Monday, June 27, 2011

Return of the Block

Yes, it is back.  After a good string of months filled with varying degrees of writing success, the flow of ideas and the passion for writing has nearly dried up entirely.  I haven't written more than a handful of pages (all of it bad, unusable prose at that) for the last couple of weeks.  Writer's block has again become me.


Self-doubt, discouragement, and general apathy are all culprits of this new development.  However, today I will force myself to put pen to paper, to fill pages, regardless of the quality.  I will remind myself that I am not writing to be rich, not to be the best, not satisfy anyone but myself because I love the act of it.

When I have broken through this malaise, this space will be among the first notified.

Saturday, June 11, 2011

The Mechanical Politic

Another guest post.  Am I growing lazy?  Yes!  But I assure you, even if I was filled with the utmost blogging enthusiasm, I would still post this excellent collection of words from a good friend and fellow blogger that I'm sure many of you are familiar with.  Without further ado...

 



Brought forth from the miasma-filled mind of  Uriel the Wayward

Wednesday, June 8, 2011

How to Make and Kill Your Own Bugs

The following is a guest post of sorts, written by my boss and given to me with full permission to spread his gospel far and wide.   Though the concerns of his writings involve matters far beyond my technologically-deficient mind, I still found this to be wildly hilarious and hopefully, you will too.  Enjoy.


Source
I have received several requests asking me what it is like to write software.  Let this serve as a guide.

Step #1: Unless you are writing a really small program of less than 50 lines, writing software is actually the creation of hundreds, thousands, or even tens of thousands of bugs.  The intent of course is to produce code that will accomplish something useful.  Instead, the code you have will only be useful for generating error messages, giving out inaccurate answers, or dying with no explanation.

Step #2: Now that you have an unknown, but very large, collection of bugs, you need to start squishing them, thereby creating more bugs.  In software, any change in one part of the program can, and often will, affect other parts of the program that are totally unrelated in function.  If you are fortunate, the number of bugs you squish will be larger than the number you create.  I find that a good ratio is 1.2 bugs created for every 2 squished.  With this ratio, and given enough time, it would seem that all of the bugs would eventually be killed off.  However, given that the universe is 13 billion years old, there has still not yet been enough time to fully debug any known, reasonably large, software.