
Helloooo! I am Moose! They/Them/He/Him I am a embedded software engineer with autism, depression and anxiaty ( Wooo! ). I post about... whatever I want... software things, mental health things... whatever I feel like Feel very wellcome to send me asks about... anything that strikes your fancy :3
266 posts
And Code Coverage Is Not At 100% ( Making It Useless) And The Company Says There Is No Time For Making
And code coverage is not at 100% ( Making it useless) and the company says there is no time for making automated tests because we are too busy fixing all the constant bugs

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More Posts from Moose-mousse
I... I feel like I am getting diabetes by reading this post!
It is SO sweet and positive and wonderful and just... "chef's kiss"
✧・゚: Customize your highlight color! :・゚✧

I recently came across a blog where when I went to highlight some text I noticed it was a unique color!!! (」°ロ°)」
AND IT'S SO SIMPLE TO DO
all you do is go to your css file and add this:
::selection { background: <hexcolor> }
Enjoy!! ♡⸜(˶˃ ᵕ ˂˶)⸝♡
Stop teaching top down!!!
So I am trying to learn GoDot because... Well, a game engine can make games, sure... but it can also do a lot of other things when you realize it really is just a GUI renderererer (help! How do you stop spelling renderererererer???) + physics engine. Anywho, so I started following the "official tutorial" (In quotes because I am honestly not sure... It is a big open source project so it can get muddy). And... Once again I am faced with a tutorial that teaches me the larger constructions and the orgenization before telling me anything about how the smaller bits work... This is called top down teaching. And it works, WHEN (And ONLY when), the person you are teaching, are already familiar with what the smaller things can do. It can work when teaching someone who already knows object oriented programming, functional programming. They already know how functions, variables, processes and code execution works. It does NOT work when people haven't gotten the faintest idea of what these boxes and structures you are describing are. We do not teach kids algebra before they know division and multiplication. When writing tutorials like this you cannot write for everyone. You have to go with assumptions of the majority. And it is not a great idea to assume that the majority of the people who tries to learn GoDot are veterans of game development. Sure, your tutorial will be slightly better for veterans, but you have just made sure that newbies have an even harder time starting learning your engine... Whenever I start feeling like I have a solid grasp on this, I will start a tutorial on this... BOTTOM UP!
Oh absolutely. I have written every single report and paper that non-programmers ( Users, pruduct owner, whatever ) in LaTeX.
It is Word. But you can do ANYTHING you want, work in the same updated file if you use overleaf ( Like google docs.... But you know... good... ).
And if you just want to write a basic report with a few diagrams. LaTeX just makes it nice and easy and looks good, dry and professional.
But markdown... Oh markdown is for documentation. And it is perfect.
It is super super easy to use. The "Cost" of this, is that you only have few features...
And that is KEY. Combined with you being able to put pictures in what is otherwise basically cleartext, means that you MUST be able to clearly explain whatever it is you are documenting with nearly no fancy text, colors, weird structureing with the words or whatever.
No. You MUST do it in text... Or use a diagram.

It forces you to use DIAGRAMS in your documentation. Glorious easy-to-read better than a thousand words diagrams.
It removes the horrible middle-ground and lets you focus on making documentation super super fast, with text and diagrams.
Fun fact. Markdown... is a markup language
If you do not know what markup is... you should look it up. It is basically HTML that works both encoded and as clear text. Meaning it is the perfect note taking "language". In reality it is "just" "a convention for how to write super nice-looking notes that have been tested by millions of people to be the very best it can be. No big deal. Oh also it is free, you do not even need a special program to look at it. Your browser can do it perfectly.
(Nearly) Never use auto in C++!!!
So I used to be amongst the people who thought "Yeah ok, auto hides the type. But if the type is not really important to understand the code, and was really long and confusing then it is worth it"
Like this: std::vector<std::pair<std::string, Employee>> MyFunction(); To turn it into: auto MyFunction();
And I was wrong. Do NOT use auto to hide that monstrosity. You FIX it. auto hides that awful thing and dumps the problem on the next poor fucker who will use it. ( People writing and using metaprogramming libraries are especially prone to doing this, since their typenames can fill entire screens ).
YOU just looked at YOUR code. Found it confusing... And decided... to HIDE it??? What it is the next person who did NOT write this code going to do when they read this going to do???
No. I beg of you. Use typedef.
You can create aliases of anything and make your code easy to read. And this only "hides" the code as much as auto and you can get the types the alias points to by musing over it. So it is auto... but way better. Because it is a UNIQUE name. Which can DESCRIBE things.
Like, with the horror in the previous example. Let us have a typedef in the .hpp file where "MyFunction" is declared. Now it reads MUCH better:
std::vector<std::pair< Employee_ID, Employee>> MyFunction();
I actually understand what the pair is now! Key value pairs! And screw it. Let us typedef the pair too now that we understand it!
std::vector<Employee_KeyValuePair> MyFunction();
And fuck it. Once more! Typedef the vector too!
Employee_Roster MyFunction();
I will bet most of you reading this only realized what the hell that moster was when you got near the end. BECAUSE THE FIRST THING IS FREAKING UNREADABLE! Fix it. Make your code readable. If you feel the urge to use an auto to hide a typename, it is time to typedef that motherfucker!
When to add delta in GoDot?
So I am slowly eating my way though the tutorial for GoDot. I already have some experience with moving things in space and calculating inputs for individual objects.... That is essentially half of robotics software. So in every frame, a function called _process is called. this function takes a number called "delta", which is the amount of time passed since last frame ins seconds (Usually close to 1/30 or 1/60). You add delta to the calculation of certain variables. The first example usually found is position, which is done like so:
position += velocity * delta
To me that was all good and obvious. But I found a lot of posts of people being confused when to multiply delta and when not to. And apparently doing it in wrong places is a quite common bug in GoDot games. Here is to figure it out! Think in term of units
Velocity is distance/time Position is distance
So you cannot add velocity to position. They are 2 different units. How to fix this? Remove the time component.
Since time is distance is divided by time, we simply multiply time onto it. You know what have the unit of time?
delta is time
Meaning it is obvious why you need delta in the line! :D position += velocity * delta
Because distance += distance / time * time