directions. This serves to isolate the contents visually, and allows for nesting. Observe:. How awesome is that?

5

The Perils of Future-Coding // A Random Walk Through Geek-Space

http://sebastiansylvan.com/2013/08/16/the-perils-of-future-coding

A Random Walk Through Geek-Space. Brain dumps and other ramblings from Sebastian Sylvan. The Tale of Two Street Lights. First option the pragmatic coder. Second option the future-coder. Good news, no changes! The feature gets cut. Requirements change - redemption for our future-coder! The future-coder wins the lottery. The Perils of Future-Coding. In my opinion, one of the most insidious form of technical debt is what I like to call. In the future”. The Tale of Two Street Lights. Let’s say you&rsqu...

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