Inspired by this Lobsters thread, and some of the great comments within it, I would like to ask if anybody is doing some hobby programming this weekend?

  • Valmond@lemmy.dbzer0.com
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    8 hours ago

    Working on my latest videogame, very early stages but it’s coming along nicely.

    I also sot up a git server at home and a ssh access key on my el-cheapo laptop and I feel very good every time I push a branch from it to home.

    I do have performance issues with Rider though (JetBrains C# IDE), I have disabled basically everything except syntax coloring and still it’s just lagging insanely all the time. 20 seconds i7 quad core peak because I (shudder) select text, or erase some letters in a comment. Aaaaaa! If anyone knows a C# ide that works well with Godot on linux I’m all ears. Syntax coloring, debugging & autocomplete if possible, FOSS would be fantastic (microsoft code thingy sucks ass btw IMO).

    Godot is fantastic BTW!

  • ArsonButCute@programming.dev
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    12 hours ago

    I’m relearning arduino!

    I’ve got a couple 382p’s laying around and wanna build an RTOS for them, eventually drive a CYD to interface with them.

    End goal: Affordable offline-first PDA.

  • mbp@slrpnk.net
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    20 hours ago

    I’ve been tinkering with integrated programming and physical circuits. Working with my hands to “code” a physical piece of hardware that does a specific purpose has been a breath of fresh air in the age of Al.

  • mlg@lemmy.world
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    1 day ago

    I’m messing with making a kernel softmac driver that can handle Nintendo specific 802.11 frames so that MelonDS can connect to a real DS or to another device using the native Nintendo wirelesss protocol.

    Lot’s of interesting reading and packet capture fun with Wireshark has given me an idea of where to start, but the tricky part is that the DS needs less than 20us of round trip latency for it to work, which is insanely low. Otherwise the connection is considered interrupted and gets dropped.

    afaik, the only part that “verifies” the latency are ACK frames which the DS expects a return for every frame transmitted, so it should in theory be possible to just make a small driver that generates ACK frames at kernel priority, and forwards the rest of the frame to MelonDS for actual game handling.

    I’m hoping it turns out that easy but the MelonDS forums have a long ass thread about how much of a PITA the DS wireless multiplayer timing synchronization requirements are.

    • xianjam@programming.dev
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      18 hours ago

      Wow, this would be quite cool. When DS emulators were new, I wanted this to be a thing so bad.

      Unrelated (and not what I’m doing this weekend), but I’ve always been interested in reversed-engineering the DS / DSi firmware drivers that connects to WiFi to attempt to backport the 802.11b driver to WEP-only DS games.

    • Maddier1993@programming.dev
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      19 hours ago

      Ooh, It does sound interesting. My wild conspiracy is that Nintendo has made hardware offloaded functions that run with sub-microsecond latencies so this 20 us looks more like blocking non-DS hardware from communicating with the DS.

  • Nexus Shell
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    22 hours ago

    I’m spending part of it on one of those changes that sounds tiny but touches half the desktop app: keeping a WebKit-backed terminal alive while SwiftUI rebuilds navigation. SSH can remain connected while the UI loses scrollback and visual state, so I’m separating the long-lived session from the transient view tree and letting SwiftUI rebuild only the native shell. Then feedback triage, and deliberately no new feature this weekend.

  • shape_warrior_t@programming.dev
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    1 day ago

    Just finished “version 0” for a very simple programming language yesterday, and I’m looking to work on “version 1” this weekend. Rust is truly fun to program in… although writing all the tests was not a very fun experience. But doing the work for that meant I was guaranteed to have a reasonably good grasp of the semantics by the time I finished.

    Since it’s Rust, there’s no garbage collector – heck, for this particular language, there’s not even any memory allocation after startup. Instead you get a giant global array of “memory” to work with. The only data type is the 32-bit integer (and thus, using UTF-32 for strings is actually the """correct""" choice for this language). I’m using a vaguely Lisp-like syntax that revolves around {[a tree] formed from (brackets and whitespace)}… which was probably slightly easier to parse than more traditional syntax, but Rust’s current lack of pattern matching “through” Vec (for example, letting you extract e from {a b [c (d e)] f} in one step) didn’t always make it feel that way.

    Nest up: adding while loops, exponentiation and bitwise operators, and most interestingly, string and character literals. (The char literals would just evaluate to their character codes, and string literals would only be usable in a specific write-to-memory construct.) And also expanding the standard library. I’d say “version 1” would really be the more properly “complete” version of the language. I also want to do a functional programming variation (ditching the global memory in favour of reference counted cons cells), and also the whole language is kind of just a stripped down version of another much bigger language half-formed in my head, but that’s all probably for… not this weekend, at any rate.

  • idunnololz@lemmy.world
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    1 day ago

    Trying to get a release of Summit (!summit@lemmy.world) ready. I’ve been trying to catch back up after taking a month hiatus about 2 months ago and still playing catch up.

    Been ignoring the community for too long so after this release will need to go tend to requests and bug reports. It’s a lot of work :/

  • trem@lemmy.blahaj.zone
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    1 day ago

    A few weeks ago, I threw down a CLI for getting web-links for a local repo, so you could e.g. run forge path docs/index.md and it would give you a permalink for your GitHub/Codeberg/etc. repo to that index.md file.
    Now I’ve used it for a few weeks and I’m realizing all the dumb assumptions I’ve made about how Git repos work.

    For example, there’s also a subcommand forge issue 123, which gives you a link to issue #123, but of course, it’s not necessarily true that you actually have your issues where your code lives. You might have a separate JIRA, or you might be working on a fork from which you’ll post a PR later.

    Now I’m trying to figure out how to make it work at the very least for my own use-cases, ideally without requiring configs for every repo.

    But yeah, it’s great fun. Some excellent puzzles and also very humbling, because I’m pretty much supposed to be an expert in Git and yet:

    1. you suddenly see me googling shit like “git fetch vs. push url”, and
    2. I struggle just as much to formulate proper requirements as our customers at $DAYJOB.
    • alienscience@programming.devOP
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      2 days ago

      Learning Rust is a journey. I actually gave up twice before I learnt it properly. I built a simple interpreter as my first project and I found it challenging.

      I think that tutorials, and the support you get, is much better now though. Its also a language well worth learning.

  • andioop@programming.dev
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    2 days ago

    I’m lucky enough to sometimes take public transit that publicly posts its data on arrival times and the like. Have been working on a script to tell me when there’s a track change (which changes where I need to wait for the train) because I’m a lazy person who wants to just have a notification fly across my phone screen instead of actually checking on the website. Currently working on testing some functionality before dumping it on my Raspberry Pi. I usually work on this while on the transit, but hopefully I’ll do some of it this weekend.

    Also would like to get working on the bog-standard baby coder personal project habit tracker, to make sure I remember how to do front end, back end, etc. I’ve learned I am more likely to use a system I built for myself. We will see if I get to it!

  • rozodru@piefed.world
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    2 days ago

    I’m trying to build my own Wayland WM. why when there are so many out there? because I don’t feel like any of them do them well. either they all focus on fancy animations (hyprland) or slam you with features without focusing on specific things (mangowm) or primarily have issues with mouse/keyboard focus on games in window mode or just games in general when you toggle away from them and back (all of them) and that annoys me.

    There’s one specific game I play in window mode with multiple clients of the game running, it’s EVE Online. ALL the Wayland WM’s have issues with this. you move away from the window and back it doesn’t grab the mouse back the first time or the keyboard won’t work the first time going back. X11 WMs have ZERO issues with this. but like with Niri you have to switch workspaces and back just for it to grab the mouse/keyboard again. Hyprland you have to switch windows and back. Sway is the same type of deal.

    So I’m trying to build a Wayland WM with a focus on gaming and vim style navigation as that’s what I do on my machines. game and code. I just want to take a suckless type approach and do one thing and one thing well. I’m also tired of the idiotic configs and resource hogs of many of these. there’s an x11 WM called SXWM written by a 13 year old whose config file is the most simple and clean one I’ve ever seen. many x11 WMs are like this (CTWM is another example of a clean and simple config) I want to adapt that to Wayland as hyprlands switch to lua and thus turning it into a mess also annoyed me.

    it’s a big project but one that I feel needs to be done. so I’m just building something that tiles, is solid with the mouse and keyboard, and has a very simple config and low resources. that’s it.

    • provectus@lemmy.ml
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      1 day ago

      Good luck with it. You will learn a lot. Also there is no such thing as a Wayland wm, but rather a Wayland compositor, and that is a distinct difference between X11 and Wayland.