𝐅𝐫𝐨𝐧𝐭-𝐞𝐧𝐝 𝐯𝐬 𝐁𝐚𝐜𝐤-𝐞𝐧𝐝 𝐒𝐡𝐨𝐰𝐝𝐨𝐰𝐧 🥊
1/8🎩 𝐈𝐧 𝐭𝐡𝐞 𝐫𝐞𝐝 𝐜𝐨𝐫𝐧𝐞𝐫: 𝐅𝐫𝐨𝐧𝐭-𝐞𝐧𝐝 𝐃𝐞𝐯𝐞𝐥𝐨𝐩𝐦𝐞𝐧𝐭
The wizard of websites, master of making things look good 💫
Think: HTML, CSS, JavaScript & a sprinkle of magic✨🕺
#Frontend#WebDesign
New series explores making your code faster & more efficient. We start with a functional snippet - can you optimize it?
Join the challenge & share your ideas on our forum!
🔗
#Xojo#CodeOptimization#ProgrammingTips#DeveloperChallenge
#100DaysOfCode Challenge Day 8:
- dived into the fascinating world of React hooks, and it's a game-changer! 🌟 Let's explore how hooks revolutionize state management and side effects in functional components....
#ReactHooks#WebDevelopment
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Vixs ✨@vixs101
#100DaysOfCode Challenge Day 7: i wasn't able to do much, but i
- learned a bit about conditional rendering in react. it's quite a fun concept. (check comments for thread)
- Also worked on my personal project. i can't wait to show u guys when it's done.
#100DaysOfCode Challenge Day 7: i wasn't able to do much, but i
- learned a bit about conditional rendering in react. it's quite a fun concept. (check comments for thread)
- Also worked on my personal project. i can't wait to show u guys when it's done.
🧠 Thinking in Custom Hooks:
Custom hooks in React are a mind-bending concept! Extracting and reusing logic across components has never been this elegant. Share the love, create custom hooks! 💙🔄 #ReactCustomHooks#CodeReuse
🚀 Hooks Galore:
React hooks extend beyond state and effects. From useReducer for complex state logic to useContext for global state, each hook serves a unique purpose in streamlining your code. 🚀🔍 #ReactDevelopment#CodeOptimization
Bridge the gap between building projects & writing production-grade code. Master application refactoring, debugging & system performance via practical modules.
Start now:
#softwaredevelopment#codedebugging#codeoptimization
ಸಾಧಾರಣ ಪ್ರಾಜೆಕ್ಟ್ ನಿರ್ಮಾಣ ಮತ್ತು ಪ್ರೊಡಕ್ಷನ್-ಗ್ರೇಡ್ ಕೋಡಿಂಗ್ ನಡುವಿನ ಅಂತರವನ್ನು ಕಡಿಮೆ ಮಾಡಿ. ಪ್ರಾಯೋಗಿಕ ಎಂಜಿನಿಯರಿಂಗ್ ಮಾಡ್ಯೂಲ್ಗಳ ಮೂಲಕ system performance ಮತ್ತು refactoring-ನಲ್ಲಿ ಪರಿಣತಿ ಪಡೆಯಿರಿ.
ಮಾಹಿತಿಗಾಗಿ:
#LearnCode#CodeDebugging#CodeOptimization
New post in our blog!
Learn how AI-driven data center demand is changing the RAM market and get practical tips for optimizing memory usage in your JavaScript applications.
#RAM#JavaScript#CodeOptimization
22 kilobytes.
I often think about the technical limitations that game designers had to work with in the 80s - both in terms of software and hardware. To me, the game that stands at the very top is Elite (1984).
Elite is smaller in data size than many modern text files or desktop icons, yet it lets you freely explore a multi-galaxy-spanning universe that felt gigantic and virtually limitless.
Think about this for a second: The core game code on the BBC Micro version has roughly 22 KB of memory. The C64 version from 1985, which I played as a kid, isn't much bigger.
Now think about what Braben and Bell turned those few kilobytes into: a massive universe with eight galaxies, each containing 256 star systems (for a total of 2,048 planets per system). Each system featured unique details: government type, economy, technology level, population, commodity prices, and even descriptive text.
Oh, and by the way, the game also rendered 3D wireframe ships, stations, and planets in real time on a 2 MHz 6502 processor.
This is no slight on today’s game designers. They work with what they have, and that's okay. But when I think about the worlds that some old school programmers created with the tools they were given, it sometimes breaks my brain trying to to even remotely understand how they did it.
Not megabytes, not gigabytes... kilobytes!
22 kilobytes.
I often think about the technical limitations that game designers had to work with in the 80s - both in terms of software and hardware. To me, the game that stands at the very top is Elite (1984).
Elite is smaller in data size than many modern text files or desktop icons, yet it lets you freely explore a multi-galaxy-spanning universe that felt gigantic and virtually limitless.
Think about this for a second: The core game code on the BBC Micro version has roughly 22 KB of memory. The C64 version from 1985, which I played as a kid, isn't much bigger.
Now think about what Braben and Bell turned those few kilobytes into: a massive universe with eight galaxies, each containing 256 star systems (for a total of 2,048 planets per system). Each system featured unique details: government type, economy, technology level, population, commodity prices, and even descriptive text.
Oh, and by the way, the game also rendered 3D wireframe ships, stations, and planets in real time on a 2 MHz 6502 processor.
This is no slight on today’s game designers. They work with what they have, and that's okay. But when I think about the worlds that some old school programmers created with the tools they were given, it sometimes breaks my brain trying to to even remotely understand how they did it.
Not megabytes, not gigabytes... kilobytes!
"The training material simply isn't good enough for high performance real-time apps such as games, rendering or physics simulation."
#LLMs#CodeOptimization
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Sebastian Aaltonen@SebAaltonen
In my experience LLMs are bad for code optimization. When I am using LLMs, I let the LLM write the boilerplate code and then I rewrite the perf critical parts such as inner loops.
You have to understand performance to instruct LLM to write performant code for you. Super strict instructions about the algorithm and data structures. Then review and tell the LLM exactly what should be fixed and why.
Most of the code in GitHub has performance issues. Idiomatic C++ and Rust code tends to be filled with short lived single object allocations and awful fine grained locking. The training material simply isn't good enough for high performance real-time apps such as games, rendering or physics simulation. You have to be an expert of your respective area and make the architectural/performance decisions yourself. AI is great for writing glue code, gameplay code, UI code and similar, but you should write perf critical inner loops and shaders yourself (AI doesn't really understand SIMD loop/branch coherence).
In my experience LLMs are bad for code optimization. When I am using LLMs, I let the LLM write the boilerplate code and then I rewrite the perf critical parts such as inner loops.
You have to understand performance to instruct LLM to write performant code for you. Super strict instructions about the algorithm and data structures. Then review and tell the LLM exactly what should be fixed and why.
Most of the code in GitHub has performance issues. Idiomatic C++ and Rust code tends to be filled with short lived single object allocations and awful fine grained locking. The training material simply isn't good enough for high performance real-time apps such as games, rendering or physics simulation. You have to be an expert of your respective area and make the architectural/performance decisions yourself. AI is great for writing glue code, gameplay code, UI code and similar, but you should write perf critical inner loops and shaders yourself (AI doesn't really understand SIMD loop/branch coherence).
Want to optimize your code in #JavaScript? Try using 'let' and 'const' instead of 'var' for variable declarations! They have block-level scoping, which can prevent unexpected behavior. #JavaScriptTips#CodeOptimization
@elonmusk Sounds like a solid way to level up your C code. Anyone tried it yet? Would love to hear how much faster or cleaner your code got! #CProgramming#CodeOptimization
💡 Java Streams can be tricky! Discover the 5 most common mistakes and get practical tips to avoid them in your projects. #Java#StreamsAPI#CodeOptimization
प्रोजेक्ट्स बनाने और प्रोडक्शन-ग्रेड कोड के गैप को भरें। प्रैक्टिकल इंजीनियरिंग मॉड्यूल्स से system performance, refactoring और debugging सीखकर Full-Stack Application Expert बनें।
अभी शुरू करें:
#LearnCode#CodeDebugging#CodeOptimization