Hey y’all. Doing some long-overdue upgrades on aphyr.com; service will be up and down for a few hours; emails might bounce, etc. as I get things sorted.
Update: All finished, thanks for bearing with me!
Previously: Rewriting the Technical Interview.
Aisha’s hands rattle you. They float gently in front of her shoulders, wrists cocked back. One sways cheerfully as she banters with the hiring manager—her lacquered nails a cyan mosaic over ochre palms. They flit, then hover momentarily as the two women arrange lunch. When the door closes, Aisha slaps her fingertips eagerly on the pine-veneer tabletop. Where have you seen them before?
Previously: Typing the Technical Interview.
Update, November 2023: here are the full term rewrite and language macros which formed the seed of this story. These files include OO notation as well as the basic Algol syntax shown here. There is also a sketch of an object-oriented language with classes and inheritance, implemented as a Clojure macro. I do not remember writing it. It looks terrifying.
Previously: Debugging.
In this chapter, we’ll discuss some of Clojure’s mechanisms for polymorphism: writing programs that do different things depending on what kind of inputs they receive. We’ll show ways to write open functions, which can be extended to new conditions later on, without changing their original definitions. Along the way, we’ll investigate Clojure’s type system in more detail–discussing interfaces, protocols, how to construct our own datatypes, and the relationships between types which let us write flexible programs.
Update 2022-03-31: Owen Jacobson has written a lovely companion to this piece which covers new dynamics in update 5.
With apologies, as usual, to Christopher Alexander.
Stay home.
I’ve been talking to folks 1:1 about this, but from a scroll through the feed today, I don’t think the general community has caught on. COVID-19 is not fucking around. If we don’t contain or dramatically slow it, we are going to run out of health care workers, hospital beds, and equipment. People are going to die for want of care. This is not a problem of the distant future: recent modeling suggests that without a significant reduction in social contact, Seattle will exhaust healthcare capacity around two weeks from now. Other regions will not be far behind.
Inspired by Peter Watts’ The Freeze-Frame Revolution and The Island.
Each birth is violent in the same way.
In KSP Interstellar, thermal and electric rockets run on power–but producing power with a fission reactor (at least, with the technology accessible early in the tech tree) is frustrated by the high mass of the reactor and electric generator. We can beam power via microwaves, but early experiments revealed that moderately sized orbital fission reactors were not capable of producing sufficient power. We needed more. Lots more.
Solar panels collect energy from the sun; they’re lightweight and inexhaustible, but produce very little power compared to a full-size reactor. Moreover, their power falls off with the inverse square of distance to the sun, making them less effective for outer-planetary exploration.
In February of 2014, I discovered KSP Interstellar, which adds a broad array of hypothetical technologies to Kerbal Space Program. For instance, you can attach a small nuclear reactor to a thermal nozzle, and fly a small plane for several years continuously, using only air for fuel.
Kerbal Space Program is a game that, at its best, conveys the grandeur and majesty of space exploration. I suggest you put on an appropriate soundtrack and imagine the long, slow descent to the surface of the moon, in a craft surrounded by millions of miles of vacuum. Having traveled for days, shedding propellant and stages along your journey, until finally, your final stage hovers, whispering to a halt on jets of burning breath from your ancestral homeland–
Somewhere around January of 2014, I discovered Kerbal Space Program.
Prey is an perfectly serviceable AAA-class, science-fiction survival thriller game. It’s a first-person shooter, a stealth adventure, and a surprisingly enjoyable platformer. The plot is all right. The art is iconoclastic and gorgeous. As is traditional for the genre, much of the storytelling transpires through the environment: emails, voice logs, and diorama. There are some lovely ethical questions, both abstract and reified. For some reason, these are the things that people talk about when they talk about Prey.
After all, Prey is a videogame, and gameplay, art direction, and story are how we read videogames as texts. But I’d like to step back for a moment and talk about Prey’s symbolic and thematic choices, which are absolutely fucking fascinating. Spoilers ahead.