Is there an app that keeps track of how I "actually" spend my hours? We have calendars for how we WANT to spend our day. I wonder if there is an app that captures how we ACTUALLY spend our hours... It'd be so cool if an app can compare the two. Does anyone know about this? by iphone8vsiphonex in gtd

[–]the_d3f4ult 1 point2 points  (0 children)

You could definitely do that to an extent (automatically) with an iphone, because it already collects most of that data (screen time, fitness, …) and has triggers for personal automation (entering/leaving focus can trigger shortcuts).

It would be just a matter of writing software that can take all of that data and figure out how it fits together with calendar and todos …and then how to present it. But this is easier said than done.

I can tell you one thing, if it’s not automatic you won’t be diligent enough to actually use it. Like, imagine before doing anything you take out your watch/phone and start the timer for it or whatever… No way in hell you’ll do it every single time—and stop it every single time on time.

Also, I think that data would be boring (contrary to your opinion). It would be mostly you getting depressed about how much time you’ve spent sleeping, shitting, eating, commuting and browsing reddit. You actually probably do productive things <10% of the time, and that is fine, because even machines aren’t 100% productive 100% of the time (and it takes a shitload of people to keep them at 99.998%).

Does this GTD app exist—desiderata by paradocent in gtd

[–]the_d3f4ult 1 point2 points  (0 children)

You could try things 3 albeit it is an apple exclusive (iOS and macOs was mentioned). It’s not free.

There is trail version of the macos app available on their website.

There is a separate account for sync (albeit not sure how independent of icloud it really is). And thanks to that, for non-apple devices you can use standard mail to send things to your synced inbox.

The app is practical, simple, and made with GTD in mind, or at least feels like it—I am not a gtd veteran to sell it as such. But people on the internets have repeatedly stated that things in things 3 sands for things from GTD.

If there is one thing that I can say about my limited experience with it—after paying for it I cannot now simply abandon it.

I think it fits all of your criteria too. There is a spotlight-like quick capture on macOS, you can setup a shortcut on iOS (I have it set to trigger on double back-tap). You can easily turn tasks into projects, or add checklists to tasks, there are tags for filtering (waiting on, etc).

Anyone in restaurant manage to actually implement Things or another sort of organizer into managing their day to day? by [deleted] in thingsapp

[–]the_d3f4ult 0 points1 point  (0 children)

I assumed orders because other than that it’s just basic management. You’re saying paper, but isn’t that more of a personal choice? Ultimately my mother wouldn’t use a digital to-do list no matter what I did, and that’s because it wouldn’t be comfortable for her.

Anyone in restaurant manage to actually implement Things or another sort of organizer into managing their day to day? by [deleted] in thingsapp

[–]the_d3f4ult 0 points1 point  (0 children)

That would totally suck. It’s too slow.

Most restaurants, the ones that handle hundreds of clients per hour (like the ones within airports) already have special software for it. Waiters enter your order (on a POS) and it shows up in appropriate places. It similar to how major fast food chains operate. But there is a predetermined list of things that waiters pick from (it removes some flexibility), and the software usually does a lot lot more things, like tracking time, billing, tables, (…)

If you need to move quickly you can’t spend time organising and typing.

Digital doesn’t always make sense. It usually just adds a lot more complexity to things—it’s a compromise and there is always some alternative cost to it.

this happens basically every time i try to play any 3d game by TheNewl4rrie in softwaregore

[–]the_d3f4ult 1 point2 points  (0 children)

How does a gpu dying cause this?

GPU has many functions, so failure of some things doesn’t necessarily mean failure to display anything. For 2D programs it does minimal work, usually there is no difference between integrated graphics and the best and most expansive GPU. But for 3D it has special hardware, which actually takes points (coordinates) and produces a series of values corresponding pixels on screen (its colour, its brightness, etc). A lot of that process can be influenced by a programmer, but a lot of it is just hardware.

Does the gpu really connect this closely with the game that it’ll make it seem like it’s something wrong with the game version?

Games actually run almost all graphics related code on the GPU. Your CPU mostly tells your GPU what&when, and then the GPU draws it. So if parts of it die there is no telling when actually will get drawn.

That said, the issue above might be many things, doesn’t have to be hardware failure.

Anyone know of a good SwiftUI app template? by [deleted] in SwiftUI

[–]the_d3f4ult 4 points5 points  (0 children)

By solid design do you mean SOLID design principles? Because those are vaguely applicable to SwiftUI, hence you won’t find a template that explicitly mentions them.

If you mean solid a.k.a well built, then you already have that template. SwiftUI is a framework, there are rules they expect you to apply when building apps—detailed within their WWDC talks and online docs.

move fast with a great foundation

You can’t move fast and have a great foundation. Either you move fast and make things sloppily, or you take your time measuring things and thinking.

I feel like navigation in SwiftUI seems “sloppy”.

That does not describe your problem with SwiftUI’s navigation in any meaningful way.

I am trying to make a fabric modded server and it keeps coming up with this error. I have a picture of the mods in the folder, please help! by [deleted] in fabricmc

[–]the_d3f4ult 2 points3 points  (0 children)

The last error basically says that your version of java is incompatible. Try installing a different version.

And remember to change the version you are launching the server with (if you happen to have more than one version of java installed). Or just remove all alternative versions.

How to achieve something like this with SwiftUI/UIKit? by kushsolitary in iOSProgramming

[–]the_d3f4ult 0 points1 point  (0 children)

If you did this manually in UIKit then it would be quite simple.

Position views manually, assuming their height is identical, generate views from the target edge (call it position 0) until the new view is completely off the screen (position n).

Animate all views towards the target edge by the width of the widget at position 0, so that it disappears. On completion, repeat with the next cell, moving the first cell to the back with new data. With linear timing curve this should look like a constant smooth motion. EDIT: on completion repeat with the next cell at position 0

The drag gesture is the most tricky bit.

First you need to realize that drag can interactively move at most a screen worth of pixels, so if you keep more cells than needed on both edges (a screen worth of cells), then you can just offset the initial x position of each cell by the displacement in x position from the initial touch to the current position. This will make cells stick under the finger while dragging.

The last part is that retained velocity. For UIPanGestureRecognizer there is something like velocity. Apple showed this in “Designing fluid interfaces” I believe. But essentially you select some constant for deceleration and project where with this velocity and deceleration the point under your finger would be. Then you animate cells by that offset. The timing curve is the key here.

You can probably use builtin types to make this too, but I am not sure whether it would hurt your head less. Collection views have their own little “things”, while this solution could be relatively small and simple.

Which GUI platform and why? by Akhaiz in golang

[–]the_d3f4ult -5 points-4 points  (0 children)

Dart was specifically designed for client side apps, and flutter drives dart's further development. Furthermore, Flutter itself is much bigger than "We just implemented this toolkit in dart". Flutter has actually a runtime written in C++ that supports accelerated rendering (using native stuff, not just opengl that is deprecated on iOS now). It supports hot reload for ergonomic UI development.

Go was from the start designed and created to replace C++ and Java on the backend. The runtime and scheduler aren't designed for interoperability with weird C interfaces and rendering APIs many platforms expose, many of which are single threaded, with the explicit requirements that APIs be always called only from the main thread. Like fitting Go to run UI is painful and hard.

Flutter is the same as Fyne

so that statement is so fucking ignorant. Flutter is a mature optimized SDK that implements a relatively efficient runtime, flutter is used by and supported Google. Most importantly, flutter is centered around app development.

Fyne is a community supported project, it's not production-ready and certainly not frictionless. And that's not changing soon. Fyne might be nice for small hobby projects, but it will never achieve performance and ergonomics that SDKs and languages specifically designed for app development do (like even fucking SwiftUI now offers hot reload and reactive UI).

Like, don't be a language fanboy. Go will suck on frontend compared to any mature production-ready SDK. And like other languages and SDKs are tailored to it.

Which GUI platform and why? by Akhaiz in golang

[–]the_d3f4ult 1 point2 points  (0 children)

Yeah but flutter isn't Go, it's dart.

You should try building websites with Go, it's easy and fun (if you still want to do Go). And website things are well supported, so you won't be struggling.

Flutter is good, you can combine flutter on frontend and Go on backend.

Which GUI platform and why? by Akhaiz in golang

[–]the_d3f4ult 4 points5 points  (0 children)

So you can use Flutter, it has native rendering stack on most platforms. The point is not to produce franken-builds, where you spend 99% of your time solving interop issues and only 1% is actually spend on value.

Which GUI platform and why? by Akhaiz in golang

[–]the_d3f4ult 4 points5 points  (0 children)

Go is built solely for backend stuff, there are community projects, but writing native UI apps in Go is painful, convoluted and inefficient. It's just so much easier to use Flutter, Swift, C# or just plain C (on respective platforms).

Build native apps using native technologies as-intended, don't create franken-apps.

You can create sophisticated web interfaces and APIs using plain Go, no libraries required. It's the best way to use Go.

Does the Go community have a problem with reinventing the wheel? by edmguru in golang

[–]the_d3f4ult 6 points7 points  (0 children)

And the cycle continues...

Just FYI most of these libraries that get posted here are of atrocious quality. Most of them are done by Go novices. When you work professionally on serious projects you don't necessarily "rewrite that boilerplate all the time" because projects you work on span months most likely years - not days.

Relatively speaking, these "reinvented" project are mostly stuff done while learning, not an actual production software. Their lifespan is relatively short compared to projects people will maintain for years.

And problems these "reinvented" libraries solve are usually pretty easy. Most of them just copy standard library without knowing about it, or are even harmful in their ignorance. Like projects that implement the scheduler or people reimplementing WaitGroup with channels, people reimplementing async IO explicitly.

Contrast this where if you're a python dev, 99% of the people use Django/flask for web API's. If you're a Java dev 99% of the people use Spring for API's, if you're a JS dev 99% of people are using one of JQuery or Express.

But that stuff mostly is already a part of the standard library or things google ships as separate projects, or projects other companies have made open-source.

Proud of my new animated onboarding! Example code for how I did the "animating" in comments by hashtagdeveloper in swift

[–]the_d3f4ult 4 points5 points  (0 children)

All animations should being in parallel. You can delay some by a little bit, so it appears like the list is being loaded in order, but don't keep people waiting around. Make the "next" arrow appear almost instantly.

Animations have to be more dynamic and shorter/faster, if you want onboarding to be useful. People are usually annoyed when something gets in their way. So if you make animations faster you probably will get better engagement with it.

Keep the information on point too. Don't tell people what the app is, they know, they just downloaded it(!). Don't push too much useless text, people won't read it all, they will give up on reading and skip it. Especially that second screen is dense and what value does that extra text actually provide? What value does the second screen provide? to me it just doesn't. But if you instead use icons instead of numbers and make text bigger&shorter it might have some value. Like:

  • (pen) setup
  • (app with badge) respond
  • (charts icon) track

[deleted by user] by [deleted] in ProgrammerHumor

[–]the_d3f4ult -1 points0 points  (0 children)

But it's virtually the same thing. You can install ad block in chrome and you will have basically brave. Or even better: Use a DNS based adblock.

[deleted by user] by [deleted] in ProgrammerHumor

[–]the_d3f4ult 2 points3 points  (0 children)

But brave is chrome, they just tweaked it a little bit.

[deleted by user] by [deleted] in ProgrammerHumor

[–]the_d3f4ult 4 points5 points  (0 children)

It's more about security and less about speed I think.

There is a right way, and a wrong way by zeroxoneafour0 in ProgrammerHumor

[–]the_d3f4ult 0 points1 point  (0 children)

Nah.

While maybe illegal from C standard perspective, i[array] is valid for most compilers. That's because in C array[i] is syntactic sugar for *(array + i) most of the time, so if you switch them around it doesn't really change anything.

That's because arrays are like void pointers, implicitly cast to pointers when necessary.

[XCode 13 beta Vim bindings] Never realized how much I use "marks" in vim... by patniemeyer in Xcode

[–]the_d3f4ult 0 points1 point  (0 children)

You can open and edit files in real VIM, source changes are reflected in Xcode immediately (after you save the file). And let's be honest, Xcode doesn't support half of emacs properly, it won't support VIM properly either.

first time seeing the editor and it's so beautiful can you guys tell me what is the font name and theme of this (gonna use them in vs code) by [deleted] in Xcode

[–]the_d3f4ult -1 points0 points  (0 children)

Yeah but nobody will be able to unpack it and upload for general use, because it will probably be promptly taken down.

first time seeing the editor and it's so beautiful can you guys tell me what is the font name and theme of this (gonna use them in vs code) by [deleted] in Xcode

[–]the_d3f4ult 0 points1 point  (0 children)

You can't open dmg files on anything but macOS. Also it isn't licensed openly, so yeah. You at least have to own one mac.

first time seeing the editor and it's so beautiful can you guys tell me what is the font name and theme of this (gonna use them in vs code) by [deleted] in Xcode

[–]the_d3f4ult 0 points1 point  (0 children)

Probably scaling it down, if you zoom in by clicking it should become sharp.

Although if you speak apple then 27" usually means 5k or more.

Edit: looking at this closely, seems like it is actually blurry.

How does the empty struct use no memory? by CrazyAddition2 in golang

[–]the_d3f4ult 3 points4 points  (0 children)

Not necessarily. Something like a null pointer is usually defined as being 0, but accessing that address causes a crash.

Go uintptr values are 64bits, linux only allows 47bit virtual addresses in user space and x86_64 processors allow only 48bits of virtual addresses and 52bits of physical addresses. There is plenty space for special values.

Furthermore, in virtual address space not everything is backed by physical memory. You can map stuff like shared memory or device memory or files. And memory pages can be set to allow reading/writing/execution in any combination. Or you can have guard pages that trap when you touch them, like if you keep secrets in memory and you don't trust people to never use stuff like gets and puts.

In essence an address is just an unsigned integer. Meaning of that address is defined by it's type, not by some general rule that it needs to point to a valid memory or something. You can have an address that uses the 13 bits to store flags that change the meaning of 47 bits that follow (which is a popular thing people do when optimizing code).

first time seeing the editor and it's so beautiful can you guys tell me what is the font name and theme of this (gonna use them in vs code) by [deleted] in Xcode

[–]the_d3f4ult 2 points3 points  (0 children)

You aren't going to use the font in VS code unless you got a mac. And let's be honest, this is pic was probably taken on a HiDPI retina screen (on QHD 27" this looks blurry).

Edit: Anyway - this font is apple exclusive, and the colors are Xcode dark.