This is such a comprehensive analysis, thank you. For someone just starting to learn about the field, it’s a great way to understand what’s going on in the industry.
HN user
mkalygin
Co-founder at https://slaylines.io, entrepreneur, full stack developer, traveler.
Reach me by email or on social networks as @mkalygin.
AFAIK Paper.js doesn't support WebGL and uses canvas. WebGL also applies anti-aliasing, which may be a reason of blurring.
I'm not familiar with PixiJS in any way other than knowing that it's a game engine. What is the difference between doing single PIXI.Graphics for the whole canvas vs PIXI.Graphics for every rectangle? Pros / cons?
FWIW the code in the post doesn't use sprites. I think it is done intentionally because not all of the engines support sprites. As someone mentioned in this thread if PixiJS would use sprites, it could be 10x faster.
Interesting. On my iOS device and on MBP PixiJS is the fastest. Any idea why PixiJS can be slower on Android devices?
I totally agree with you. In most of the cases this is the most reasonable strategy, unless you really understand what you do. A lot of good code bases live this way. There are usually too many things contributed to existing code. A complete rewrite worth it only when you know for sure, that you can throw away most of the details and nuances of the existing code.
I know that. I mean that I love HN mostly for smart comments. Sometimes I don't read an article, I read its comments. :) But blaming without evidence is not that kind of comments.
I can see that people on HN blame other countries easily without any real evidence...
I also noticed that simple questions somehow get higher popularity. If you ask something very specific to your problem, chances are this question won't be answered and also will be downvoted. So people rather answer "how to find an object in JS array" rather than "I have this weird error in X library, how to fix it?". But in my opinion, basic stuff is not what you face with in everyday job. It's all these unexpected errors, bugs and lack of documentation, what makes you Google it. In this sense, GitHub Issues does a better job than SO.
Thanks for your explanation, I don't have illusions that it's going to be easy. I rather think the opposite. For now I'm trying to get a basic understanding of trading and finance. This is just a hobby along with my programming job.
From your words I understand that I have got to be very creative in order to find an edge. Especially your advice on thinking in pairs or more is valuable.
I cannot disagree with your point. But we still have a lot of people who refuse to get information from propaganda sources. And this is a good sign. I hope we will get even better in this in the future and there will be more freedom in media.
Isn't it possible to say the same without calling the parent an idiot?
I'm Russian. And while I agree that we have a propaganda, I can't say that the situation is any better in the West.
When I was living in UK for a while, I was amazed by how some really smart people have 100% level of trust to national media, so that they can't even perceive another point of view. All arguments were based on the fact that their media is historically old and never lies because it can't risk its reputation. And all Russian media is propaganda and controlled by Putin. It was 2014 and I can't say how much I was asked what I think about Putin. Honestly I didn't know what to answer because I don't like to talk about politics.
But since that time I know that if you look around the world you will notice the same BS but in different boxing. And people are equally vulnerable to buy it.
Does it mean that trying to make some cash doing automated trading in 1-2 people is nearly impossible?
Got it. So it was mostly manual investigation and content generation at first, and then users started to add their own content. Great, thanks for the answer.
This is very interesting strategy. Thanks for the good article.
Could you elaborate on the content-growth strategy? I'm really curious since in some business ideas I'm usually stuck with "chicken and egg" kind of problem. I believe there is no universal strategy here, but what worked for you except this special onboarding flow for users in new markets?
Not an author of comment, but was using different distros few years ago: Debian, Mint, Ubuntu, Elementary OS, Slackware. I also tried out different graphical environments: Unity, Gnome, XFCE, Pantheon, etc.
When I bought MacBook Pro, my first feeling was that this is how Linux should be done for the end users. The only concern I still have is non-intuitive keyboard shortcuts (Windows and Linux have much more intuitive ones or I've just got used to them more).
As a developer I'm happy with MacBook Pro. It just causes less headaches for me and I feel more productive. Linux always requires random tweaks here and there, googling solutions to get the idea how to make my touchpad properly work in particular distro, fix random issues after updates, understand why it consumes so much battery life and why my laptop's brightness keyboard button doesn't work properly despite of installed driver, etc. This is my main concern with Linux and why I don't like it as a user.
I think Linux is becoming better these days and probably not all the issues I've mentioned are relevant. But I'm not sure that UX is as smooth as in OS X.
Hi Stephen,
We are a small team specializing in data visualization, especially in web. I feel like we can help you with this amazing project. And we would be proud to do so.
See our recent work published on HN to get the idea of what we can do [1].
If you have any thoughts on how we can contribute, let me know by writing me an email on michael[at]tehcookies.com.
[1] http://tehcookies.com/devsalaries
- MK
Agree. I think it's fair. I know a lot of companies which state they have work-life balance culture but in reality they are in permanent deadlines and do work in a hurry. They also require more from employees than needed. Many jobs require more involvement than standard 40 hours per week but we don't usually count these additional hours (e.g. learning something, communications, etc).
It has been done for HN with dataset collected on HN. See description [1]. The initial inspiration we got from HN and discussion here. And the whole demo has been done for fun and curiosity, so it's not a startup, product, or anything we are going to develop further as a standalone app with this design and branding. Otherwise we'll use our own different branding.
How would you suggest to measure it? Isn't it something very personal and specific? Or are there any common methods to measure it?
I noticed that if I read a book, I don't understand it immediately truly deeply. Some sort of analysis happens and then after few months or even years my mentality becomes different and I start to think in a different way. So it takes time to build a different mentality by reading books.
Here is the topology file btw: https://github.com/tehcookies/devsalaries/blob/master/data/t....
Yes, we use D3.js and for the map we've built topology file with topojson [1]. This file can be used by D3.js to render SVG map.
Thanks for the feedback. We're investigating this.
What's your platform and browser?
Good point actually. Do you think that additional input for bonuses would do the trick? Though I have no idea how to account non-cash bonuses (they do have a cash equivalent, but I'm pretty sure that people won't bother to convert).
That's kind of interesting problem. We did thought about it, but since it's just a quick demo project, we didn't bother.
1. How to measure a credibility of data people submit?
2. How to take into account ageing of data? E.g. due to inflation.
How do you think such visualizations are useful? Is this important for evaluation of the market when you need to recruit somebody from a concrete area?
Thanks! Do you have any good sources of salary data in mind? I think it may be interesting to collect data from Glassdoor and make similar visualization with it, but I don't know their ToC.
This dataset was created from the one collected here on HN. This was a semi-manual work, but we managed to make it somewhat uniform.