What kinds of problems is /v/programming solving these days?

15    24 Dec 2015 05:35 by u/Dysnomia

I was reading another post about interest in learning to program that mentioned it depends on what kinds of problems you want to program for. Nobody really gave any examples though.

What've you been programming lately and in what languages?

19 comments

4

I've actually got a video of a work-in-progress project! I do apologise for my awkward "ums" and "uhs" and stuttering though, I'm not yet that comfortable to do live streams and whatnot. https://www.youtube.com/watch?v=N9IvBHaqZnI

Yeah, 3 week old video. It's still something that I'm working on even today. :P

4

I made a program that takes two numbers, adds them up and says " fuck you x amount of times."

I just learned a little javascript.

2

Use this to make those 'fuck yous' pop real nice!

2

Omg I love you.

0

;)

4

It really doesn't matter what sort of problems you want to solve. Once you learn the fundamentals of programming it's pretty easy to go from one language to another. My language of choice is currently C# which when I was able to jump in and start using immediately even though I'd never read anything extensive about it before and had never used it before. There used to be a pretty big gap between imperative languages like the "C" family and functional languages like Haskell or Lisp but now a days the biggest languages, like C#, have started to even take some of the handy concepts from functional languages and bring them on over.

Anyhow if you ever hope to become particularly competent at programming it's going to turn into a love and so the exact language you start with doesn't really matter - you'll devour everything. This question is kind of like somebody who's never played baseball before asking if they should start out by learning a curveball, a fastball, or whatever and somebody responding "Well what sort of batter are you pitching to?" Just get to playing and see if you enjoy it before getting into the esoterica.

4

Trying to get 100 average-at-best developers to not turn the code base into a horrid mess. It is an uphill battle, so next on the agenda is automated code review tools.

2

Good luck, can't be done with average devs.

1

I took three weeks off to chill (right before christmas to just after new year). My beloved team (and it's only 4 people) already managed to pollute our main code base with such nonsense that it's hard to believe (invented their own http method to name one). FML.

2

The problem I'm trying to solve most often is one of motivation =/

More specifically, I want to turn a failed game jam game into an actual game but need to do a bunch of things first (check reasons for crashing, make code look less like poop, content creation takes more time than I thought it would...)

0

I mostly write C++, with a little Perl, VHDL, and bash mixed in these days. I maintain test suites for a memory controller, and write new tests as new features are added.

In my free time, I worked on a factorial art generator in a language called Processing with some friends of mine (github.com/EmbeddedDesign/factorial)

0

Currently 2 things on my to do: Programming a servo to run at a variable speed during each rotation. Programming a bluetooth connection to shut the device down when connection is lost. (Currently it goes haywire)

0

F# - parallel data analysis and related libraries.

0

Just got done with some java code that compares user feeds containing system access they are entitled to against feeds from the target systems. It's boring stuff but it puts food on the table.

0

I made a tic-tac-toe game in javascript/html, a todo list app (like everyone else) with jQuery, some crud apps in Meteor that were used at work, and now backend Python restful apis that will be consumed by mobile apps. I learned a lot from every project, I think the important thing is to make as many small projects as you can and evaluate them to see how you can improve. What types of projects you take on will determine what type of programming you'll be learning.

0

Pic assembly is fun, oh and so is linked lists in C.

0

I'm writing a game in C++ (no link because this is my say-stupid-shit account) and having a blast learning about graphics programming, matrix math, shaders etc. It may have been a better business decision to use something like Unity or UE4 but I'm finding there are advantages to doing things on a lower level.

For instance, game engines tend to dictate what kind of scene graph you use, and handling that stuff myself means I can load larger, more complex levels and have them run well because I know my own requirements better than a general-purpose engine ever could.

The trade-off is that it takes ages, and you have to deal with bullshit bugs at layers you don't really care that much about. Like, input will stop working for someone and you have to find out why and fix it.