Improved Means for Achieving Deteriorated Ends
Recent Posts
posted on 2022-04-03 21:15:00
Norma and I are at the end of a lovely week on vacation at home.
It was extremely welcome, quite relaxing, and over all too soon
like any vacation. I often struggle with breaks but I think a few
things conspired to make this one feel different.
- I had about an hour of work or chores each day to give me a little structure.
- Norma was also off so we could hang out together.
- I was able to alternate between friends, Hollow Knight, and streaming emulator hacking.
Historically, Norma's work in non-profit means she gets less vacation, or has a harder time
taking it, than I do. Streaming has also been an interesting experiment. For most of our
relationship, I have struggled to pull myself away to work on coding projects. I spend so
much time sequestered with my computers, I hardly want to do it more when I could be with her.
But then I can get frustrated or down on myself because I haven't made more time to learn or
experiment. Streaming helps me feel like I'm not just wasting time alone in the garage.
I'm going to try to continue streaming every Sunday and see how it goes. It's also been
interesting to work on an emulator again. I'm reminded that the workflow with Common Lisp
and Sly or Slime is as good as any I'm familiar with. I still love the language. But I was
disappointed today to realize that after almost 20 hours of streaming, I wouldn't finish the
CPU of my emulator this week. I don't think it's the fact that I'm not finished ultimately.
I think I'm surprised that I still haven't been able to solve the problem to my satisfaction.
Sure, I haven't gotten scrolling working on previous attempts.
More than that though, the code still feels awkward and messy in various parts and the hard bits
are still hard. Writing a reasonably accurate and efficient emulator in a high-level language is
still fairly tricky it turns out. Or it is for me anyway.
I don't entirely know why this task continues to be something I want to tilt at.
But until it isn't, I'll keep trying. Cheers.
posted on 2022-03-20 20:34:00
Ancient History
When I last wrote about clones, I was 32 and still working at Showcase IDX.
I never got around to finishing clones and in fact worked on rawbones with my
dear friend James Dabbs for a spell while teaching at the Flatiron School.
By my count I have something like 4 half-finished NES emulators now.
- famiclom - My original half-hearted attempt in CL when I had no idea what I was doing.
- nescavation - A NES emulator I hacked up while learning to teach Javascript.
- clones - A better thought out attempt in CL.
- rawbones - The ReasonML version I wrote with James.
I seem to write one whenever I get bored and with any luck I'll wind up finishing one of them
sooner or later. Nescavation and Famiclom really never got close to running games, clones and
rawbones both got much closer to playable territory but I never got background scrolling right.
I still find it a bit funny that famiclom gets more attention than my later, improved efforts
like clones or rawbones. (Probably because cl-6502 mentions it and achieved a little notoriety.)
Getting to a playable state has never been the point though. These projects have been
part learning exercise, part avenue for exploring literate programming, and often just
a fun project to noodle with for my own entertainment. I still like the idea that a
fast and reasonably accurate emulator can be written in a concise, clear way with a
garbage-collected language.
Present Day
Recently, I got the itch again and so I decided to start fresh with clones. There are a few
interesting changes this time around. When I made cl-6502, creating a readable
document from the program was a primary goal and resulted in a literate book.
This ethos never quite made the transition from the CPU stage to the full system emulators.
This time I'll be leaning heavily into that spirit using mgl-pax. I'll also be
testing with try and relying as heavily as I can on CPU and PPU test roms.
This is all happening in the "once-more-with-feeling" branch on sourcehut. So far there isn't
a lot there though I'm on vacation starting in 6 days so I'm hoping to get ROM parsing and a
basic structure for stepping the CPU in place to crank through NEStest. I do have some nice
automation set up though. Every push runs the test suite and deploys the docs.
I also have a very basic twitch stream working in case I want to indulge in the
silliness of coding on camera.
For now, here's a look at the .build.yml
file that powers the CI on sourcehut. It really
isn't harder to set up an automatation pipeline for a CL app than anything else. Here's
to working on fun projects again. More soon. 👋
image: alpine/latest
oauth: pages.sr.ht/PAGES:RW
environment:
site: clones.kingcons.io
packages:
- sbcl
sources:
- https://git.sr.ht/~kingcons/clones
tasks:
- install-quicklisp: |
curl -O https://beta.quicklisp.org/quicklisp.lisp
sbcl --non-interactive \
--eval "(load \"~/quicklisp.lisp\")" \
--eval "(quicklisp-quickstart:install)" \
mkdir -p ~/quicklisp/local-projects/
- test: |
ln -sf ~/clones ~/quicklisp/local-projects/clones
sbcl --non-interactive \
--eval "(load (merge-pathnames \"quicklisp/setup.lisp\" (user-homedir-pathname)))" \
--eval "(ql:quickload '(clones clones/test))" \
--eval "(unless (try:passedp (try:try 'clones.test:test-all)) (uiop:quit 1))"
- build-site: |
cd clones
echo 'Building site'
sbcl --non-interactive \
--eval "(load (merge-pathnames \"quicklisp/setup.lisp\" (user-homedir-pathname)))" \
--eval "(ql:quickload '(clones mgl-pax/document))" \
--eval "(clones.docs::build-site)"
mv ~/clones/site/clones.html ~/clones/site/index.html
tar -C site -cvz . > site.tar.gz
acurl -f https://pages.sr.ht/publish/$site -Fcontent=@site.tar.gz
rm site.tar.gz
posted on 2022-01-23 18:00:00
It's been a busy start to 2022. I'm working as an Engineering Manager for the first time
and enjoying it but it's been easy for other things to slip through the cracks. For example,
I told myself I would write a post on Advent of Code several weeks ago. So I'm sitting
down to write about it now before I forget any more details.
Background
This is the second time I've attempted Advent of Code. The first time was in 2020 and I enjoyed
it a lot but ran out of gas around day 10. I was pretty distracted with a Flamingo Squad project
I can't recall and probably a bit burned out. Both years I've written my solutions in Common Lisp.
Advent is interesting. I get enjoyment from different things on different days. Some problems I
just enjoy seeing how much I can optimize Common Lisp, or writing solutions in a few different
styles if the problem is simple and seeing the differences in how they are compiled and allocate memory.
Other problems I'm much more satisfied by trying to see how "pretty" a solution I can write, either
using constraint solving tools like Screamer or a pipeline using threading macros
and so on.
I enjoy the social aspect of AoC and having a leaderboard with some mutual friends and coworkers.
It's nice to chat about something besides production code with other talented programmers.
That said, I have to be pretty careful to avoid judging myself. I have to consciously remind myself
that my goal isn't to "win the race" and not worry too much if I struggle to solve a problem elegantly.
Advent 2021
There were two things I wanted to try and do differently this year from last year.
The first was just to go as far as I could and not worry about racing. The second was
to experiment with literate programming tools and try to do a better job documenting my work.
I think the results were a mixed bag. I got through day 11 so I powered out at around the same point.
I mostly worried less about the race but I still cared a lot about finishing each problem on the day
it became available and definitely got discouraged once or twice when I didn't like my approach.
On the other hand, I had a good time and learned a few things so it's a good investment overall.
Here's the current state of the generated site. You can see I didn't wind up embedding
the source for the different functions so it can't properly be called literate but the [function]
label (or equivalent) next to all the exported symbols can be clicked to jump to the source on github.
Takeaways
MGL-PAX
I have been meaning to play with mgl-pax for a long time. Like ... probably several years?
There are blog posts about it as far back as 2014 and it's been on my radar a long time but I just
never seemed to make time for it. Advent seemed like a good opportunity to dive in.
I like the idea of an environment where prose and code are intermingled, so I have a natural
attraction to literate programming. This shouldn't surprise you if you've been here
before. It also seems important to me that such an environment for authoring programs
should be rooted in the development tools and support the prose as a secondary feature (like MGL-PAX)
rather than rooted in the prose and supporting the code as a secondary feature (like org-babel).
I.e. tangling one or more files to produce my program seems like the wrong way to go to me.
In terms of Advent of Code problems, I'd ideally be able to do the following:
- Keep the prose and code for a given day/problem in a single file
- Easily export the entire project with all days to an easily navigated, well designed web page
- Make it easy to show different versions of the code as well as disassembly or evaluation examples
Editor's Note: The issues I bring up below were resolved before I could ever make a PR or ask the
author about them. It seems making PAX more flexible about transcription was in the plans all along.
I think MGL-PAX excels on the first two points and struggles more on the third.
It has a feature called transcripts which could plausibly support it but they are an
awkward fit. Transcripts allow for including examples that are evaluated when the documentation is
generated but there are two issues I have with it:
- The results are actually embedded in the source code. The argument for this is that they are parsed
and checked to ensure the code and docs don't get out of date. I'm interested in embedding details like
disassembly though and things like the memory address will change from run to run. The output could also
easily dwarf the code for the function itself so shouldn't be directly embedded. (PAX now supports not
checking consistency, allowing me to simply dump the output of a form.)
- The second (much more minor) issue is that there isn't a straightforward way to ask the source definition
of a function to be embedded in the doc. MGL-PAX assumes that symbols listed in the doc should be an exported
part of the public API and links directly to the source on github at the relevant commit. It's a neat bit of
hackery but makes more sense in the case of medium-to-large projects rather than Advent of Code exercises.
(Similarly, PAX now has a way of adding "includes" via transcript.)
My only remaining concern is that the navigation and transcription functionality is tied to slime and swank.
Hopefully I'll have an opportunity to try them with sly soon and can dig in or report it if there are issues.
In the advent project, the site-building and deployment was trivial.
Hacking together a way to generate an overview of all solved problems with performance
measurements involved some fiddling but I'm happy with the results.
Evolving my style
For a long time, I've been writing small projects in common lisp, writing a handful of tests,
and relied only sparingly on libraries. A little alexandria here, a little cl-ppcre there.
There's a place for that but I'm ready to try and cobble together the utilities and extensions
to the language that I'm comfortable with. For now, that's alexandria, serapeum, iterate, mgl-pax,
and try. Clingon, trivia, screamer, and fset wait in the wings for the right problem.
There are plenty of talented lispers around. Two people whose code I've enjoyed reading during advent
are death
and Steve Losh (aka sjl
). They feel like opposites to me if only because sjl has a project
dedicated to advent and an assortment of dependencies, macros, and utilities to make advent hacking pleasant.
Death by contrast almost always just relies on the language standard and throws his code unceremoniously in
a gist. His solutions are often faster than mine but don't sacrifice elegance.
Conclusion
It all boils down to this: I still like lisp, I miss hacking it, and I should read and write more code.
My algorithms chops aren't as good as I'd like and I have to make an effort to not get discouraged by
my limitations. All the more reason to keep doing advent, even out of season, and learn a few things.
posted on 2022-01-01 13:40:00
Since Last Time
A long time ago when Norma and I had just started dating and I hadn't ever taught anyone to program,
I wrote a post. In it, I talked about some of my favorite games. It was mostly just a
list with a little added color here and there. But it's time for an update, and this time I hope
to do just a little more than list some favorites. I'm also a little aware of how I weighted things
last time. When I wrote Beloved Games, I wanted to make sure the times in my life with
the most gaming (middle school and high school) had the bulk of the entries. I also wanted to show
that the gaming experiences that had been managing to pull me back into the fold and affect me at
that time were small downloadable indies, a relatively new phenomena. Those games offered new
experiences more regularly than AAA titles so I also was careful to not include more than one
game from a particular genre or series (which were relegated to honorary mentions).
The List
So, what really struck a chord with me in the last 8 years? I'll just list the titles first and
then delve into more detailed thoughts and justifications. These are arbitrarily in order of
least to most long-term impact on me personally.
The Last of Us
The Last of Us is an incredibly compelling story and one of the best games of its generation.
The value it has to me has less to do with the gameplay though, and more to do with the quality
of its presentation, the rapport it builds with its cast, and the more serious themes of its plot.
In some ways, The Last of Us reminded me of when I first played "Metal Gear Solid". The themes it
dealt with were more mature than what I expected of games at that time and it pushed the envelope
of how to tell a story in games compared to its contemporaries.
The interesting thing about such games is that they make a big impact at the time of release but
wane later. By pushing the medium forward, if you miss them when they came out it becomes notably
harder to appreciate their qualities many years down the line when the lessons they teach are
internalized by other works in the medium. (The same thing happens in film, of course.)
The reasons I started disconnecting with games in the late aughts and early tens was two fold.
For one, I was really starting to grow up. I had a lot of opportunities to do fun things IRL that
weren't available to high school me. I was being social more, studying more, working more. I was
living more. That focus made it harder to justify lots of time spent on gaming experiences.
The fact that AAA games increasingly were just rehashes of existing series or well-formed genres
was just the nail in the coffin. The Last of Us is an amazing title. But it is a continuation of
the established mold of "story-driven 3rd person action adventure". That's not to undersell its
accomplishments at all, but I think there are limits to how much that can impact me now.
Skate
There isn't a ton to say about Skate. It should've been on the original list and it wasn't. I
can clearly remember spending the night at a friend's house in 1999 and his insistence at
Blockbuster (really dating myself here) that we rent a skateboarding game. I thought it was
the dumbest idea I'd ever heard. Why on earth would that be any fun at all?
Tony Hawk's Pro Skater got me into skateboarding in real life. It is the first ~~physical~~
athletic activity I remember really liking. It was also the first hobby I picked up and really
enjoyed despite knowing I wasn't particularly talented at it.
Tony Hawk as a series has always been an arcade game rather than a Sim though. I discovered
Thrasher's Skate and Destroy in high school and eventually favored it because it was closer to
how I would really want to skate than the mindless combo fodder of THPS which was better for
playing with friends.
Skate came out in 2009 and was probably the first PS3 game I was really hype about. That or MGS4.
Skate took a great budget and the notion of a Sim skateboarding game and nailed it. I loved the
whole series and eventually started playing it more than really skateboarding. Whoops.
Breath of the Wild
What was the first "Open World" game? Do we count GTA 3 and Vice City or do we wait until
Assassin's Creed and Skyrim? Is 3rd person perspective required? I realize Elite was a thing
but I wasn't alive for that. Breath of the Wild is probably the first so-called open world game
that I gave a damn about it and that's the least interesting thing about it to me.
Ocarina of Time feels like the first open-world game that I played and was really captivated by.
It comes down to the same crucial thing: an insane dedication to compelling world building.
There are tons of open world games that just feel like endless content with no soul, no hidden
inner workings, just the result of needing to fill a virtual space rather than a thing that has
a logic of its own. In a game like GTA where most people play by just causing chaos and trolling
authority in a controlled space that's fine. But in a game like Zelda, it makes all the difference.
I don't remember if I played Breath of the Wild in 2017 or 2018. I never finished the story. I just
enjoyed exploring a well-crafted world until I'd had my fill. I don't know that it changed how I
thought about games or what they could be. It was just the perfect way to relax and enjoy Hyrule.
Persona 5
Final Fantasy convinced me I liked JRPGs but I never managed to break into the genre more broadly.
I really enjoyed FFVIII (my first) and FFX. I never played 1-7 (I know, I know) and started but
never finished 9 and 12. It mostly came down to an enjoyable world to explore, an interesting
(or at least tolerable) cast, and great art and music. Persona 5 was the first JRPG I managed
to play outside Final Fantasy and I think the only reason I didn't finish it is my wife got
impatient. I enjoyed watching the rest of her playthrough. One day I'll finish my own.
JRPGs often have an adolescent feel to me and I think it's probably essential that they do.
I was a shut-in during high school even though I'm pretty extroverted. I had close friends
but still managed to doubt that I'd figure out life: jobs, relationships, a future.
JRPGs are great providers of "safe freedom" and a coming of age setting. They build faith
that you can figure things out and win, often in a style that suits you.
Persona 5 nails this more than any RPG I can think of. It has incredible art and worldbuilding,
an engaging story, and genuinely interesting relationships. It is the only RPG where I've been
compelled to micro-optimize whether I study, work, build a friendship, or fight demons after
school. How they made it both fun and relaxing, I'm not sure.
Hades
You've probably already heard about Hades. (And most of these games, in fairness.)
It won Game of the Year from many publications. It is the first roguelike I have loved.
Roguelikes are tricky for me. It's interesting to separate the games on my lists between
an attraction for worldbuilding/story vs mechanics/gameplay. While there is definitely a
spectrum, games are fairly even dividied as to what the big draw is for me but it is
exceedingly rare for me to like a game that doesn't have strong art and storyline to rope me in.
Roguelikes as a genre promise variation from randomly generated elements in a playthrough and
multiple ways to win but often struggle to have the same draw for me as games with more linear
stories and higher production values. It's hard for randomly generated worlds to have a soul.
Call me shallow but there are exactly 3 games on my lists that I would say don't matter to me
at all in terms of story and characterization: Mega Man 2, Super Stardust, and Melee.
Lots of indie roguelikes (and metroidvanias too) struggle to not just be fun to play but also
compel with their characters and sense of place. Hades brokethrough for me by having a very strong
sense of meta-progress across runs, a very engaging story, beautiful art, and an amazing capacity
to build enjoyment through more options the longer you play. It's hard to explain but it's magic.
I remember saying the same thing about Persona 5 at some point, "It just keeps opening up".
Celeste
I love platformers. The last few years have really driven that home for me. Celeste took me
a while to get around to because, well, the art didn't quite impress me. And I was fresh off
playing Hollow Knight so my bar was probably a little high. It also didn't have combat and I
wondered how the gameplay would develop to keep me engaged without it. That was a foolish mistake.
Celeste is one of the best platformers I have ever played, has a memorable and moving soundtrack,
and one of the most thoughtful treatments of mental health in video gaming. It is brutally
challenging while also encouraging the player to push onwards. For all its difficulty, kindness
is somehow in its design. I am not one of the people who completed all the optional B and C-side
content and probably won't be. I am immensely happy I took the time to pick it up.
Hollow Knight
We're really getting into the heavy hitters at this point. I loved Hollow Knight. Really loved it.
I've been eagerly awaiting their follow-up game Silksong for the better part of 2 years, clinging
to any news at all and hoping for a surprise release announcement constantly.
Hollow Knight is the complete package. A new IP from a formerly unknown developer. Just enough story
and lore to have you curiously driving forward while retaining an air of mystery. Absolutely stunning
artwork and animation combined with a fresh setting. A beautiful soundtrack to accentuate exploring.
A sense of perpetual "opening up" as new mechanics and abilities are unlocked. And most important
of all, beautifully tight physics and controls. The kind of game where it "just feels right".
It's been years since I've played it and I regularly entertain thoughts of playing it through again
(which I don't really do with games). I'm sure I'll love it for years to come. Here's hoping 2022
is the year for Silksong.
Melee
I ... probably should stop the article now. Melee is a force. I played Super Smash Bros for N64 and Wii
in college and really enjoyed it. Few things are better than beating up your friends with Nintendo
characters. It's just a fact. But Melee is something else. You can play it the way you play the
other smash games. It can be chaos with friends, random items and silly stages full of hazards.
Or you can turn off the most chaotic random elements and stages, practice movement with your character,
and turn it into possibly the most interesting competitive game I've ever played.
I started playing at the end of 2013 and I haven't stopped. I've traveled out of state with my
friend Max to compete in national tournaments. It is the only fighting game I know of that has
multiple tournaments with prize pools in the tens of thousands of dollars 20 years after release
with no backing from its developer. I am closer to understanding fans of real sports because
of how many times, how many seasons, I've watched twitch streams of major tournaments with tens
of thousands of other spectators, rooting for pro players I think can break through to the next
level of play or conquer their demon.
There are at least three high quality documentaries I can think of off the top of my head
chronicling the game's competitive history and the stories of its players. There are countless
sets I've loved watching. The melee I see played today has evolved from 2 years ago, which has
evolved from 2 years before that, all the way back to when I started playing eight years ago.
I have recordings of me playing in 2014 and 2015. I can't express how different they look to
when I play now.
When does a game become more than a game? I think it's when the dedicated, long-term efforts of
thousands and thousands of people force it to continue to grow and change until it no longer
resembles it's humble origins. Every time I think the game has been pushed to its limits and
all its secrets have been revealed, I'm proven wrong whether it's at the next tournament or the
one after. It won't surprise me if Melee is still being played seriously 20 years from now.
And even if it isn't, it's been one hell of a ride. Some good links below if you're interested.
Video Essays:
Documentaries:
Grade A Youtube Content (from entertaining to educational):
One very good recent set:
Compilations and Combo Videos:
posted on 2021-12-31 15:15:00
2 years in a blink
I hardly know how to count the time. In the past ~2 years, I left Flatiron after
helping start the Atlanta campus, started working at Calendly, been a best man,
got married myself, weathered a global pandemic, and recently became an
Engineering Manager.
A tremendous amount has happened, but I feel like I've lost the boy I remember
from college a little. He was excited about things: video games, music, common
lisp, poetry. This blog has also atrophied for nearly a decade, torn between
being an outlet for personal interests and reflection and a more serious place
to cultivate a professional(-ish) voice.
Focus on Habits
I was talking to my close friend James recently about working in tech.
James is probably the sharpest engineer I've had the pleasure to work with and
he was discussing getting better. I asked him what it mattered, or more precisely,
what he would be able to do if he got better that he couldn't do now. His answer
surprised me. He said, "I really don't think about outcomes."
There was a little more to it than that but the short version was, he keeps an
eye on how much he's learning and places bets on what will be interesting and
provide good opportunities to grow. Then he just walks in that direction.
By contrast, I have an almost total inability to pursue things without thinking
about the outcomes in advance and evaluating my progress after every minute step.
I doubt I'll ever be able to suppress those urges completely, but picking a
direction and moving without so much analysis paralysis is something to work on.
Rather than worrying about the past or where a certain choice will take me, I
hope to pick a direction and just walk. I'll form a habit, live with it for a
while, and try to feel it out. I'll know soon enough if I want to continue.
Goals for 2022
With that in mind, these are some things I'll pursue in the coming year.
There are two overarching themes: allow myself to goof off when needed,
and pick just a few things to chip away at instead of debating 100 projects.
I.e. Do more, deliberate less.
Waste Time
It's time to pursue the childlike joy I remember that college kid having.
I'm not sure exactly what form this will take. One thing I'd like to try is
getting back into video gaming again. I haven't allowed myself to play many
(single-player) games for the last few years. I make up stories about how
they're a waste of time and I "should" do more productive things. But then
I waste time in other ways to avoid being productive. Games are good.
Maybe also some things like trying to learn Chess or mess with emacs.
Use the Internet Less
Social media is a wasteland and it's all too easy to simply fritter away time.
I've read the internet enough and while there are some high quality blogs I
enjoy, my time would be better spent reading books, writing code or prose, or
goofing off with games or Norma or friends. So, use the internet for work,
pushing code and blog posts, getting new music, and chat/slack. The end.
Write More
I used to blog more. I blogged about all kinds of things. I was (and am) a
culture nerd. I wanted to talk about Music, Movies, TV, Games. It wasn't just
code all the time. I also wanted to talk about code and, in particular, I
relished in things that seemed cool but I really knew nothing about.
And that is one of the uses of my computer that I've never regretted.
Writing somehow always winds up feeling like an at least decent use of time.
(I probably just like the sound of my own voice too much. I did teach after all.)
I hope to keep experimenting without aspirations, without outcomes, and writing
about what delights me and what I take away from my dabbling. I hope I write
more here in general about everything! To preserve a record for future me,
or for anyone else who might be interested.
Crafting Interpreters and then other technical reading
I've got such a long list of programming or CS texts I've meant to work through.
And it's hard! After working at a software company all day, even though I still
want to know more about various aspects of computing, it's just not appealing.
However, I'm pretty disappointed that I still haven't written a toy language
implementation, finished an emulator, worked with C more, etc etc.
Crafting Interpreters is a great place to start in terms of technical topics I'm
interested in and I have a friend who is also interested in working through it.
Community always helps. After CI, there are certainly other things I'm
interested in. I don't have a strict list of priorities but a proper algorithms
book (Vazirani/Dasgupta or Erickson probably) or a good "systems" book like CS:APP
would likely be next on my list. I'd also consider a look at Software Design for
Flexibility or Lisp in Small Pieces of course. :)
I'd also like to read some non-technical books. The Elegant Puzzle would be good
to get a better grasp on engineering management and I've got a few books on Chess
that might help improve my play as well. But Crafting Interpreters first, then I
can worry about "what's next".
Wrapping Up
I can always list plenty more I'm interested in but if I can focus on these three
things, I think I'll have a lovely year ahead. Here's wishing for a return to
normalcy from the hell years of COVID and joyous new discoveries for us all.
posted on 2021-08-30 16:07
This has been an incredibly full and difficult year. Norma and I got vaccinated.
Her mother had a serious and ongoing health crisis for several months. During
that period, we both had unusually busy quarters at work. I applied for a
promotion at the encouragement of both managers and peers and narrowly missed
it. My product manager got hired away to be a CPO and several engineers left the
product section I work in. As a result, the squad I started is being re-absorbed
into the other squads in our product group. Management hopes to restart it at a
later date. Finally, the long discussed garage renovation on our home is
completed. Now it functions as a climate controlled office and synth dungeon.
At the end of all this, I'm deeply exhausted. I'm very thankful that lately I
have been able to enjoy much more human contact thanks to being vaccinated.
Seeing friends in person and giving them hugs goes a long, long way. I'm trying
to get back in the groove on pursuing creative projects but it's very hard.
Lately I've been thinking about how if I don't choose to enjoy my days, then I
am likely to stress myself out. Work can't make me happy, relationships can't
make me happy. I care deeply about relationships and community but I have to
choose to enjoy my own experience. I have to choose to validate who and where I
am. I deserve to feel good. If I don't choose to let myself feel good, and
pursue the things that excite me without judgement, then I will find a reason to
be hard on myself or stress myself out.
I've been having to remind myself that neither money nor work nor relationships
are inhibiting my ability to lead the life I want. It's all me at this point. I
just have to start living more fearlessly and letting myself be me in the way
that feels right. Damn the consequences. Something to keep working on. Step by
step.
posted on 2021-03-07 22:15:00
It's been a year and I'm still thinking about Halt and Catch Fire.
I haven't started my 3rd rewatch but it'll probably happen soon.
I wrote a bunch of toots about it recently but it may not
capture how I feel as well as this infovore article.
The reality is, I love the show because it's about people learning
to have healthy relationships with work and to love themselves.
I tend to form great bonds with coworkers but my relationship
with the work itself and my ability to love myself is just damned
fraught.
I feel unbelievably drained lately. I'm in a weird place at
Calendly where I'm sort of in between being an IC and a Manager.
I'm convinced I'm doing less work than ever while receiving good
reviews and "Top Performer" recognition. I just find it insanely
hard to praise myself. I've thought a lot about it and one reason
I've struggled so much (and sought a Team Lead position)
is that I don't know how to praise myself for writing software.
I had to think really hard about that to realize that I don't
like much software. People use computers in all these ways that
just don't make sense to me. The software I get the most excited
about is small and personal. An emacs configuration. A 1000 line
blog engine in Lisp. A handcrafted website conveying intimacy and
joy.
It's okay that professional software isn't about that. But I have
a very hard time figuring out what the "best way" to architect
large systems is because I don't want them to exist in the first
place. I can speak up when I see an obvious way to improve what we
deliver but I actively avoid ownership because it's not the
software I want to see in the world. Or at least that I want to use.
That's left me in a tough place trying to figure out what I want
to do next professionally but it's been an important step. Maybe
moving to a more managerial side will be good. I'm also aware that
I am much more able to praise myself for my efforts as a teacher
than as an engineer. Teaching is, in many ways, more congruent
with my values. For better or worse, teaching examples are usually
small applications that can eschew most of the thorny aspects of
production software.
It also hasn't helped that I've struggled to commit to hobby
coding. I've struggled with depression a lot throughout the
pandemic. I get a ton of my energy from my sense of community
and sharing experiences with close friends. It's been very
difficult to keep a good perspective stuck in the house all the
time. I'm also aware that coding all day has taken a lot of the
desire to joyfully explore a computer in the evenings away from
me even if I did have collaborators handy. I turned a hobby into a
career and I definitely have some regrets about it lately.
One thing I have enjoyed in the last few years is listening to a
lot of electronic music and starting to dabble with synthesizers
myself. With Norma and I both working from home though, the former
pseudo-studio space has become a home office. We started
remodeling the garage to be a hobby/office space last November,
but that work still isn't done.
So here I am. Coming up on the 12 year anniversary of Dad's
death, the 10 year anniversary of my entry into the workforce, and
my 35th birthday. I'm having a hard time forming healthy habits
for managing my stress and not sure what I want to do next. I
don't feel I can complain because, well, I'm extremely well off!
Calendly is doing well and treating me quite well, I'm safe and at
home, in a supportive relationship, my family and friends are
safe.
And yet, the urge to pull the plug and change my circumstances is
so powerful. I might consider it if only I was certain about what
I thought should come next.
posted on 2020-04-14 14:35:00
NIM
Songs of the Day:
- Pixies - Velouria
- The Sea and Cake - Four Corners
- Blood Orange - You're Not Good Enough
- Soccer Mommy - Circle the Drain
- Wild Nothing - Midnight Song
It's been a bit of a week. I'm on vacation from work, thank goodness. I had
really run out of steam on my projects. It was difficult to focus and I was
berating myself a lot which only makes things more exhausting.
There's so much I want to work on.
I have a really, really hard time making myself happy. In a lot of ways, I
think I don't know how to play by myself. You would think as an only child
that it would come naturally, but it really doesn't. I mean, I can list
things I think I'd like to do: read books, play video games, write code, etc.
I just struggle to do any of those things or feel good when I actually do
them. I think this is why the quarantine has reminded me of what summer break
felt like as a kid. There was an initial elation at this sudden freedom in
your schedule ... and then a gradual despair as nothing seems to matter
without someone to witness it.
I've been rewatching Halt and Catch Fire and very emotionally attached to it.
I think one of the reasons is that it's about these characters who obsess and
get fixated on projects but really struggle in their relationships. I feel
like I'm pretty happy with my relationships but hate myself for not moving
forward on the projects I fixate on. I identify with multiple characters on the
show and I think I struggle emotionally because they wind up alone, both
romantically and in terms of collaborators. In many ways, the show is about
failure and how the characters deal with it. And after seeing them grow as
people, work so hard, and love so fervently, it's heartbreaking to me to see
that failure.
I've been struggling with a need for external validation my whole life. I think
there are a few components to that:
- I don't really trust my own evaluation of myself and my contributions. This
is mirrored in HCF when Joe asks Cameron "What is it that I do?". He honestly
can't convince himself that his contributions make people's lives better
rather than worse.
- Because I get very fixated on what interests me or how I think things should
be done, I need to have a fair amount of autonomy or executive function to be
happy and have fun. But if I'm doing anything (project or recreation) purely
alone I lose steam and belief that it's worthwhile. The need for both
structure and validation from collaborators while choosing not only the
activity but also most of how it's carried out makes it really hard for me to
find people that will come along on adventures with me.
Two different relationships in my life stand out as being unusually good for me
by playing to these challenges.
The Iron Yard was probably the happiest I've been at a job ever. I had a
tremendous amount of freedom and responsbility in how I ran my classroom. But
thanks to the other staff and the students, I never really felt like I was "on
my own". I rarely got into that crazy "does it matter, is it really worth
anything" headspace. I had external validation (mostly students),
collaboration and friendship (staff), and autonomy in how goals were pursued.
There was some tension because I sometimes wished I could change the broader
educational goals or thought we weren't honest enough with our students about
the challenges they would face, but this was dwarfed by the rest.
I think this is one of the reasons teaching has often been a good job fit for
me. Quoth the showrunners from Halt, "I think teaching is a way to spread
your love of a thing without needing to be the victor in that particular
arena." In a lot of ways, I struggle to to be an engineer instead of a
teacher because I either genuinely don't think the technical problems at the
company are interesting or because I think I need to be the victor to prove
my worth. In teaching, the problems aren't the important thing, getting
people to connect with themselves and their curiosity is most important. Tech
is just the setting. That feels almost perfect to me.
Ben Minor was my roommate both in college and after and is one of my dearest
friends. Ben is a very easygoing guy and happy to do most whatever you want to
do all the time. It helps that we have some overlapping interests (aside from
code) but in 15 years of friendship, he's rarely not been open to doing whatever
I feel interested in doing.
I often have a hard time working on things on my own. Even if I'm legitimately
interested in them, I struggle to make myself believe that they matter or
generate forward motion pursuing them. I desperately want collaborators. But
frankly, I'm pretty difficult to collaborate with because I have both pretty
specific ideas about what we should do and how we should go about it. This
makes me relate to Cameron from Halt and Catch Fire because she is genuinely
terrible at working with others even though she would love to. She needs to be
the special brilliant child a bit too much.
But this also extends to how I relax and have fun. In an interview with the
actor who plays Joe Macmillan, he said: "He wants his friends to play
his game. I guess that's his flaw. He wants to be in the sandbox with his
friends, but he wants his friends to be building the same sandcastle."
I don't know how to fix this, or even how to work on it really. Norma mentioned
recently that when something makes me unhappy my reaction is to stare at it
until I feel I understand or can move past it rather than to be avoidant. It
results in a lot of unhealthy feeling "stuck time" where I feel anxious and
spiral into my unhappiness. Hopefully one day I can find a little more peace,
knowing that I'm valued in the world for loving people in spite of being a
little hard to work with. I'm still a bit worried that I'm not a great software
engineer because I'm more interested in studying, learning, and sharing, than
building things. But one thing at a time.
So sure, this week I would love to:
- Work through Crafting Interpreters
- Rewrite the graphics layer in Clones
- Work through more On Lisp, SICP, CS:APP, or Algorithms
- Investigate tools for literate programming / publishing programs
- Start using org-mode
- Make a great mixtape
But I have to take care of myself first. And today, that might just mean doing
laundry, missing dad (and wishing I could listen to music with him), cuddling
the dogs, and writing. Maybe I'll spend some time in the hammock. All for now...
posted on 2020-02-01 22:45:00
De-emphasizing output
I often tend to judge myself, at work and outside of it, on my output. Old habits are hard to escape.
But there are a lot of reasons this is an instinct to be resisted. First of all, if you're tackling
suitably interesting projects it may be hard to predict progress or even define good stopgap goals.
Many people experience cultural pressure to measure themselves in terms of their output or to be
efficient in all things they pursue. That distortion in what we value often leads to a lopsidedness
in our goals and pursuits. There are two defenses that have stuck with me lately against such ideas.
So I want to tell you about them in the context of last Sunday when I was unfocused and then anxious
about having spent my time that way.
Breadth over Depth
In a single Sunday I got excited about: 90s techno (Tri Repetae, Hard Normal Daddy),
new techno (Djrum, HVL, John Talabot), Smash Bros Melee both for its depth to competitors
and my choice to be only a semi-serious player, a study group I started at work to go through
Crafting Interpreters, making music with Modular synths, making music with Renoise instead,
Open hardware efforts like Pine Phone and MNT Reform, Grammatech's open source SEL project for
doing Binary Analysis and modification with Common Lisp, InterimOS, and a slew of other
odds and ends.
Even if these cluster around nerdy themes, that's an awful lot to enjoy in a single day.
It's easy to lament that nothing was produced, that there is no output to share, but that
ignores the fact that being plugged in to so many things often means forgoing total immersion
in a single piece of subject matter. And there are network externalities at work too.
Discovering music means I can play it next time I co-host The Mobius on GA Tech radio with
my buddy Matt. Being aware of software and hardware projects means I can share resources
with other hackers.
People over Performance
But all that wasn't enough to keep me from worrying that I don't focus enough. Or I focus on
the wrong things. I had a performance review coming up at work so that might have had something
to do with it. Even though the company has a relaxed culture, I'm a worryer and a catastrophizer
by nature. I was getting worked up over the fact that I don't ship as much as some other members
of my team. I was trying to imagine exactly where the bar was and what objective, quantitative
measures would be used to evaluate my performance. I was thinking about how I had never felt like
I was the developer doing the most challenging or glamorous work at my past jobs and I still had
a slower rate of shipping tickets than those taking on that challenging work.
After a little while, I thought especially about Emcien. Emcien was a great opportunity for me and
a cool Ruby/Rails shop to work at. I was there from early 2013 to late 2014. More so than other
jobs I've held, I think of things at Emcien as having gone sour even though I left in decent terms.
I got into a negative headspace about the value of my work and its perception in early 2014 and
that re-inforced until I was dragging my feet constantly. I wound up putting in my notice because
I was unhappy, but the work environment didn't do it, I did it to myself. So, did it end in failure?
Here's the really interesting part. After I left that job, where I assumed I was a waste of money
and possibly resented for not being a bigger contributor, I wound up becoming the best man of one
of the engineers and a good friend and confidant of another. There were 5 devs total, including me.
The 2 jobs I got immediately following Emcien were working with those two individuals and they
both had positive things to say about me during the interview process.
Probing for Answers
How do we explain this? There are a few possibilities I can think of. One is that I actually was just
as productive as everyone else. Another is that even if I was less productive I was working on things
others were not excited to work on and that freed them to do what they were passionate about. But the
explanation I like is that while I shipped less code than my peers, I made sure they felt great every
day. As much as I was able, I shared energy with them and supported them in their efforts while
still making progress on my own tasks, even if a bit slowly. I just loved on them.
It's easy in software to get fixated on people working on the most impressive or high profile projects.
I can get tunnel vision thinking about career growth as only coming through huge expertise. But even as
a software engineer you can be as valuable for how you support others as for your individual efforts.
It could be more important to your career goal to be energizing and well liked than productive. Which
isn't to say you should go be popular and ignore your work, just that focusing only on output distracts
from a more realistic view of how people function as part of a team.
I sometimes struggle with my instinct to be unfocused, or am ashamed I'll be thought of as a dilettante
or dabbler, as if the only respectable option is to be myopically focused on one area of knowledge. To
have one project of grand scope. I need to remember, and I imagine I'm not alone, that embracing my
varied interests both nourishes me and is a valid choice that can enrich the communities I particpate in.
And that's enough of my soapbox for one day. Happy Hacking.
posted on 2020-01-05 14:30:00
10 years ago, I was studying CompSci at SPSU. I had just gotten my first smartphone, a Nexus One. I had started contributing to my first open source project, Paktahn. Dad had died about a half year earlier.
7 years ago, I had just met a woman I would fall in love with, Norma Nyhoff. I was living on my own for the first time at Arts Center Tower in Midtown. I was a Senior Engineer at Rentpath and not very happy about it. I had written and open sourced Coleslaw.
5 years ago, I taught my first class at The Iron Yard, a bootcamp where I helped over 100 people become programmers. I was living with Norma and our two dogs. We were about to rent a house in East Atlanta.
Last year, I got married. I taught another 100 people to program at the Flatiron School. I joined Calendly as a Senior Engineer. I made substantial progress on rawbones, an NES emulator written in ReasonML with one of my best friends, James Dabbs.
Somewhere I read that "Unattainable Earth", the title of my favorite Milosz book, is most closely translated as "Earth too huge to be grasped". In a similar way, these events feel like they surpass my understanding. In the last decade, a life has grown. I foolishly tend to think of my life as something that is planned or designed, but that is not what happens to us. We take a step and a new world blooms as our feet land.
I hope I can be excited and curious more than fearful in 2020. I hope to write more here and perhaps listen to myself again, the way I used to.
I came up with some resolutions but won't share them. The important thing is the shift in focus. I want to pursue programming for artistic purposes, generative graphics and sound. And maybe learn to solder and build a keyboard. Hardware seems fun, graphics and audio seem fun. The web is powerful but not exciting. So I'll work, spend time with the people I love, and see where my passions lead me.