I would like to know what your hoppy coding project are. It doesn’t really have to serve a purpose, but what are you coding on in your free time that just is fun to you and you enjoy working on?
As a background: I am an experienced programmer and do earn my money with it. In my free time I always enjoyed trying out new stuff related to technology, learn new things and improve my skills by doing so. But lately I recognise that I just have no clue what I should do or what a fun toy project I could work on. I really have no ideas. My head just feels completely empty whenever I open my IDE.
So please, tell me what you are coding on for fun.
I read about this hobby project yesterday and thought it was very inspiring. This guy wrote a scraper that compares the prices of groceries and it made a big political splash too. https://mastodon.gamedev.place/@badlogic/111071396799790275
Personally, I also wanted to try some new tech, and created my first android app for my daughter to practice her basic math operations many years ago.
Another option for you would be to find a FOSS project you like and contribute there (fediverse? Hint, hint).
Yea doing some FOSS contributions definitely was something I always was considering. But then as soon as I was looking for the right project things started to get complicated again. And even if you find a cool project you look into the issue list and imposter-syndrome starts kicking in.
Been working in IT since 1997. Imposter syndrome sucks.
That being said, contributing to FOSS can be as little as helping others in a Linux forum, validating bug reports, etc before you file your first pull request 😁
My next project is going to be a terminal tool that takes lat-lon coordinates and a date, and converts both ways between angle of the sun relative to the horizon and time. I wrote a python script a while ago to get times for golden hour, twilight, etc., but I don’t like how slow it is, and I want to make more composable terminal tools that people can pipe together.
Currently, I am writing a Fluid Sim in C++ . I am mostly following the repo by Doyub Kim and the book by him called Fluid Engine Development.
FOSS accounting app. There’s like 2 out there that I can find, and I hate them both.
Something I’ve been wanting to work on is a TUI wizard for configuring software.
The thought is most Linux server program use various config files, and in order to configure them correctly it generally takes a few minutes to a few hours to read through their documentation. But a lot of the configuration boils down to passwords/keys, file paths, network locations, a few different booleans, etc.
So the general idea is, for a program, the developer or the community can provide a config file telling the TUI wizard what arguments the config file needs, and this one program can walk the end user through setup and generates the config files. This would reduce the amount of time hunting through documentation and reduce bugs due to typos or invalid choices.
It could go a step further and auto generate keys or passwords if needed, validate entries (ie if the config needs an IP it could make sure it’s valid, etc)
I’m working on a project that generates ideas for new coding projects.
“AportGPT, make a list of 10 ideas for new coding projects…” 😜
A lot of the actual coding/scripting work that I’ve done recently has been server stuff. I recently containerized all of my game servers with Docker and bash, and I’m now looking at switching from my current janky Minecraft Docker setup to a fancier setup with autoupdates for Paper and its plugins. I’m far from a professional programmer, so it’s been fun to actually hack together useful things for myself.
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nice. I am working with voronoi grids too in another field. Is there a source where I can read about your work more in detail?
I have my own music player written with Python, Gtk, and Gstreamer. I use it almost every day to listen to music during work
I’m creating an RPG in GoDot using asprite for resources. I’m about 6 months in and I find it so relaxing making assets and plunking them in. Whatever you do it should be for you is the golden rule. To often people want to inject themselves in or offer input thats sneakily what they want. It should be what your vision is, your pace and you shouldn’t answer to anyone.
That sounds amazing, may we know a little more about your project if you’re ready to share something about it?
It’s in the vein of dragon. Warrior monster, simple combat but the fun is more seeing all the monsters and exploring. I posted some art assets ill share in a moment. Please keep in mind this is a fun hobby thing.
Right I’m following the Pixel Art community and I saw your 2nd link before. Nice 🙂 Anyway good luck with your project, or rather, have fun with your project 😉
Thank You, when Its done and im old and gray I’ll throw it on Itch for free probably xD
- make a boilerplate/starter project for something. For instance a java project that has a api so implement Swagger, json, some example endpoints, etc. That way, if I start a new project I don’t have to first configure it all and think about what dependencies I need to implement.
Or one for css or Angular. Just implement the basic style for buttons, text, menu’s etc and adjust where needed. A bit like Bootstrap but then more basic
- make a private website where combine all your (future) tools/projects. Like some calculate (km to miles, whatever), some links to other projects, a page to your servers/services (kodi, plex, sabnzbd, etc)
I work on the Jellyfin Roku client, a React Native Lemmy client, and a Next.js Electron Mastodon client.
there was a fedi shitstorm recently RE: centralized blocklists so I tried my hand at a web service that would facilitate aggregating and sharing these lists in a decentralized and dynamic fashion and so far I like how it’s coming along
https://crates.io/crates/felicia
I’m hoping to build a frontend for it soon-ish
I have dozens of projects in varying levels of completion and maybe like 2 finished projects. Here’s my list, steal to your liking because I come up with ideas I want to see in the world, and clearly I’m not a great medium for that:
- Philotic - p2p network of Python servers based on a generalization of process forking. Every server runs the same file (global scope is initialization) but some id-based guard like an annotation lets them do different things. I designed this to act as a lower layer for eventually splitting an LLM across multiple computers, something very obnoxious to do manually but relatively easy to code.
- Servitor - Actually probably will continue working on this, it’s a library which makes it easy to use LLMs as “semantic functions”, effectively letting you describe a natural language task and execute it as if it were a normal function.
- TAO - Type Annotated Objects, more or less CBOR with some personal improvements. 0-0x7f are tiny ints, the first nibble is a type, and the second nibble is usually an embedded length prefix (or signal for a longer length prefix). Being nibble-based and having a dedicated DEBUG type makes it a lot easier to read in hexdumps, and gives twice as many type prefixes to work with. I rearranged the types a bit to be more sane than CBOR (which eg has separate types for negative and positive integers), and also added streaming and varint support.
- STM/Snow - Structured Text Markup (in-progress name, “Snow” is a bit too informal?), a text serialization format where all data is (un)quoted text, “tags” which are { followed by data or text: data pairs, then }, or “markup” which is [ followed by plaintext interspersed with tags and ending with ]. The mixed positional/named attribute model of tags makes its object model a generalization of XML using JSON-like syntax and I’ve found it to be very easy to implement parsing.
- My “pie in the sky” dream is to completely overhaul HTML/CSS/JS for STM/simplified CSS/WASM, but that’s never going to happen 😞
- Munchy - IDL-like language for representing file formats as an executable schema. Eventual goal was for it to be powerful enough to parse textual formats like JSON, which tend to be more contextual. At some point I found a similar project using YAML to define the schemas, but not being a DSL made it more confusing IMO.
- RetroArch file - A common file format for RetroArch to combine ROMs, patches, cheats, saves, etc into one cohesive format. Never got far with this one.
- Binary MIME aka contype. I even wrote an RFC apparently? Adorable.
- LLM modification - A paper I wrote about a potential LLM modification replacing the FF layers with a shared vector database to decouple memorization objectives from semantic and syntactic objectives, resulting in smaller foundation models. Predictably no one cared and probably no one should care, but it might be an interesting experiment to implement.
- Probably a more useful modification I haven’t seen yet would be to implement kv caching using a prefix tree rather than a per-request cache. That would make semantic functions a lot faster, since it could cache the prompt between requests and it would only have to process the data.
- Preference vectors - Simple stochastic updating of “preference” and “feature” vectors to transparently associate preferences with content. This would allow people to essentially build their own “The Algorithms”, since the update operation can be designed to create a linear space so you can eg request content close to “my preferences + my mood + heavy metal + randomness”, and share feature vectors on social media. I think when I tested it I made a weird modular space where
d(0, 255) = 1
, and it still worked. Stochastic updates work, even in a distributed context, because it’s a kind of “simulated annealing”. - Wika - Simplified and standardized WikiText parsing (which is surprisingly not actually standardized and MediaWiki essentially defines it as “whatever our PHP parser can read”). Follow-up is naturally a wiki written in anything other than PHP.
- i2cec - ATtiny11 firmware for bridging the i2c and CEC lines of an HDMI cable so you can send remote control commands via your SMBus to an attached monitor (I accidentally got a TV instead of a normal computer monitor). Never got it to work quite right, timing was very tight.
- U413 - A unix terminal themed BBS forum with a looong history of makes and remakes and a community getting whittled down to a handful of people.
And finally then there’s my magnum opus, Espresso, my favorite project I keep coming back to time and time again and
bikesheddingrefining over many years. If anyone else takes it up I’d be ecstatic.- Influences: TypeScript, Python, Lua, Rust, C/++, Julia
- Self-hosted prototype-based scripting language with its JIT written in itself (eventually)
- Emphasis on simple rules which build up arbitrary complexity, a pathological avoidance of repetition, conciseness, and near Lispian customizability. SMOL.
- ASCII lexing with unicode support deferred to other stages (compare to Lua, which treats > 0x7e as an identifier - I also treat <= 0x20 as whitespace).
- PDA tokenization (used to be FSA/regex but nested format-strings required more power).
- LR(1) parsing with concurrent bytecode emission (ala Lua), AST is built up until it can be converted to bytecode. The most extreme case is extensive destructuring assignment (Rust, Python, [P2392]) which shares a syntax with object literals, but can be treated as LR(1) by keeping track of a distinction between “lvalue” and “rvalue” compatible syntax.
- All types defined with
proto[...T] Super Sub(...args) { ... }
, egproto class Animal { ... }
andproto Animal Monkey { ... }
- The higher-order types include
class
,enum
,union
,interface
,struct
, etc. Compare to [P0707] - Note that these kinds are objects, not keywords. They define how to convert the body to a type constructor and prototype chain(s).
- It took a few months to figure out this is possible by maintaining separate prototype chains for classes and instances.
- The higher-order types include
- Statements implicitly end,
;
is an optional operator to explicitly disambiguate their ending.after
operator,x() after y() == (var t = x(); y(); t)
- surprisingly useful for conciseness.- “Everything is an expression” - loops are generators, eg list comprehension works like
[...for(var x in 10) x] == list(range(10))
- Operator overloads use the operator itself as the method name, eg
proto class { +(rhs) { console.log("\{this} + \{rhs}"); } }
- Type annotations define compiler semantics: Type objects have a
delegate()
method which define how to represent the variable on the stack. Untyped variables use an inferred type or an implicitany
, which wraps a dynamic object. This lets you create objects likeint32
while still using the prototype semantics. - Recently I thought the syntax itself can be partially dynamic by using static scoping and macros which hook into the compiler when they’re encountered, but I’ve tried similar things a few times and it tends to lead to failure. This would need something like C#'s
unsafe
compilation distinction to avoid catastrophic vulnerabilities. - “Initialization is compilation” - When you run a file, executing the global scope (“initialization”) is treated as a stage of compilation, and the resulting module object is what is saved, not just its bytecode. Compare this to Python, which saves just the bytecode of the module.
- Lifetime semantics (ala Rust and friends) are still a WIP.
- Based on [P0709] and Rust’s
try!
semantics, exceptions are actually wrapped in a returnedResult[T, E]
type:try
is an operator which unwraps the result and returns if it’s an error. Thus you getvar value = try can_fail();
. Using type object operator overloading, theResult
type doesn’t need to be explicitly annotated becauseResult[T, E] == T | Result[T, E] == T | fail E
.fail
keyword instead ofthrow
/raise
.
- Really want proper coroutines using PyPy’s continulet/stacklet abstraction. Also maybe delimited continuations as the implementation for panics.
- Structured process forking.
- GC based on ideas from this LuaJIT 2.0 GC document.
I could go on for hours with all of the stuff I’ve thought of for this language. If you want to know more, the README.md and ideas.md are usually the most authoritative, and specification.md is a very formal description of a subset of the stuff that is absolutely 100% decided (mostly syntax). I’ve written turing complete subsets of it before. First usable implementation to arrive by sometime in 2200 lmao. 🫠 I can also unpack the other projects if you want to know more.
Holy moley, you keep yourself busy. :D
Building automation to play SpaceTraders as well as tools to aid in board game design