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"the debugger doesn't tell me anything because this code compiles just fine" - random QA comment
"Facebook is where you tell lies to your friends. Twitter is where you tell the truth to strangers." - chriselst
"I don't drink any more... then again, I don't drink any less." - Mike Mullikins uncle
one little pixel, crafted in templates and bit shifts and channel_traits<> until it became something more. The pixels became a bitmap. Then the bitmap, a frame buffer. Then the frame buffer a driver.
One little pixel became a library that supports it. The pixel became a wand - a way to translate and blend and draw and format graphics on screens for people to use with modern widgets.
And now I'm happy with it. That's rare for me. I feel like I can set it down. I won't, as now there are people that are using it, and I feel obligated to support it. It has become a little bit bigger than just me now. I still have drivers to write, and certain technical challenges to overcome but I'm ... satisfied. I'm actually satisfied with it. Weeee
That feels so good. You know? To get there with a codebase. Even professionally, I get to points where I'm willing to hand it off, but I've made so many compromises along the way that it doesn't feel like it's mine anymore, but this isn't that. This is something I feel I finished (with a rider) that's fully my creation.
Anyway, that happens maybe once or twice a year, and I work on a lot of projects. Most of them I feel go nowhere. A few like my Midi library become solid, and don't need a lot of maintenance because the protocol hasn't changed (it actually has but the new standard isn't used commonly yet) but most just die on the vine. I'm okay with that, as I code because I enjoy it primarily, so none of the effort is strictly "wasted"
But this project feels like it will stick. Not only that, it was one of those where the end result was not only better than I originally designed for, but I feel like it was better than something I *could have* designed for. Do any of you ever feel that way about your code? It was a serendipitous creativity I hesitate to call brilliance, but is still something better than my typical self would devise.
So instead of coding I've been enjoying the sunshine and our chickens. Wow, they're stupid, but it's cute. Lawn dinosaurs.
I code fast, and I create projects in bulk. It's crazy how many different things I write, so when I say it's rare, I mean like one out of 50 non-trivial projects at least.
Edit: Maybe that *does* make me fortunate though. I guess I never really thought about the frequency before this. But most of the people I know do most of their coding for work. I don't have to these days - I have a lot of time for projects, so I kind of get to follow my creativity where it takes me. Even in work these days, I dictate most of the direction of a given project just because of my knowledge and skillset leaving me best positioned for the role.
Anyway, that happens maybe once or twice a year, and I work on a lot of projects.
I rarely experience that, but I don't work on that many projects and the ones I'm working on are mostly administrative for my customers, so in terms of code there's little glory to be had
I do have my moments, like when I finally got an Azure Function working in production as it's advertised (only took me years, the trick is to absolutely 100% put it in its own storage account).
I guess having a big cauldron helps in your case, though
Step 0: Be a mage in any D&D game.
Step 1: Cast Familiar (having the familiar gives some bonuses, dependent on your alignment and type of familiar).
Step 2: Put it in your inventory so it can't get killed (having it killed will have a permanent negative effect on your stats!).
Step 3: Replace Familiar with another spell, like Chromatic Orb or Magic Missile.
Step 4: Be a slightly more kick-ass mage.
Step 5: Profit!
They're spirits, by the way.
Not necessarily evil.
They could be demons or fairies, often taking the form of an animal, like a cat
Not to be confused with a spirit animal.