leonardsouza

Joined 15 years ago

Karma
19
Submissions
14
Member since
Jun 15
Founder at hypernuclear.com
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Recent submissions

Comment · 6 days ago
Funny what we had to endure before the age of the touchscreen. The buttons were always so mushy, too. I do miss the tactile feel, though.
Comment · 7 days ago
If Cthulhu approves then my work here is done ;)
Comment · 7 days ago
Hi! I love me some spooky season, and I thought what better way to celebrate than to unleash a horde of monsters on your OS's trash bin.

hyperbin watches your Trash or Recycle Bin as it fills up. Too full? It draws flies, ooze, or tentacles over it. The fuller it gets, the nastier it becomes. Free for Mac and Windows.

How it works:

- Finding the bin. Mac: the Dock's Accessibility tree, read fast enough to follow magnification. Windows: documented shell COM (IFolderView2). Nothing injected into the Dock or Explorer.

- Drawing. A click-through window over the icon. C++ and Qt 6. Ooze and tentacles are real-time 3D (Qt Quick 3D); the flies are a steering swarm.

- Cost. Nothing runs when the bin is empty or hidden. Animating, on an M4 Max: 10–20% of one core, about half in Low Power Mode. Numbers and method: https://github.com/hypernuclear/hyperbin/blob/main/docs/batt...

- Permissions. Mac: Accessibility and Full Disk Access. Windows: none.

- Analytics. Off by default.

- License. Source MIT; the builds are GPLv3 because of Qt Quick 3D.

The hardest (and most fun?) part to build was the tentacles. Each arm is a 16-joint chain solved with FABRIK (inverse kinematics) every frame. FABRIK alone looked dead, and it would happily fold an arm back through itself, so I added a bend limit per joint, a traveling sine wave on top, and a stronger tip damping so it arrives late and the arm has follow-through. Joints get pushed out of the bin's body, so an arm goes over the rim instead of through it. The joints go to the GPU as a texture, and a vertex shader bends one static, unrigged mesh along them: one draw call per arm. Up to three arms slap, coil, wrap around the bin, roll up, and reach for your cursor. I got the approach from Smitner-Studio's tentacle-arm-showcase, a 2D Godot demo. The time I spent modeling them by hand in Blender was 100% worth it.

I also made a little Halloween horror movie for it. It's at the top of the page, and the Dock shots in it are the real app.

I'd love to hear where it breaks: side Docks, multiple displays, Windows setups I haven't tried. Also, whether the ooze's eyes following your cursor is charming or creepy.

Source: https://github.com/hypernuclear/hyperbin

Comment · 8 years ago
Well, we do employ "true" managers (if by true you mean "people" managers), too. There are two types of managers in our org: people managers and technical managers. Tech Leads are the interface between product and engineering. Engineering Managers are the interface between Engineers and Webflow/life/career/support/advocacy. Tech leads do have to possess some people skills, too, but their technical expertise makes them key for playing that role and for setting expectations. That said, they can improve their people managements skills as well, which gives them a glimpse into if they might enjoy moving into Engineering Management.

> How do you deal with the fact that most developers do not like management?

The role is completely optional. It's a "hat" that our engineers pass around when someone wants to improve in that area or wants to create momentum in something they believe in. Once a project is over, the Lead can simply take the hat off if they do so choose. It's our job to make the role so enticing that they _want_ to pursue it. That's tricky, but that's why we write these kinds of guides. :)

> Have you ever had a Tech Lead who didn't want to actually manage other devs, but just liked having extra authority and access to stakeholders?

We've normalized the Engineering, Tech Lead, and Engineering Manager hierarchy. Each have specific roles and responsibilities, but they are all considered the same level, and have relatively the same access to stakeholders and possess the same authority in their respective domains. We want someone to take on the Tech Lead role because _they_ want to, not because it's a power grab.

> What do you do, then?

If that were to happen, however, we'd likely encourage the behaviors we wished to see by also demonstrating those behaviors ourselves. We try and remove the "power" incentive from the equation, and instead reward the role for being a force multiplier. This is a trick I picked up from some of the amazing managers at NoRedInk. (thanks Josh Leven!)

Comment · 8 years ago
These are all fantastic points and are in the forefront of our minds as we support our Tech Leads in their difficult charter. I'll do my best to explain how we (at Webflow) mitigate such situations and why we find them symptoms of larger issues in our organization. First off, this requires a top-down commitment from leadership and clear expectations on their behalf. It requires us to provide our leads with the tools they need to succeed, hence the guide and the support systems it outlines. We have Engineering Managers at the helm who check in with each lead often and help them juggle their responsibilities. We also make our Product Managers aware of the Tech Lead's role and responsibilities and ask that they speak up if they see these struggles forming.

> The type of "management" they do then becomes more defensive/territorial than directing/guiding.

We do our best to limit defensive/territorial attitudes and have an open debate/decision protocol to iron out disagreements as they arise in a healthy and supportive manner. We encourage such heated, albeit respectful, discussions -- these are bound to happen when you hire talented, passionate folks -- while reinforcing team consensus and a need to work together (no winners/losers). Again, the more our leads see leadership behave in such a way, the more they are empowered to behave likewise.

> always end up doing the business critical or challenging pieces themselves

I admit this is tricky. Success here comes down to practice, which is something a lead learns over time. We have a couple ways to handle this. First, we have our rework/defer/abandon model, which provides some breathing room for deadlines and gives our leads a moment to pause and collect themselves, and gives them time to reconsider how best to delegate/mentor. And second, as most leads tend to be perfectionists and can easily fall into the trap of micromanaging, we discourage "prescriptive" advice in code reviews, such as "doing the work for the reviewee," and encourage outlining outcomes (with some supportive materials) so their team members can tackle the problem autonomously.

With all the above said, really it all boils down to the example leadership sets and how they go about supporting their tech leads. I hope that helps!

(fyi, I'm the article's author)

Comment · 8 years ago
Hey @bargl-

I'm the author of that article and I couldn't agree with your summary more.

"The basic premise is how do you as a manager give your team 10x time to actually work, focus on work, and enjoy life."

Thanks for sharing that!

(Also, apologies for the click-baity, terrible title, lol. I tried to make light of it in the article.)

Comment · 9 years ago
Comment · 9 years ago
Hey, yladiz!

I'm the tech lead on IX2. Are you using Safari by chance? The part after WORLD WIDE WEB is a known issue and we are working on it, but it works smoothly in Chrome (if you could give it a try). We are also looking at how we can best cull off-screen animations to minimize CPU usage. Thank you for the great feedback!

Best, Leonard

Comment · 13 years ago
Nice!

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