[This is a lightly-edited flow-of-consciousness thing taken from a slack conversation]
Is it worth trying to write complicated Codable implementations in Swift to map your network model to the local business model you prefer? It’s a lot of complicated code, but maybe having a single representation of your data is worth the trade-off.
I hate doing it, but no. I always end up with a network model and a database model and a “used in the app” model and mapping methods between them.
I hate it because it’s irritating, because the models are always almost the same as each other and it grates maintaining the conversions which are always boring 40 line functions of
self.foo = other foo over and over. (At least now we have swift you don’t get weird bugs where some of your mappings forget to instantiate all the properties.) It feels like it should be possible to build a magical perfect object that you can decode from the wire and then put directly into the database, then pull it out and power the UI from it.
But the Codable example is an excellent demonstration of why you can’t really do that. Your wire protocol isn’t quite what you want, so to have a wire object that’s also your business object you need to write a ton of Codable conformance code. (You can’t write just a little bit - Codable auto-conformance is all or nothing.) In fact, you need to write so much code that it would be easier and more maintainable to just write a simple-as-possible wire-format Codable container and a mapping function. For all intents and purposes the Codable conformance is a wire format object, you’re just writing it in an inconvenient syntax.
Your database representation needs to be much flatter than the business object - your model is a deep structure but you don’t want 300 tables and 600 joins so you need to flatten out the deep object to a single table - you’re doing the same thing with custom SQL statements to serialize and un-serialize your rich object, whereas a flat object and a mapping could write to the table without custom code, and would be easier to read.
And that’s even before getting to things like “it would be super convenient if my view data models were immutable, so I can use swift UI / redux” but core data models are not only mutable, but some other thread can mutate them for you with no indication that things changed unless you’re explicitly observing for that sort of thing.
More complication - there are actually 2 (sometimes 3) network representations, because you sometimes need to send objects back to the server. The create call (normally) won’t have, say, an object ID or a created date, but those properties are non-optional on your network model for incoming objects, so your create call object is different from the get call. And your update call probably wants everything to be optional so you can update only one property at once.
So no, your life will be easier if you just write multiple specialist representations of your objects for different contexts, keep them all as simple as possible, and write mappings between them.
I’ve been playing a certain amount of Diablo Immortal. I’m coming to it as someone who enjoys Diablo 3 and has played a lot of it on both PC and console. I’m enjoying it. Very happy to have a game this polished on mobile, frankly. There’s a ton of story-driven game here without needing to pay, and it feels like a Diablo game.
The whole game feels like Diablo 3 but sanded down hard. It’s smoother, fewer annoying corners, but it’s also… less now.
Things I like - loot autopickup is great, the salvaging interface is a ton better, the footprints are actually pretty nice. I like the auto-navigation in zone once you’ve demonstrated mastery of that zone. I quite like the 2-tier gems/loot thing where the important parts of the loot are differentiated from the stat sticks. The controller interface is pretty good compared to D3 as well, though D3 is already pretty good. Inventory management is much better than console, though that’s because there’s a touch interface.
Two obvious places where DI is worse than D3 - maps are waaaay smaller (feels like the bad console generation games we had where every cross-platform game on every platform was constrained by the RAM of the original xbox) and the fact that the loot is flattened out - by 30 everything I’m wearing is yellow and even progressing I’m not getting blue drops that are better, so now everything that drops is just trash. I do have one legendary with a skill-specific thing on it (it boosts multishot) so the general sense of the D3 loot system is still here, but the affixes are much simpler - they seem to boost a skill in a simple fashion, and nothing else. There are simple synergies but nothing like the amazing post-level-cap scaling of Diablo 3 (which makes sense! This is an MMO, you can’t allow that sort of scaling in your player base, you need them to be in one flat progression tier with minor differences between them gated by raid progression). I hate that monsters leash now but, again, MMO, sure.
The skills have been simplified a ton - probably too much, there’s a lot in the D3 skill system that I like but there were also a lot of skills that were pretty much useless and noone would ever use. I like the cooldown system rather than the energy pool - it means there’s an incentive to use everything you have slotted because it doesn’t hurt use of the other things you’re running.
The open world thing is interesting, in that I see players shooting furiously at thin air a lot presumably because they’re fighting quest-specific monsters but they’re not themselves instanced.
Oh, and of course there’s all the obvious complaints - it’s free to play and progression will therefore inveitably eventaully be awful (though there’s a lot of good free gameplay in here), the progression mechanics force you to engage with the social stuff (the game is requiring me to join a “warband” to progress, whatever the fuck that is), the UI is covered in little red dots and there’s a bunch of “log in every day to tick the boxes” overhead (though it’s not like endgame MMOs don’t have dailies. Getting users to come back every day isn’t just a f2p thing).
Shower thought, but I’m getting a certain amount of “no true scotsman” vibe from my twitter stream recently about AI. “Even if it does pass the turing test it’s not sentient” which is interesting! When people are presented with something that passes the previously impossible-to-approach barrier they set, do they accept that it passes the barrier, or was the barrier wrong? Were we just not really seriously considering the barrier as a good test until something arrives to challenge it? Or is it an indication that the entire problem is bad? Why does this test matter? etc. We just don’t believe in intelligent computers as a society, and so pre-writing a test decades ago doesn’t help at all, because we’ve used the test until something “passes” it (to be clear, this expert system is not intelligent, but that’s not the interesting thing here) and as soon as something passes it we’ll move the test.
Feels somewhat like the mistake of the google engineer is that they jumped from “I can have a conversation with this” to “therefore we should never turn it off and it should be allowed to vote” and when/if intelligent machines arrive they’re not going to get that. I have a feeling that (assuming we can build intelligence) we’ll end up with star wars droids - intelligent, have personalities, you can make friends with them, they’ll have wants and dreams, but at the same time absolutely everyone in society (including the droids) accepts/assumes that they’re slaves / property / subhuman and have no rights.
Egyptian calendar, dating system established several thousand years before the common era
[It] consisted of 365 days organized into 12 months of 30 days each [..] There was apparently no attempt to introduce a leap-year day to compensate for the slippage of one day every four years; as a result, the civil calendar slowly rotated through the seasons, making a complete cycle through the solar calendar after 1,460 years.
The Egyptian civil calendar was altered by Julius Caesar about 46 BCE with the addition of a leap-year day occurring once every four years.
Egyptian calendar, Encyclopædia Britannica
I’m building things with a combination of the new Room ORM and Data Binding, and I find that when Room has compile errors they express as hundreds of lines of
Error:(6, 31) error: cannot find symbol class BR and related things, and no actual real error.
Turns out, javac will print a maximum of 100 compilation errors, and when dealing with preprocessors you often want the last error message, not the first. Put this in your top-level
build.gradle file and become happy:
options.compilerArgs << "-Xmaxerrs" << "4000"
options.compilerArgs << "-Xmaxwarns" << "4000"
A commonly touted disadvantage of UTF-8 is that string indexing is O(n). Because code points take up a variable number of bytes, you won’t know where the 5th codepoint is until you scan the string and look for it. UTF-32 doesn’t have this problem; it’s always 4 * index bytes away.
The problem here is that indexing by code point shouldn’t be an operation you ever need!
Unicode itself gives the term “character” multiple incompatible meanings, and as far as I know doesn’t use the term in any normative text.
– Let’s Stop Ascribing Meaning to Code Points
I just bought an Electric objects EO2. First impressions:
- It's exactly as pretty as I was hoping for. Which is to say, very pretty.
- It's heavier than I was expecting. I'm renting, and I'm not quite ready right now to put the holes in the wall that mounting it would require (though the instructions and mounting kit are themselves lovely). Someone thought about this, and the frame has lovely little grippy feet on the bottom so it props up nicely against the wall and doesn't feel unsteady at all.
- Auto-brightness is off by default. The lowest brightness setting still feels a little high, but that might just be my perception of it because it's so new. Update 4 days later: Nope, brightness is perfect. It never feels like it's glowing too much, and the lowest setting when the room lights are out is very low indeed.
- Anything animated that's not really subtle drives me crazy. I've never been able to handle having a moving screen in my peripheral vision, and this absolutely counts. But tiny subtle animations are just lovely. Before it arrived I'd assumed that I would almost resent using what is essentially a computer to display still jpegs, so I'd stockpiled nice animations, but in practice it displays those jpegs so well that I'm just as happy with still images.
- The iOS app for photo and playlist management is... functional. I imagine that I won't be using it a lot as I settle into the things I like, but initial setup is a drag of stuttering scrolling and loading screens.
And here are the nerdy developer things I wanted to know before I bought it:
- It's an Android device, running some AOSP-like fork of 4.4.2. No Google Play Services, obviously.
- There's a micro-USB socket on the back of it, and ADB, etc, work just fine. "adb shell" gets you a root shell.
- You can side-load anything you feel like.
"That’s four different ways to talk to Google on this phone, not counting apps like Maps and Gmail. And each one has a slightly different interface and provides slightly different results"
I quoted the above passage, though, because it suggests some rough edges regarding what is supposed to be the Pixel’s standout feature
— John Gruber
I don't disagree . But consistency isn't everything. To free-associate for 5 minutes on the subject of Force Touch (surely a stand-out feature, and moreover one that's had 12 months to shake out the edge cases):
- The weather app springboard icon force touch action has both a widget and the actions are nouns - quick links to recent cities. The clock app force touch action has no widget, and the actions are verbs (create new alarm, for instance).
- The core "telephone" apps have different combinations of actions and widgets - Messages (no widget, "new message" and a list of recent contacts as actions), FaceTime (no Force Touch actions at all, but a widget listing recent contacts), Phone (a widget listing recent contacts and actions, including contact search), and Contacts (a widget with recent contacts, and a create contact action, but no search this time).
- Some built-in Apple apps have no force-touch menu at all (eg Videos, Find iPhone,
- The "leaves" in the iPhone safari tab switcher have fake parallax as you tilt the phone, and respond to force-touch by flexing apart. You can long-press to drag them around. The "leaves" in the system task switcher do neither of these things.
- Springboard icon force-touch menus grew a "share app" action in iOS 10. Unless you get at that menu from a spotlight search, in which case they don't have it any more.
While I was looking at the weather and clock apps anyway,
- The cities in the iOS weather app sync with their Mac equivalent (but the Celsius / Fahrenheit setting doesn't). The cities in the world clock app do not.
- To rearrange world clock rows you tap "Edit" and use the drag handles that appear. To rearrange weather rows you long press (not force touch, that does something different) and drag up and down. But both apps have swipe to delete.
Having said all that, Force Touch is amazing and you will have to pry it from my cold dead fingers. I just don't think universal consistency on a platform is achievable in a world where you sill also have to actually ship things.