fabiochiu/medium-articles huggingface dataset:
4 THINGS TO CONSIDER BEFORE LEARNING PROGRAMMING
Tags: Beginner Programmers, Viewpoints, Programming Languages, Programming, What To Do

4 THINGS TO CONSIDER BEFORE LEARNING PROGRAMMING

So, you want to learn programming, but you are not sure on what it will require of you, or perhaps, you want to figure out if you are made for it.

I will give you four things that will give you some idea on: if programming is really for you.

1. TIME, TIME AND TIME

The first thing to ask yourself is: do I have enough time that I can dedicate to it?

The reason why I say this is because, learning programming is not like memorizing dates in your history classes; although, memorization skill is useful to have but that’s not the point. The point is that: programming requires a lot of practice and patience. It is creative and analytical at the same time. It will require you to sit down and do things patiently on a regular basis.

2. ARE YOU READY FOR EVERYDAY CHALLENGES?

This question can save you a lot of energy and time. As you already know, programming jobs are rewarding but they are also challenging. There will always come a time, more often than not, when you would question your ability and feel less confident.

The purpose is not to demotivate you; it is rather to give you an insight. For example: things that you learnt in you school might not work at your job, and things that you learn now might not work in the future. There is always new technology emerging and programming languages are always being updated. You must be ready and excited to take challenges and learn new skills and technology each day of your life.

3. LANDING A JOB IN TECH INDUSTRY IS NO JOKE

It is no surprise that many of programmer struggle to get hired. Although no CS degree is required to get called for an interview and land a job, the interviews will test you on your knowledge and you would have to be prepared to explain the concepts and the ways you apply those to a particular problem. The idea for you is to: learn and know what each line of code does in the program you have written. If you think you will be able to do that, it will make your life much easier.

4. FRUSTRATION: ONE OF THE TWO SIDES OF PROGRAMMING

Frustration is a huge part of programming. I say this because problem solving takes a lot of mind-storming and patience. There are a lot of steps involved. First acknowledging the problem, then thinking of ways to approach the problem, then looking for a better solution for it, and finally writing codes and implementation. These processes can be really challenging and frustrating when you don’t have patience and eagerness to approach a problem and solve it. It is a regular process in the job.

I hope these few point were helpful. If you wish you can add yours too in the comment section.

Thanks for reading and give it a like or share if you liked it.
Rendering Angular Content Without a Containing DOM Element
By: Ole Ersoy
Tags: JavaScript, UX, Web Development, Software Development, Programming Languages

Image by Vikramjit Kakati from Pixabay

Scenario

We want to iterate over tr elements while also using a conditional directive within the tr element. We have this template:

<table>

<tbody>

<tr *ngIf="customer.age > 18">

<td>{{customer.name}}</td>

<td>{{customer.age}}</td>

</tr>

</tbody>

</table>

Since we are using the *ngIf conditional directive, we cannot also place the directive *ngFor=”let customer of customers” on the same element.

We also cannot wrap the tr element in another element if we want to adhere to the schema structure for HTML table elements.

Approach

<table>

<tbody>

<ng-container *ngFor="let customer of customers">

<tr *ngIf="customer.age > 18">

<td>{{customer.name}}</td>

<td>{{customer.age}}</td>

</tr>

</ng-container>

</tbody>

</table>
What is a Sweet Spot ?
By: Priya Rammohan
Tags: Programming Languages

What is a Sweet Spot ?

its the spot where your pet drop shoes , pees , poops and me unable to get rid of the if statement in a function. ~ Priya
Array Destructuring in JavaScript
Tags: Javascript Tips, JavaScript, Javascript Development, Programming Languages, Programming

[var1,var2,var3] = array

Let us Understand the use of array destructuring in ES6

In ES5 if the array elements were to be named with a variable instead of accessing them with their index we were supposed to initialize them with variable

Let us take an Example

var arr = [ "one" , "two" , "three" ] /* if we need to access the array elements with variables then we need to initialise them with variables */ var a = arr[0];

var b = arr[1];

var c = arr[2];

like this, we were supposed to access the array elements but with array destructuring, this can be skipped
Swap or Swapping the value using function in c programming
By: Come Code
Tags: Program, C, Programming Languages, Programming, Swap

Swap or Swapping the value using function in c programming come code ·Dec 15, 2020

program :-

// function to swap the value

#include <stdio.h>

void swap(int *, int *);

int main() {

int x = 5, y= 4;

printf(“Before swaping value x= %d

y= %d

”, x,y);

swap(&x,&y);

printf(“After swaping value x = %d

y = %d

”, x,y);



return 0;

}

void swap(int *a, int *b){

int t;

t = *b;

*b = *a;

t = *a;



}

video:-
Advent of Code 2020: Day 15
By: Trent May
Tags: Programming Languages, Advent Of Code, Rust

This is my solution to the Advent of Code 2020 Day 15 Problem.

Photo by Markus Spiske on Unsplash

The Synopsis

Each day in December until Christmas, a new programming challenge is released to all participants in the Advent of Code.

CLICK HERE to read about the challenge for Day 15!

My Solution
Python Training in Chennai
By: Siddhu Sai Krishna Kundurthi
Tags: Programming Languages, Training, Python Programming, Python

Python Training in Chennai, Request Demo Class

There are numerous career opportunities for a skilled and certified professional round the globe. The excellent…
How Many Programming Languages Do You Need to Know?
By: Samuel Martins
Tags: Programming Paradigms, Programming Languages, Technology, Software Development, Programming

The main goal of this article was to share these four paradigms and to illustrate that there are many different programming languages, each with a lot of unique features and use cases. Yes, some of the languages within some paradigms are outdated, and you probably will not want to use them. That does not mean that there is no value in experimenting with them for a few hours. I will leave you with a few languages that you could learn that cover those paradigms. I am not necessarily recommending that you learn all of these. I am simply trying to give you an idea of some languages that are in those paradigms that, I think, have some value in at least looking into.

Starting with some older programming languages, Scheme and Prolog are first in line, not that I would ever use them in any real-life project. I, however, think that learning the concepts of how the languages work can be beneficial. If you are looking to get into more modern programming languages that cover some of these paradigms, I would recommend learning Python or JavaScript. They are both scripting languages, and they are both dynamically typed. So, that already gives you a good introduction to a specific type of programming language that you can do a lot of projects in.

I would also recommend learning Java because it is a strongly typed language. It is also an object-oriented programming language, and it teaches you a lot about object-oriented design, good programming habits, and ways of writing production-level code that you might not get in, say, Python or JavaScript. My last recommendation would be to learn C or C++ because they are lower-level programming languages. In C and C++, you would need to use things like pointers, you would need to learn about memory management, and there would be a lot of programming concepts that you may not have seen in languages like Java, Python, or JavaScript.
apply() Method in JavaScript
Tags: JavaScript, Javascript Development, Programming Languages, Programming, Coding

To begin with there is no major difference between call() and apply() , in call() the arguments are passed separately , in apply() the arguments are passed in array

go through about call() method here
Positive Prefixes[POSPREFS](Solution)
By: Akshat Kumar Jain
Tags: India, Jobs, Programming Languages, Programming, Coding

You are given two positive integers NN and KK, where K≤NK≤N. Find a sequence A1,A2,…,AN such that:

for each valid ii, AiAi is either ii or −i

there are exactly KK values of ii such that 1≤i≤N and A1+A2+…+Ai>0

If there are multiple solutions, you may print any one of them. It can be proved that at least one solution always exists.

Input

The first line of the input contains a single integer TT denoting the number of test cases. The description of TT test cases follows.

The first and only line of each test case contains two space-separated integers NN and KK.

Output

For each test case, print a single line containing NN space-separated integers A1,A2,…,AN.

Constraints

1≤T≤1,000

1≤K≤N≤1,000

Subtasks

Subtask #1 (10 points): N≤10

Subtask #2 (90 points): original constraints

Example Input

1

3 3

Example Output

1 2 3

SOLUTION

#include<iostream>

using namespace std; int

main()

{

int t;

cin>>t;



while(t--)

{

int i,n,k;

cin>>n>>k;



int arr[n+1],sum = 0,count = 0;



if(n%2 == 0)

{

for(i=1; i <= n ;i++)

{

if(i%2==0)

{

arr[i] = i;

sum = sum + arr[i];

if(sum > 0)

count++;

}

else

{

arr[i] = (-1) * i;

sum = sum + arr[i];



if(sum > 0)

count++;

}

// cout<<" " << i<< " . " << arr[i]<<" sum=" << sum << endl;

}

}

else

{

for(i=1; i <= n ;i++)

{

if(i%2==0)

{

arr[i] = (-1) * i;



sum = sum + arr[i];



if(sum > 0)

count++;

}

else

{

arr[i] = i;

sum = sum + arr[i];

if(sum > 0)

count++;

}

// cout<<" " << i<< " . " << arr[i]<<" sum=" << sum << endl;;

}

}

// cout<< " Count = " << count <<endl <<" K = " << k <<endl;

if( count == k )

{

for(i = 1; i <= n; i++)

{

cout<< arr[i]<< " ";

}

}

else if( count > k)

{

for(i = n ; i >= 1; i--)

{

if(arr[i] > 0)

{

arr[i] = -1 * arr[i];

count--;

}

if(count == k)

break;

}



for(i = 1; i <= n; i++)

{

cout<<arr[i]<<" ";

}

}

else if( count < k)

{

for(i = n ;i >= 1; i-- )

{

if(arr[i] < 0)

{

arr[i] = -1 * arr[i];

count++;

}

if(count == k)

break;

}

for(i = 1; i <= n; i++)

{

cout<<arr[i]<<" ";

}



}



cout << endl;

}

return 0;

}

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Advent of Code 2020: Day 13
By: Trent May
Tags: Programming Languages, Programming Challenge, Advent Of Code, Rust

This is my solution to the Advent of Code 2020 Day 13 Problem.

Photo by Florian Olivo on Unsplash

The Synopsis

Each day in December until Christmas, a new programming challenge is released to all participants in the Advent of Code.

CLICK HERE to read about the challenge for Day 13!

My Solution
Top 10 Resources To Learn Coding Free
Tags: Python, Programmer, Programming Languages, Programming, Coding

Learn to Code - for Free | Codecademy

Learn the technical skills you need for the job you want. As leaders in online education and learning to code, we've…
Python Bytes to string
By: Pink Academy
Tags: Computer Science, Python3, Python Programming, Programming Languages, Programming

Let’s say you get some standard output from an external program:

>>> from subprocess import *

>>> command_stdout = Popen(['ls', '-l'], stdout=PIPE).communicate()[0]

And you get an array of bytes returned by the communicate() method.

>>> command_stdout

b'total 0

-rw-rw-r-- 1 thomas thomas 0 Mar 3 07:03 file1

-rw-rw-r-- 1 thomas thomas 0 Mar 3 07:03 file2

'

Now imagine you need the output as a regular python strin, so you can print something like:
Segmentation Fault in c
By: Pink Academy
Tags: C Programming, C, C Programming Language, Programming Languages, Programming

What is a segmentation fault? Is it different in C and C++? How are segmentation faults and dangling pointers related?

Segmentation fault is a specific kind of error caused by accessing memory that “does not belong to you.” It’s a helper mechanism that keeps you from corrupting the memory and introducing hard-to-debug memory bugs. Whenever you get a segfault you know you are doing something wrong with memory — accessing a variable that has already been freed, writing to a read-only portion of the memory, etc. Segmentation fault is essentially the same in most languages that let you mess with memory management, there is no principal difference between segfaults in C and C++.

There are many ways to get a segfault, at least in the lower-level languages such as C(++). A common way to get a segfault is to dereference a null pointer:

int *p = NULL;

*p = 1;

Another segfault happens when you try to write to a portion of memory that was marked as read-only:

char *str = "Foo"; // Compiler marks the constant string as read-only

*str = 'b'; // Which means this is illegal and results in a segfault

Dangling pointer points to a thing that does not exist anymore, like here:

char *p = NULL;

{

char c;

p = &c;

}

// Now p is dangling

The pointer p dangles because it points to the character variable c that ceased to exist after the block ended. And when you try to dereference dangling pointer (like *p='A' ), you would probably get a segfault.

Segmentation fault is also caused by hardware failures, in this case the RAM memories. This is the less common cause, but if you don’t find an error in your code, maybe a memtest could help you.

The solution in this case, change the RAM.
Programming Paradigms. When I was ten years old, the first…
By: Noah Gaeta
Tags: Programmer, Software Development, Paradigm, Software Engineering, Programming Languages

The Declarative and Imperative Paradigms

The declarative and imperative programming paradigms date back to the earliest days of programming. Here are examples of declarative and imperative paradigms being implemented in JavaScript:

// Declarative paradigm, the filtering is abstracted away const allPets = ["Dog", "Cat", "Hamster"]; const goodPets = allPets.filter((pet) => pet !== "Hamster");

and

// Imperative paradigm const allPets = ["Dog", "Cat", "Hamster"]; const goodPets = []; for (let pet of allPets) { if (pet !== "Hamster") { goodPets.push(pet); } }

As you can see, the declarative paradigm is more about the what while the imperative paradigm describes the how. Having the ability to describe the how is often important for efficiencies in code. For instance if you wanted to do more than just filter out items while iterating through the array, you could do so with the imperative approach while the declarative approach may be redundant and inefficient, or sometimes impossible if the functionality that you desire isn’t already abstracted.
JavaScript only
By: Gopal Narayanan
Tags: Programming Languages, Best Programming Language, Programming, JavaScript

I know one programming language only. It’s JavaScript. As I can’t remember many language’s syntax and other stuffs like functions,libraries,etc I decided to move to one programming language that will be useful for earning money.

What can you do with JavaScript

Web development ( Front-end and Back-end ) Web scraping Web servers ( Nodejs ) Machine Learning ( Tensorflow.js ) Game development Google app sheet

Learn one language perfectly :)
C#程式練習—繼承(inheritance)
Tags: C Sharp Programming, 程式自學, 程式設計, Programming Languages, 學習筆記

在 subclass 中宣告自訂的 constructor 時，必須要明確地指出其繼承自 superclass 中的哪一個 constructor ，否則編譯器會默認為繼承 default 的那一個constructor。

class subclass:superclass

{

public subclass(double grade):base(grade)

{

//do some thing about grade:)

}

}

有趣的是，就算 subclass 中的 constructor 會取用多個變數，我們還是可以繼承只取用一個變數的 base constructor，多出來的那個變數要做什麼事只要再多加代碼到 field 裡面即可。（我一開始以為做不到xD）
A couple of things, you might have missed from Java Input and Output.
By: Abhijeet Rai
Tags: Software Development, Java, Oop, Programming Languages, Coding

A couple of things, you might have missed from Java Input and Output.

BufferedReader br = new BufferedReader(new InputStreamReader(System.in)) and System.out.println() are two frequently used statements in Java to accept input and print some output. Abhijeet Rai Follow Dec 12, 2020 · 2 min read

Photo by Todd Mittens on Unsplash

But hold up, have we ever paused for a second and bothered, what must be happening “behind the scenes”, in source code. What pre compiled classes are being used, what methods are being called.

Well, if no, let us discuss it now. Me and you, over this medium(winks).
JavaScript VS JScript: The Ultimate Comparison
By: Zeba Academy
Tags: JavaScript, Java, Mobile App Development, Programming Languages, Programming

There are a lot of different programming languages in the world. Some of them appear and win the hearts of programmers, and some of them disappear without success. Today we will look at two languages that have long been the favorites of programmers: JavaScript and JScript.

What is JavaScript?

JavaScript is a full — fledged dynamic programming language that is applied to an HTML document, and can provide dynamic interactivity on websites. It was developed by Brendan Eich, co-founder of the Mozilla project, Mozilla Foundation, and Mozilla Corporation.

JavaScript is incredibly versatile and friendly to beginners. With a lot of experience, you can create games, animated 2D and 3D graphics, full-scale applications with databases, and much more!

JavaScript itself is quite compact, but very flexible. Developers have written a large number of tools on top of the main JavaScript language that unlock a huge number of additional features with very little effort.

What is JScript?

JScript is a scripting programming language that can be used to create (write) scripts that will be interpreted by the Windows Script Host component.

At first glance, JScript is very similar to JavaScript (ECMAScript), and this is natural, since the syntax, some objects, methods, and properties are similar to JavaScript. But this is still not JavaScript, namely JScript. JavaScript (ECMAScript) is focused on browser objects, and JScript is already focused on components of the Windows operating system.

Differences between JavaScript and JScript

Compilation

JavaScript: We don’t need to compile JavaScript codes. Our browsers run them themselves.

JScript: The codes which are written in JScript support conditional compilation. At the same time, we can place codes in the comments to the block and execute them selectively. Starting with Microsoft Internet Explorer 11, conditional compilation is not supported.

Syntax

JavaScript: JavaScript syntax is similar to C++ and Java. If you have experience with C++ or Java, The JavaScript syntax will seem familiar to you. However, the inner workings of JavaScript are closer to a dynamically typed, interpreted language such as Python or Ruby. Here, we write codes inside the script tag in HTML.

JScript: In JScript we write the same syntax as JavaScript.

Object Access

JavaScript: JavaScript cannot access objects within the web browser.

JScript: JScript can access objects provided by Internet Explorer. An example of such an object is ActiveX.

Client / Server language

JavaScript: Usually used on the client side.

JScript: Usually used on the client side.

Browser compatibility
Dev 1. What is ‘Programming’ and ‘Programming Language’?
By: Jeongmin Jamie Shin
Tags: Programming Languages, Programming, Programmazione, Linguaggio Programmazione

Computer Programming is the process of designing and building an executable computer program to accomplish a specific computing result or to perform a specific task. (Wikipedia)

The first photo you can find on google when you search for ‘programming’

Besides Wikipedia, Khan Academy which is one of the most famous organizations providing massive online courses also defines programming as a process of creating a set of instructions for computers to perform a task. (Khan Academy) In short, programming is making use of computers to solve problems or conduct tasks.

Then additional questions are followed and one of them is ‘HOW?’

The answer is ‘programming language’ which is used to implement algorithms to build computer programs. As I understand, it seems that the languages are tools to develop programs for computers to execute. There are hundreds of different programming languages and those languages were developed or invented to meet the new needs of IT industry. Even they are quite similar to each other but each has its own syntax. Once a programmer learns learns the syntax, structure, and the rules, they write the code (It is called ‘coding’!) in a text editor or IDE (Integrated Development Environment). After writing the code, the programmer compiles it into machine language that the computer understands.
PUBG Mobile India: New features, launch date, expansion plan updates you must know!
By: Ezz Guide
Tags: Game Development, Pubg, Games, Pubg India

PUBG Mobile is undoubtedly one of the most popular games in India ever. The hugely popular game was banned in India along with several other Chinese apps. It seems the game got even more famous after the imposition of the ban, considering the tremendous interest on the Net regarding its comeback, especially launch date as well as details of any changes in the game. PUBG Corporation has announced its comeback in a whole new avatar tailor-made for Indian audience during Diwali. Since then, there have been several updates about the Battle Royal Game, but none of them have confirmed it its release date.

It gave an opportunity to rejoice millions of mobile gamers of the country after PUBG Corporation announced their return in India through social media posts during Diwali fest season. Soon…READ MORE
The Path of the Game Dev — Day 25
By: Gabrielle Igarta
Tags: Game Development

Saving progress…

— —

Despite only taking the first half of the day to work on Unity projects, I managed to get a lot done! A quick overview of the sections completed today:

Stealth Game and Cinematography

Main Menu

2.5D Platformer

Intro & Setup

Player Movement

Collectibles

One thing I wanted to write up on was Scene Management and AsyncOperations. We had a taste of it in the 2D Space Shooter game when we had to set up the main menu. But the stealth game also has us transitioning from the main menu to a loading screen before we get to the main game screen.

Let’s walk our way through making a main menu screen with the options to Start and to Quit. To transition between scenes in-game in Unity, you first need to add all of your scenes to your Build in Build Settings (otherwise you won’t be able to get a reference to the other scenes). Once you do this, you can start setting up your menu by adding

using UnityEngine.SceneManagement;

in your main menu script. Think of this as your library card — it allows you to access the information Unity’s SceneManagement namespace provides. The most useful method we’ll use for this is the LoadScene method, which does exactly what it says on the tin. Make sure you pass in either the name of the scene you want to load through a string or the scene number that appears in the Build Settings.

The last step is to create the proper functionality on the buttons in the menu. These buttons should be children of the Canvas and your main menu script should be a component on the Canvas. When you select the buttons there should be an option in the Inspector to put in an On Click() function — add to the list, put the Canvas object where it asks you to select an object, and then select the method you want to call from the drop down menu on the right. It’s really easy!

When using a LoadLevelAsync coroutine, you can even track its progress until completion, which is extremely helpful when creating load screens!

Biggest takeaways from the day: AsyncOperations are intimidating at first, but with the right practices, can be invaluable to your code.

— —

Progress saved!
Integrate HMS to Unity Game(Part II)
Tags: Huawei, Unity, Hms, Huawei Mobile Service, Game Development

In the previous article we integrated Account Kit, Push Kit, Ads Kit, In App Purchase, Game Services. Now will integrate Analytics Kit, Crash Kit and Remote Config.

You can reach previous article from here.

Let’s start with Analytics Kit.
With this game, you will guess the locations of the impostors hidden under the squares with a…
By: Khaled Bessaoud
Tags: Guess Impostors, Reflexiones, Among Us, Gaming, Game Development

With this game, you will guess the locations of the impostors hidden under the squares with a minimum of clicks.

Read more and install it now from this link:

https://www.gifts-forgamers.com/guess-impostors
The Online Arunachal Film Festival 2020 Journey of Development
By: Kartik Moghe
Tags: Digital Marketing, Film Festivals, Web Development, 2020 Event, Game Development

The Arunachal Film Federation announced on Wednesday that the 7th edition of Arunachal Film Festival 2020 will be held on 27th and 28th December.

The FFA General Secretary, Shambo Flago addressed a press conference at the Arunachal Press Club, to inform the online two-day event. The Film Awards in Arunachal will be held in collaboration with the Arunachal State Government.

According to Shambo Flago, “The festival will have feature, documentary, and two short films; one will be open to all topic/ genre, and the other will be theme based on unemployment and mental health”.

Further, he said, the entries are open to all filmmakers of Arunachal Pradesh. It is to provide that the entries for documentary and feature films must be either certified by the Central Board of Film Certification (CBFC) or affiliated to the FFA.

Flago also informed, “The last date for submission of the feature, documentary and short (open) films is 30 November, while 2 December is the last date of submission of theme-based short film,”. He added that more detailed information regarding the competition criteria could be accessed from the FFA’s Facebook page and Official Website.

Similar to the Film Awards in India and the previous year’s AFF India, it will give away awards to the best actor, actress, villain, director, supporting roles, musician, lyricist, singer, etc., said GS FFA.

“FFA will entertain films released between April 2019 to December 2020, but films already uploaded in online or Social Media platforms will not be entertained,”, he added.

Carina SoftLabs designs the best experience in terms of Game Development, Website and Mobile Applications, Digital Marketing and at home Virtual Reality Stage Show experience, similar to the online Arunachal Film Awards function.

The Arunachal Film Festival in India was supposed to be held in March or April, this year, but it got delayed due to the pandemic
Sneaky little Trickster Darren!
By: Mark Bohuslav
Tags: Unity3d, Game Development, Unity, C Sharp Programming

Guards converge towards coin tossed by Darren

Today I focused on completing the Coin Distraction section along with the Security Cameras. Using the right mouse click to drop the coin was straightforward enough and so was adding the animation and the sound. Where I had some challenges however was that the coin would end up where I click and sometimes that would be stuck up in the air. Going forward in the course Jonathan did not touch on this and I could not tell if he had the same issue but I did some playing around with the Unity settings in the inspector and I decided to add a Rigidbody and enable Gravity on the coin. The net result was actually quite cool as now you can see the coin drop down to the ground instead of just appearing in a spot.

Feeling quite happy with my discovery I continued on with the animations but did not like that the animation played after the coin sound played, seemed out of sync. I did not want to go in and create a whole coroutine to delay the sound effect so I tried something first; I just sped up the animation 2x to see if that looked better. Fortunately for me speeding up the animation actually made it line up better with when the sound plays. Not perfect but close enough for this training exercise.

After working on the coin, I decided to take a breather from the challenges and watch a 2 hour Unity tutorial on Youtube. It was pretty basic but it was nice to refresh my memory on a few things and I did also learn quite a few new functions in Unity that I had not utilized before.

In the afternoon I tacked the Security Cameras section. It was a lot of fun animating the cameras and setting the cameras to detect Darren. At this point I started to feel like the game was coming to life.

Between the cutscenes, the player and enemy movement & AI completed, the voice overs, the coin toss event and the animated security cameras the Stealth Game was feeling like the real deal. Even though I completed 80% of the game coursework so far , I do recognize that my input in the game is probably closer to 20% or even less when you consider the time and effort that must have been invested in creating all the assets, animations, lighting, etc. for the game.

I am very impressed with how diverse each of the learning projects are in the GameDev Curriculum. Each one focusing on teaching us different concepts in C# or Unity. I feel confident that once I go through all 12 courses at GameDev that I will be empowered to do create anything. In fact I feel fairly confident that I can already create my own game from scratch because of how well GameDev has taught us to research and breakdown the logic of Unity and C# for whatever task is needed.

Mahalo!
The Path of the Game Dev — Day 24
By: Gabrielle Igarta
Tags: Game Development

Saving progress…

— —

Punched through this course today!

I fixed the dancing guards problem from yesterday by changing the settings for auto-braking and stopping distance. It seems like it’s not an uncommon problem when working with NavMeshAgents — in fact, it may be required so multiple objects don’t obstruct others from their pathing. This was really important because I started the day with the coin distraction mechanic — if all three guards arrive at the coin’s location and begin to dance, I’m not sure their boss would be too happy!

A portion of today felt familiar to part of the 2D course. Particularly, when working with the security camera’s cone detection and the various triggers for the VO lines, camera transitions, and cutscenes reminded me of working with collisions between the spaceships of the space shooter game. Between the challenge and challenge review videos I was going through a mental checklist: Did I set the collider to Is Trigger? Did I write the OnTriggerEnter method? Did I add a Rigidbody? More often than not, I had forgotten to add the Rigidbody. Probably because I thought I had already put one on our player character.

The last part of today’s work focused on generating singleton patterns for things like the game and audio managers. As explained in the course, this is the first time most beginners are working with the concept, so it’s still a bit nebulous to me. From what I can discern, singletons are extremely useful in organizing and streamlining the development process. I’m eager to learn more once I finish this course!

Biggest takeaways from the day: When you have a lot of moving parts, it’s a good habit to streamline the coding process when you can. It will make it so much easier to null check, perform script communication, implement modular scripts, etc.

— —

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Day 23: Squad Up!
By: Brittany Lumanlan Martin
Tags: Unity, Gamedevhq, Character Development, C Sharp Programming, Game Development

As the weeks go by in my internship, I am getting reacquainted with old learning habits and trying out new ones. What works best for me is taking a break when I’m stuck, studying a different concept, then going back to the issue I was working on prior — rather than trying to forcefully commit something to memory that I’m having a hard time understanding. It’s important to be your biggest cheerleader and provide yourself with incentives when you can, especially when you’re just starting out in a new career or trying to achieve any goal, really. This may mean different things to different people, but for me, it’s usually something simple like getting up to get coffee if I check a few things off my to-do list by a certain time, or doing a quick set of body stretches to release some tension and reset. The latter is especially important if you’re glued to your laptop all day, like me!

I made progress in my enemy development today, and it’s looking like a big bad squad of intergalactic trouble. Check them out below!

Top left: Enemy2 — Top right: Enemy3 — Bottom center: Enemy4

I’ve already introduced Enemy2 in previous blogs, but I gave it a cosmetic makeover today. My thought process was that with each new wave, the enemies start to look more alien-like and it becomes more difficult to predict their behavior or weapon style. Its weapon, of course, is the plasma bomb.

Enemy3 looks like a lava beetle from a black hole hell, so I thought it fitting to assign it the role of “aggressive enemy”. If the player is close enough to Enemy3, it will start to chase the player and attempt to ram it. A tutorial by Lost Relic Games on YouTube helped me set up part of Enemy3’s script.

This script detects the player and attempts to “chase” it. I have not yet programmed basic movement or Enemy3’s weapon, the beam, just yet.

Enemy4 will be a “smart” enemy. Using a raycast, this character will be able to detect the player if it is behind it and will launch a rocket to attack. It’s a small and unassuming alien ship, but I plan on making it a bit faster than the others. A bit of brain, a bit of brawn, if you will.

I love character development from start to finish, and this is where I get to utilize my creativity the most. I can’t wait to get all of these enemies fully functioning and ready for battle.
Life Slice 27.5 — Game Development
By: Natalia Belova
Tags: Focus, Product Design, Balance, Game Development

Game development is love! I realized it today…it is the attention to little details, it’s the precision in every aspect… attention of lots of developers and lots of gamers go to that one thing! And it is truly magical!!! When I see so much care from developers, I am literally ready to cry…

In games there are huge titles and little independent games that are made with just a few people…these little games tend to focus on one-two elements of gameplay (let’s say jumping in Mario) and they try to use it in every possible way image (the good example is Mario Odessy, but it became a huge title already)… my point is that usually in development of a small game there is only a limited amount of attention/time/energy that these people can contribute…and each team chooses aspects of the game that they care about the most…

As a player personally I cannot forgive, I really dislike games that push all their focus on one thing and completely disregard the other… Like these old-Mario-like games in 2020 where you probably have an infinite intertainment while you finish levels, but the visuals and sounds are so aweful, you cannot take it more than 10 minutes…

And it is a perfect example of the balance that Korol is mentioning every time ->

They spend so much time perfecting the gameplay mechanics (movement, fighting, jumping, shooting), but they disregard the shell of the thing…and we get games like Undertale (you can check out how it looks like and what scores it has)…you will notice that for a regular person that doesn’t play games, well, he will never even look at it…the ones who played it assure us that it is a masterpiece that you haven’t seen before…that it’s the best narrative driven game there was at the moment…but you have to really put your trust in developers to try it out…

So making a product for masses — it is required that that product will have a good shell, so the society will accept it and turn it’s eye on it…

But if a person is a genius then he will create a masterpiece disregarding of anyone’s opinion and only selected people will see it…

But that would be the same as a baby is drawing a masterpiece — you will be kind to it, it’s just a baby — he will not be able to express his imagination in a way a grown-up would understand…and this is exactly what is happening with geniuses…

If a genius will realise that he has to find ways to convey his inner self towards society — he becomes the greatest….if not — he will be making the greatest peaces on the planet, but we will never find out about it…

So two outcomes here:

1. For your own development learn to look beyond the surface of people and things

2. For your own development try focusing on different sides of yourself and your creations -> there is always a meaning and a shell…
Dreams do come through passion
By: Mihaylo Shteryov
Tags: Game Studio, Videogames, Creation, Experience, Game Development

Back in 2009, when we started Web Factory, we set several goals that we wanted to accomplish.

The first one was to build a place that will help us create, develop, and get the best out of us. A place where people can become a better version of themselves, maximize their full potential, and express their passion. After 11 years of hard work, I can say that we accomplished the first goal, and Web Factory is and will continue to be that place.

The other goals were to show the world our passion for certain things through technology. You know that saying, find what you love and don’t let go. It’s the same with passion, once you discover it you don’t want to lose that feeling.

Last year we introduced the passion for ML and AI through Pendulibrium, (a Web Factory brand) which focuses on developing software solutions using machine learning and artificial intelligence.

This year we are introducing our game studio, Sindex. With a passion to create and the skills to match, Sindex is a perfect mixture of people that found that creating games can be just as fun as playing them. For us, creation is a balance between order and chaos, logic and art, code, and design. Sindex signifies the fusion of these forces, the left, and the right, sinistra and dextra.

As we often say, stories can be heard, seen, or read. But the best stories are experienced with the persons’ involvement.

After working on several projects and forming the right team, we decided that it is time to tell our stories with our first game. It is a story about a graduate girl who starts her internship in a science laboratory. It is going to be an action-adventure platformer followed by a comic book.

More details about the game are coming soon, until then please subscribe to our newsletter or follow our accounts on social media so you can stay up to date with all news.
Day 22: Seven Nation Army
By: Brittany Lumanlan Martin
Tags: Unity, Internships, Gamedevhq, C Sharp Programming, Game Development

Enemy2 is pictured here with its glowing yellow shield. The shield is programmed to take one hit before being destroyed.

It was a day full of enemies! In addition to creating a shield visualizer for Enemy2 and coding its behavior, I have two more enemies currently in development. It’s looking more like a four-nation army right now and not seven, but I’m sure I’ll have a few more enemy characters by the end of Phase II. You can see the two new enemies’ requirements in the list below.

As of now, I only have their sprites and the sprites of their weapons created. I imagine that coding their behavior will involve learning about raycasts and more physics. The idea is for these enemies to be able to detect the location of the player. I’m sure there are many ways to do this, but the most common demonstration I’ve seen is through creating an invisible line path from the enemy to the player.

I’ve mentioned before that Phase II is about demonstrating the ability to implement core programming, but I have been spending a little extra time on character aesthetics. Experimenting with different sprites, shaders, and materials has been a fun little side quest and I very much enjoy learning how to make my game more visually appealing.

I’ll pick back up in the morning by coding the behaviors for the new enemies. I have a massive final project due tomorrow for an IT Fundamentals class, so it’s time to switch gears for now.
How to connect a script to a GameObject in Unity?
By: Shashwata Koley
Tags: Unity3d, Games, Game Development, Programming, Csharp

The behavior of GameObjects is controlled by the Components that are attached to them. Although Unity’s built-in Components can be very versatile, you will soon find you need to go beyond what they can provide to implement your own gameplay features. Unity allows you to create your own Components using scripts. These allow you to trigger game events, modify Component properties over time and respond to user input in any way you like.

Unity supports the C# programming language natively. C# (pronounced C-sharp) is an industry-standard language similar to Java or C++.

In addition to this, many other .NET languages can be used with Unity if they can compile a compatible DLL — see here for further details.

Learning the art of programming and the use of these particular languages is beyond the scope of this introduction. However, there are many books, tutorials and other resources for learning how to program with Unity.

A script only defines a blueprint for a Component and so none of its code will be activated until an instance of the script is attached to a GameObject. You can attach a script by dragging the script asset to a GameObject in the hierarchy panel or to the inspector of the GameObject that is currently selected. There is also a Scripts submenu on the Component menu which will contain all the scripts available in the project, including those you have created yourself. The script instance looks much like any other Component in the Inspector

:

Once attached, the script will start working when you press Play and run the game. You can check this by adding the following code in the Start function:-

// Use this for initialization

void Start ()

{

Debug.Log(“I am alive!”);

}

Debug.Log is a simple command that just prints a message to Unity’s console output. If you press Play now, you should see the message at the bottom of the main Unity editor window and in the Console window (menu: Window > General > Console

).
Game Dev in Progress… Day 45
By: Cristian Aspacio
Tags: Unity, Games, Intern, Coding, Game Development

Hello and welcome to Day 45 of my journey into becoming and game developer/software engineer. Today I mostly focused on learning as much as possible because this is potentially my last week in this program so I want to make use of it as much as possible. I continued working on my course work and finished up the last section of the 2.5D Game Development course. I am now moving on to the Phase I: Framework today and got some of the first part done. I got stuck a bit at figuring out the moving the elevator up and down. Specifically figuring out how to move to platform given a Vector3. I realized that I was moving the platform using World Space coordinates rather then local coordinates. So instead of using transform.position, I used instead transform.localposition to adjust the position of the platform. Here is a quick clip of what I have:

Other then this, we went through two workshops that were conducted by Austin Mackrell. He is one of our leads that helped with our team project. He did a workshop on Animation Layering and how to make a simple Portal game. For Animation Layering, it was really neat that we were able to learn how to control different animations for different body parts. For example if we wanted to turn off specific animations for a certain body part, we can do that and also activate another animation that can replace it. This seems like a really powerful tool.

The Portal game was really interesting and also seems like a very simple implementation. The implementation that Austin showcased was that he used a simple box collider to detect if an object touches one of the portals. If that happens, it will set the transform position of that object to the exit portals position plus an offset. A very simple implementation. The one thing that I really liked though was how he implemented that effect of looking from one end of the portal to the other. He did this by attaching a camera on both portals and using a mesh to render the view of that camera.

This workshops and the course work has taught me a lot through out this program. I hope continue working on them and hopefully finishing 2.5D before the week ends.

_

Cristian Aspacio
The Path of the Game Dev — Day 23
By: Gabrielle Igarta
Tags: Game Development

Saving progress…

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Oh man is this all getting more and more exciting!

The next section focused on building the enemy AI for the guards of the stealth game level. Similar to the player, the guards also use the NavMesh to move around the environment. The key difference here, however, is that the player moves with input from the mouse. The guards are meant to automatically move around the level on their own. So how do we do this?

With UnityEngine.AI and SetDestination, you can make waypoints for the guards to move between. However, you have to set parameters to account for any weirdness that comes along with incrementing and decrementing values outside of the list size. This took a lot of thinking through specific conditions, if statements, and pausing and replaying the game to make sure things weren’t breaking.

Working with the animator these past two days has been quite the experience. Everything was going smoothly for the player character and then suddenly I get to the guards and… well. Let’s take a look.

Dancing guards in a stealth game

The guards have no problem cycling through their walking animation and moving to each waypoint but once they start their idle animation they rotate back and forth on the Y-axis. At first I thought it had something to do with the coroutine since that’s the method that is called when they start their idle animation, but no, everything in there was fine. I tried looking back through Update to see if there was anything messing with it there, but I also couldn’t find the source of the rotation. Maybe more research is necessary.

Biggest takeaways from the day: AI is fun to work with! Animation is not (for now).

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