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Deep-dive discussions with the smartest developers we know, explaining what they're working on, how they're trying to move the industry forward, and what we can...
Programmers, ADHD, And How To Manage Them Both (with Chris Ferdinandi)
This week we’re going to look at the most essential piece of firmware in a programmer’s toolkit - the brain. I’m joined by Chris Ferdinandi to explore what it’s like to be a programmer with ADHD. It’s an unusual topic for the channel, but the more I spoke to him, the more I wanted to know what coding is like when your brain is wired differently, how we can work more effectively with people with ADHD, and critically, how you manage coders with ADHD. And the answer to that comes full circle, in understanding how coders with ADHD manage themselves…–ADHDFTW Homepage: https://adhdftw.com/developer-voices/Do I Have ADHD? https://adhdftw.com/do-i-have-adhd/Support Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinChris on Mastodon: https://mastodon.social/@cferdinandiChris on BlueSky: https://bsky.app/profile/cferdinandi.bsky.socialKris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on BlueSky: https://bsky.app/profile/krisajenkins.bsky.social
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1:39:14
MicroServices For Better And Worse (with Ian Cooper and James Lewis)
What have we learned from more than a decade of deploying microservices? Was it a good idea? Are we any better at figuring out what a microservice is, or where its boundaries lie? Does splitting things up create fragmentation problems? And is it too late to put the genie back in the bottle? This week we’re going to look at all these questions and more as we reflect on the lessons learnt from this big architectural idea.This interview was recorded live at GOTO Copenhagen, with two microservice experts and thinkers: James Lewis of Thoughtworks and Ian Cooper of JustEat. –Residuality Theory: https://leanpub.com/residualitySupport Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinIan on Mastodon: https://mastodon.social/@[email protected] on BlueSky: https://bsky.app/profile/boicy.bsky.socialKris on Mastodon: http://mastodon.social/@krisajenkinsKris on BlueSky: https://bsky.app/profile/krisajenkins.bsky.socialKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
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47:09
Pony: High-Performance, Memory-Safe Actors (with Sean Allen)
Pony is a language born out of what should be a simple need - actor-style programming with C performance. On the face of it, that shouldn’t be too hard to do. Writing an actor framework isn’t trivial, but it’s well-trodden ground. The hard part is balancing performance and memory management. When your actors start passing hundreds of thousands of complex messages around, either you need some complex rules about who owns and frees which piece of memory, or you just copy every piece of data and kill your performance. Pony’s solution is a third way - a novel approach to memory management called reference capabilities.In this week’s Developer Voices, Sean Allen joins us from the Pony team to explain what reference capabilities are, how Pony uses them in its high-performance actor framework, and how they implement a garbage collector without stop-the-world pauses. The result is a language for performant actors, and a set of ideas bigger than the language itself…–Pony: https://www.ponylang.io/The Pony Tutorial: https://tutorial.ponylang.io/The Pony Playground: https://playground.ponylang.io/Azul Garbage Collector: https://www.azul.com/products/components/pgc/Shenandoah Garbage Collector: https://wiki.openjdk.org/display/shenandoah/MainA String of Ponies (Distributed Actors Paper): https://www.doc.ic.ac.uk/~scb12/publications/s.blessing.pdfGarbage Collection with Pony-ORCA: https://tutorial.ponylang.io/appendices/garbage-collection.html–Support Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinKris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
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1:13:23
Architecting a Rust Game Engine (with Alice Cecile)
This week we take a look at Bevy, a new game engine written in Rust. And in particular, we look at a core component of Bevy that has something to teach you even if you never write a game: its Entity Component System, or ECS. An ECS is an approach to managing complex systems with large numbers of moving parts, that takes some inspiration from the Relational Database world, and a little from Functional Programming to build something entirely unique and surprisingly high-performance.Joining us to explain all is Alice Cecile. She’s part of the Bevy foundation, which is charting a course from data-management and rendering tool to fully-featured game development environment. A journey they’ve made huge progress on, but still expect to take another decade to come to full fruition. We look at the core ECS, and the wider project-management approaches they need to make the journey.–Support Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinBevy: https://bevyengine.org/Bevy Examples: https://bevyengine.org/examples/Flecs (C++): https://github.com/SanderMertens/flecsTiny Glade (game): https://store.steampowered.com/app/2198150/Tiny_Glade/Alice on Mastodon: https://mastodon.gamedev.place/@alice_i_cecileKris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
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1:18:08
Writing a CAD Language in Rust (with Adam Chalmers)
Given how many languages have been written in C over the years, it’s not surprising to see new languages being written in Rust. What is surprising about this week’s guest is the domain he’s writing for: Computer Aided Design (CAD). Could Rust be sneaking its way into the CAD world too?Joining me to discuss the design and implementation of a CAD programming language is Adam Chalmers. He works at Zoo, developing KCL - a language that looks like JavaScript, runs on Rust, and offers users a seamless hybrid experience of both coding and point-and-click modelling. So, how does that all fit together?In this episode we look at the design and implementation of a programming language in Rust; how KittyCAD creates that hybrid environment for text-based programming and point-and-click modelling; and how we can learn to write our own Rust-interpreted languages.–Adam’s Blog: https://adamchalmers.com/Adam’s Guide To Writing Parsers: https://www.youtube.com/watch?v=QF3kMyzMC40Zoo’s Modelling App: https://zoo.dev/modeling-appMechanical CAD: https://zoo.dev/blog/mechanical-cad-yesterday-today-and-tomorrowA Lego brick in KCL: https://zoo.dev/docs/kcl-samples/legoWinnow: https://docs.rs/winnow/latest/winnow/Nom: https://docs.rs/nom/latest/nom/Factorio: https://www.factorio.com/Satisfactory: https://store.steampowered.com/app/526870/Satisfactory/Crafting Interpreters: https://craftinginterpreters.com/Coding in Antarctica: https://brr.fyi/Support Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinAdam on Mastodon: https://mastodon.social/@[email protected] on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
Deep-dive discussions with the smartest developers we know, explaining what they're working on, how they're trying to move the industry forward, and what we can learn from them.You might find the solution to your next architectural headache, pick up a new programming language, or just hear some good war stories from the frontline of technology.Join your host Kris Jenkins as we try to figure out what tomorrow's computing will look like the best way we know how - by listening directly to the developers' voices.