Another week dedicated more so to planning and prepping rather than explicit coding.
This week, naturally, was a short week of four business days since Monday was Labor Day so I don't have as much to report this week.
Picking up from last week, I continued working on those sequence diagrams. My boss wanted me to fix the formatting for the code that I had on our FigJam board. He also wanted me to start classifying best in class sequence diagrams vs. worst in class. Most of them were decent so my criteria ended up being pretty arbitrary.
I also was tasked with filling out a table of names for each diagram and what possible errors might be thrown, and extracting possible behind-the-scenes functions that are needed. There were quite a few that I came up with, like obviously the Analyzer, the Matcher, the Advisor, and the Feedback. You can probably guess what each of those things do. The goal was to make it so it would extract information from the user in the most naturalistic yet fewest steps possible. My boss had come up with the arbitrary number 6 for number of steps max, which I think is a good number.
After that, we did some pair programming trying to lay out how we'd code such a thing. We came up with a sort of factory system that would build Analyzers, and that's about as far as we got before that session came to its natural end. I think it's an interesting model and it will be great to expand on it further
In other news, I also started to work on a Tetris clone in my free time. It's in the very early stages but I can cover part of what I decided to implement.
First off, I wanted as little outside help with this as possible, since I wanted to flex my programming skills without ChatGPT a bit. However, I did ask it to give me a list of mechanics to implement since I didn't want to wrack my brain trying to think of every little detail about Tetris.
Then I started working from there. I had decided I was going to use Python for this, so naturally I gravitated toward Pygame. I'd used it before in my projects and I enjoy its simplicity. However, this time I decided I'd use PNG files for my assets since I didn't want to deal with drawing every single tile individually through code.
I do still need to actually code out the graphics and all that, but I ended up writing some code for the backend logic of the board and cells via a 2D array, each cell having a color variable and position.
Unfortunately I haven't had too much time to work on it. This was about a half a day's work total. I'm working on it sporadically whenever I get bored. There's a reason why I didn't get too committed to the war sim game, and it was because I barely have any time. But we'll work on this piece by piece till it comes along.
But until next time, cheers.
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