Images

Well, if this works then I’ve successfully added image embeds to my post editor.

Cloud Pricing

It’s been a long time since I posted here last. I’ll admit it, I f’d up the server just before I flew out to SC12 so I lost most of my posts and generally screwed the pooch. Oh well… that’s what I get for trying to switch three systems from inittab to systemd for no reason in four hours before my flight. Anyway, I’m back. Or at least whenever you see this I will be. But my travails with managing my own system beg an interesting question: why manage my own hardware?

Yet Another Site Up Post

Well… the semester is over. Not quite… tests are still to come and I’m far from being free and clear but I still found some time to work the latest batch of kinks out of my server and add some new features.

Cellular Automata

I have to say that I’m absolutely in love with Less and Clojure right now. When I built reidmckenzie.com the first time I used PHP and hand-formatted the HTML using style= values that I typed by hand or more bizarrely generated with a Python script which approximated the functionality of a Markdown processor. But hey, I was a sophomore in high school and I didn’t know any better.

Sequential Changes

Once again, I’ve fallen into the trap of CSS floats and divs. Because of all the time I spend writing effectively functional code, I’ve fallen into the habit of letting my code changes race ahead of my testing suite because the individual functional blocks which I am composing are so trivial that the composition must be correct.

From Noir to Compojure

When I first got started with Clojure development I recognized that my blog (which I had handcoded using HTML frames in High School) was to be polite deserving of Geosites with all the baggage that implies. As I started looking for a Lisp on the JVM and found Clojure I also ran across Chris Granger’s site webnoir, which is a giant (and good looking) plug for the Noir framework which Chris built to make web devel in Clojure a little easier.

M:TG deck evolution II

Well a couple days have come and gone since I got started on the M:TG engine and so far things are looking up. The signal based system I outlined last time makes a huge ammount of sense and works a treat to boot. As of right now I have a Signal class and about two dozen subclasses thereof which are more event specific. I have a Client class which will serve as a superclass of everything which recieves signals, and a GameInstance class which actually does the work to track turns, pass signals an generally keep things ticking along.

M:TG Evolution part I

Carrying on with the M:TG sim project, here are some resources which I found on the subject through good ol’ Google….

SimpleVM Part I

Okay. Not gonna lie, I’m frustrated with SimpleVM as a project right now. Understood that I undertook it out of ignorance as an effort to learn something but that my initial poor design is now making the entire system messy is just a tiny bit