BUEN FIN DE CUATRIMESTRE...!! A DISFRUTAR DE ESTAS MERECIDAS VACACIONES.. NOS VEMOS EL PRÓXIMO :)

sábado, 11 de abril de 2020

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Tech Book Face Off: How To Design Programs Vs. Structure And Interpretation Of Computer Programs

After reading and reviewing dozens of books on programming, software development, and computer science, I've finally come to a couple of books that I should have read a long time ago. I'm not quite sure why I didn't read these two books earlier. Distractions abound, and I always had something else I wanted to read first. I still wanted to see what they had to offer, so here I am reading How to Design Programs by Matthias Felleisen, Robert Bruce Findler, Matthew Flatt, and Shriram Krishnamurthi and Structure and Interpretation of Computer Programs by Harold Abelson, Gerald Jay Sussman, and Julie Sussman. As I understand it, these books are meant to introduce new students to programming so not reading them until now will probably make it difficult to accurately critique them from the perspective of the target audience. I'm still going to give it a try.

How to Design Programs front coverVS.Structure and Interpretation of Computer Programs front cover

How to Design Programs

While I have read many programming books as ebooks on my Kindle, this is the first book I've read as an online book. It's available in print version, but the online version looked nicely formatted and was heavily cross-linked, which was quite helpful. Also, since the book was right alongside my code editor, I could easily try out the problems and copy-paste code into the editor to run it.

The programming language used in this book as the vehicle for learning was a variation on Scheme called BSL (Beginning Student Language) that had heavy restrictions on the language features available for use. For example, lists could not be constructed with (list <list of elements>) or '(<list of elements>), instead needing to be built up from (cons <element> <list>). These and other features were added with BSL+, ISL (Intermediate Student Language), and ISL+ as the reader progressed through the book.

I was not a big fan of this approach, since it was tedious to learn the wrong way first (or at least the way nobody actually writes code) and then learn the right way that also makes more sense. Starting with the reduced forms of the language didn't add anything to the explanations, and it mostly served as a point of frustration as the reader was forced through unnecessary tedium until the nicer language features were introduced. It was also not clear by the end that ISL+ was equivalent to the full Scheme programming language, so by the time the student reached the end of the book, they wouldn't even be sure that they had learned a real programming language.

The book was quite ambitious, since learning how to design programs starting from square one actually involves learning three almost distinct things at once: the syntax of a programming language, how to write code, and how to program. The first task is about learning what a programming language is, what keywords and punctuation are available, and what it all does when put together in the correct structure. This task alone can be overwhelming for the new student. Then, the second task, learning to write code, involves taking a small, well-defined problem statement, thinking up a solution to it, and translating that solution into code that can execute in the newly learned programming language. Normally, once some part of the language has been learned, the first two tasks can be done together, and they support each other as the student practices them both.

The third task, learning how to program, is a much deeper activity that takes a much longer time to become proficient. Learning how to program is not just about solving bigger problems that may not be self-contained or well-defined. It's about learning how to organize all of the required code to solve the problem in a way that makes that code easy to understand, is less likely to suffer from bugs, is testable (and tested), and hopefully is flexible and extensible. I'm not convinced that this book taught this much more advanced skill, or at least not thoroughly.

The book starts out with a little prologue chapter entitled "How to Program." It gives a short introduction and a few examples of how to write some simple programs in BSL, and here the authors try to get the reader excited about what they'll be learning in the rest of the book. I had some misgivings about it. They have a strange way of trying to connect with the reader by disparaging various subjects that the reader is likely taking in school, or at least has fresh memories about, like physics:
Physics?!? Well, perhaps you have already forgotten what you learned in that course. Or perhaps you have never taken a course on physics because you are way too young or gentle. No worries.
I don't understand this kind of writing. It's not cool and it's not helpful to pretend to joke along with students about how much physics or mathematics or any subject sucks. It drives me nuts. Why can't we encourage students to take more of an interest in these subjects by showing how the knowledge can be useful, interesting, and dare I say, fun?! Thankfully, these comments don't continue in the rest of the book, but it's still irritating that they subtly perpetuate this anti-learning bias. It ended up coloring my opinion of the book in a negative way.

The rest of the book is split into six major sections with "intermezzos" between each section. I'm not quite sure why the intermezzos are there because they just seem to continue on with more topics that would fit in as additional chapters within the six sections, but that doesn't matter much. The first section introduces BSL features in more detail than the prologue, and it also lays out the recommended steps of a design process in chapter 3. These steps are touted as the steps for how to design a program, but they're really steps for how to design a function. The process is fine as far as it goes, but it doesn't really scale to large programs. This process is used and refined throughout the book.

The first section only introduced language features that allow for fixed-size data, so the next section introduces lists and recursion. It's a whole five chapters on lists, including basically a whole chapter of problems for the reader to solve. I don't remember lists being quite so hard to understand that it would require five chapters to adequately get the point across, especially with lists being a fundamental data structure of Scheme. Sorry, BSL+. Part of the problem is that the authors seem to explain things in as many words as possible. The text ends up plodding along with slow, tedious explanations, some of which don't even make much sense.

Another part of the problem of understanding in this book is the poor choice of variable names. When the authors are not using single-letter names (shudder), they're using names like alos. What is alos? Is it like, "Alos, poor Yorick! I new him, Horatio?" No, that's not right. That would be 'alas.' Instead, alos means "a list of strings." But why not just use list-of-strings, or even strings if you're into the whole brevity thing. The point is, these super abbreviated and truncated variable names make things more confusing than they need to be, because you have to keep the translation to the full name in your head along with the meaning of the variable and the rest of the code. Using full words for variable names makes the code so much more readable and understandable. It's not like we're working under any space constraints with the text of the code, except for the constraints of our own working memory.

The third section goes into detail on functions and how they enable abstractions that will make the programmer's life easier. Abstractions allow the programmer to solve low-level problems once and then think about harder problems from a higher level. It's a critical programming skill to learn. This section follows a similar format to the last one, with four chapters on functions done in excruciating detail, one of which is full of problems for the reader. We also advance to ISL for this section, and near the end we achieve the final level up to ISL+. Yipee! I remember hating when textbooks would introduce one way of doing things and then later contradict themselves and reveal the real way of doing it. This failing is worse with simplified languages, so I'm pretty tired of "student languages" by now.

The next section covers intertwined data, which is a convoluted title for a section that doesn't have a strong theme. The chapters in this section range from introducing trees to building a simple interpreter to processing multiple lists in parallel. The fifth section focuses on recursion for five chapters, and here they make the distinction between structural recursion, which is based on scanning lists, and generative recursion, which is more general and doesn't use lists as the looping mechanism. The final section discusses accumulators that are used with recursion to enable calculating properties of data that requires keeping track of additional state during the recursion. It's basically passing extra state variables in the recursive call in order to calculate aggregate or cumulative values on the data. All of these sections continued to have chapters near the end that were filled with extra problems for the reader.

This book was super long at nearly 750 pages—one of the longest programming books I've read in a while—and it did not seem like it covered enough ground to warrant that length. There were also 528 problems in total, so a huge amount of practice if the reader worked through all of the problems. Most of the problems were pretty decent, and they stayed relevant and reasonable for the material covered beforehand. But the book as a whole didn't hold up to its goal of teaching the beginner how to design programs. Learning how to program is a huge undertaking, and I don't believe it's possible to adequately cover that whole process in one book. On top of that, the level of discussion in much of the book was too complex for the beginner, and it would just as likely serve to confuse them as to teach them. Conversely, it doesn't seem to work well as a second programming book, either because it is so slow and tedious and long. By the end all we've learned is the basics of Scheme, lists, functions, and recursion. The Little Schemer taught much more in a more entertaining way in less than 200 pages. I can't recommend slogging through this book instead.

Structure and Interpretation of Computer Programs (SICP)

This book was the textbook for the entry-level computer science course at MIT for a number of years. I, unfortunately, was unaware of it until after I had finished college (not at MIT) and had come across it mentioned in a blog post by Steve Yegge, I think. Ah, yes, here it is. Apparently, that's also where I got the idea to read How to Design Programs, but fortunately, SICP was a better recommendation. I also didn't have the same issues with the book's humor that Steve did. I didn't mind the silly names of the students in the exercises, (you always know that Louis Reasoner got it wrong; you just have to figure out how) and some of the other jokes were actually kind of funny:
In testing primality of very large numbers chosen at random, the chance of stumbling upon a value that fools the Fermat test is less than the chance that cosmic radiation will cause the computer to make an error in carrying out a "correct" algorithm. Considering an algorithm to be inadequate for the first reason but not for the second illustrates the difference between mathematics and engineering.
I mean, come on. That's not half bad for a computer science joke. The majority of the book was not about fun and games, though. It's a serious book on introducing the computer science student to how programming languages—particularly Scheme—work.

SICP is split into five fairly balanced chapters. Each chapter starts off easy with an introduction to the material covered in the chapter and more detailed explanations of the mechanics of Scheme or the interpreter or whatever is the topic for the chapter. As things develop, the difficulty ramps up until near the end you can feel your brain going numb and draining out of your ears. Then you get a breather at the beginning of the next chapter with another gentle introduction.

The first chapter starts off with the requisite intro-to-the-language stuff that every book for a new programming language needs. After covering Scheme's operators and primitives, we move on to functions and immediately jump into recursion. By the end of the chapter we're learning about how to pass functions around as arguments and return values, and I wonder how an entry-level student could really grok all of this in a semester course. This is just chapter 1!

Chapter 2 teaches us all about how to structure and process data in Scheme. Since the fundamental data structure in Scheme is the list, this means we're going to get very comfortable with list processing (which is how Lisp gets its  name, see?). Between these first two chapters, we gain a thorough understanding of the foundations of Scheme and how to put together Scheme programs to do interesting things with data. Even after reading so many books on programming and practicing it in the field for a couple of decades, I was quite enjoying this "beginner" programming book.

Helpful exercises are interspersed with the text throughout the book, generally at the end of each subsection, and they are quite well thought-out exercises. With 356 exercises in all, they provide a ton of practice to ensure that the reader is understanding the material. At first they seem to be somewhat random but standard fare, asking the reader to solve programming problems with rational and complex numbers and other such mundane mathematical problems. Then, near the end of chapter 2, we learn how to implement generic arithmetic operations that can automatically promote and demote arguments from one class of number to another. It's pretty slick, if somewhat impractical. I can't think of a system where this behavior would be necessary, but it's cool to get it working nonetheless.

The next chapter kind of let the wind out of my sails a bit. The previous chapters had really exemplified the elegance of Scheme with beautiful functional programming, but now we had to learn about the mucky reality of objects and mutable state. This chapter introduces the set! operations that allow variables to be changed in place instead of creating and returning new variables that are set with the define primitive. The allowance for changing variable values enables the creation and maintenance of objects with state, and this complicates the analysis of program execution because now we have to deal with side effects. The authors did a nice job of explaining when objects are useful, because we don't want to use them for everything:
The object model approximates the world by dividing it into separate pieces. The functional model does not modularize along object boundaries. The object model is useful when the unshared state of the "objects" is much larger than the state that they share. An example of a place where the object viewpoint fails is quantum mechanics, where thinking of things as individual particles leads to paradoxes and confusions. Unifying the object view with the functional view may have little to do with programming, but rather with fundamental epistemological issues.
The second half of the chapter continues on from objects with concurrency, which does not play nice with mutable state at all, and introduces streams in order to deal with that problem. Streams are a mechanism that enables lazy execution of functions on lists. Instead of performing all of the computations on a list at the time the processing function is called, the function will return another function that will do the computation on its corresponding list element at the time that element is needed to be read. It's wild and confusing at first, but working through the exercises helps clarify how it all works.

Chapter 4 tackles the task that all Lisp books seem to reach eventually, and that is to write an interpreter. How to Design Programs did it. The Little Schemer did it. SICP does it to, but it doesn't simply stop with one interpreter. No, after the basic interpreter, we go on to write a lazy interpreter that does delayed evaluation. Then, we write another interpreter that does ambiguous evaluation, meaning the programmer can specify a problem and an input range for that problem, and the interpreter will perform a search to find a solution (or every solution) that satisfies the constraints of the problem. Think that's enough? Not now that we're on a role! The final interpreter extends Scheme to be a logic language similar to Prolog. You would think the previous ambiguous interpreter would be a good basis for this extension, but the text uses the lazy interpreter as the base instead. Extending the ambiguous interpreter is left as an exercise.

Things are getting pretty mind-bending by now, so why don't we finish things off with something truly warped. The last chapter goes through implementing a register machine model in Scheme. What's a register machine? It's basically a model of a computer that uses fixed registers, a load-store memory model, and low-level operations to execute an assembly language. Then we need something to run on this register machine, so we modify the interpreter to run on top of this assembly language. Now let's step back and think about what we've done. We now have an interpreter that takes in Scheme code, spits out assembly code, and runs it on a model of a computer (the register machine); and this is all done inside another Scheme interpreter running on a real computer. Wat? Let's think again about what we've done:
From this perspective, our evaluator is seen to be a universal machine. It mimics other machines when these are described as Lisp programs. This is striking. Try to imagine an analogous evaluator for electrical circuits. This would be a circuit that takes as input a signal encoding the plans for some other circuit, such as a filter. Given this input, the circuit evaluator would then behave like a filter with the same description. Such a universal electrical circuit is almost unimaginably complex. It is remarkable that the program evaluator is a rather simple program.
It's mind-blowing, really, but we're not done. The last part of the last chapter walks through building a compiler so that we can compile Scheme functions down to the assembly language of the register machine, and modify the register machine so that it can run the assembly code directly instead of it being fed from the interpreter. If that's not enough, the last two exercises are simply about writing a scheme interpreter in C and a compiler in C instead of what we just did in Scheme. Easy-peasy, right?

While these last two chapters were fun and fascinating, they were quite a stretch for one book. The first three chapters plus the basic Scheme interpreter would have been enough for the learning experience. I'm not sure how much practical knowledge readers would get out of the rest of the interpreters, the register machine, and the compiler. The explanations became very mechanical and it felt like a major effort just to fit in the code listings and brief descriptions while still keeping the book around 600 pages. Beyond the issue of cramming a bunch of complex stuff in the last chapter and a half of the book, there are much better books out there on compilers and interpreters, like the dragon book or Writing Compilers and Interpreters, that go into more detail and explain those details more thoroughly. Likewise for machine languages and computer architecture, if you really want to understand the underlying machine language and hardware, Computer Architecture: A Quantitative Approach is excellent. Although, for a lighter introduction, Computer Organization and Design might be a better place to start.

That criticism notwithstanding, SICP is an excellent book on both how to write programs in Scheme and how to write a Scheme interpreter. It's a solid textbook for a second course in programming, but not a first course. I can't imagine most entry-level students would grok everything this book tries to present, so it would be good to have some other programming language under your belt before tackling this beast. Given its age, it's still surprisingly relevant as a programming textbook, and quite enlightening.


SICP is far and away the better book in this face off. True, How to Design Programs is meant for a less technical audience, but I'm not convinced that it would be an appropriate book for non-programmers, either. Scheme is just not the right introductory language, and something like Python or Ruby would be a much better learning language. Taking that consideration out of the equation, SICP packs a ton more content into 150 less pages, and it goes in much more depth on both basic programming concepts like lists and functions, and advanced concepts like streams and interpreters. Did I mention it also uses way better variable names? The code is much easier to understand as a result, and it's only the complexity of the concepts later in the book that make that code difficult.

Definitely pass on How to Design Programs, but if you're in the mood to level-up your fundamental programming knowledge, give SICP a look. If you're so inclined to read it online, check out this version at Sara Bander's GitHub site. It's rendered in a beautiful Linux Libertine font that's an absolute joy to read on a screen, and the footnotes come up in text boxes when clicked. It's the best experience I've had reading an ebook.

The Alliance Alive HD Remastered Review (Steam)

Written by Alexander O. Cuaycong and Anthony L. Cuaycong


Title: The Alliance Alive HD Remastered
Developer: FURYU Corporation
Publisher: NIS America, Inc.
Genre: RPG
Price: $39.99
Also Available On: PS4Switch



Japanese role playing games have come so far from their once-humble beginnings. The early releases struggled to gain a foothold in the West, but subsequent offerings from such franchises as Final Fantasy 7, Fire Emblem, and Dragon Quest managed to find homes in the hearts of gamers. Intellectual properties like these have reinvented the genre, however slowly, and their success underscores the core tenets of timeless examples: proper emphasis on deep stories, interesting gameplay mechanics, and immensely likable characters.




The Alliance Alive is one such example. First making its mark in 2017 as a Japan-only release on the Nintendo 3DS, Atlus USA saw fit to bring it to other regions the year after. Stripped to basics, it aimed to evoke feelings of nostalgia in gamers, with simple graphics paying homage to the finest RPGs of yore. Compared to the more complex battle systems of contemporary competitors, it focused less on flair and doubled down on the lure and allure of its interface, allowing everyone from veterans to newcomers of the genre alike to enjoy its open-world setting, its smooth combat sections, and its overarching narrative of wonder and fantasy, of struggle, loss, and heroism.

Considering The Alliance Alive's strengths, NIS America's decision to port over a remastered version to the Nintendo Switch, the Sony PlayStation 4, and the personal computer comes as no surprise. With an intended goal of presenting an experience that hews as closely to the original as possible, the remaster introduces the title to gamers on latest-generation platforms. They are presented with varying perspectives: from the vantage points of diverse characters, they must piece together the story of the world around them, of the daemons who rule the world, and of the humans who bear the yoke of servitude. By exploring the vast overworld and traveling from town to town, they are compelled to hone their skills in battle and prepare for the inevitable confrontation against the real enemy that hides in the shadows.




Even at a glance, The Alliance Alive HD Remastered presents itself as more than just another run-of-the-mill JRPG title. It begins with the invasion of daemons fearful of the Chaos energy in the human realm. The occupation triggers the Dark Current, which effectively separates the world's four regions. Barely surviving the cataclysm, mankind finds itself divided and subsisting under the reign of daemonic overlords. The gameplay picks up a millennium hence, focusing on nine otherwise-disparate members of the Night Crows, a rebel force out to gain freedom for the human race. And "disparate" may be too conservative a word to describe the nine given their origins and ideologies; joining Galil, Azura, Renzo, Tiggy, Gene, and Rachel in looking after their own are daemons Vivian and Ignace and beastfolk Barbarosa.

In terms of look and feel, The Alliance Alive HD Remastered is much improved over those of the 3DS version; it sports vibrant colors, richer textures, and a much higher resolution that allow the "solid" watercolor art style of old hand Masayo Asano — who boasts of efforts in SaGa and The Legend of Zelda titles — to shine through. Certainly, it casts the narrative penned by Suikoden series creator Yoshitaka Murayama in superior light, a development that, under Masataka Matsuura's steady direction, cannot be overemphasized.




That said, The Alliance Alive HD Remastered distinguishes itself in its gameplay. Unlike other contemporary offerings in the genre, it puts a greater emphasis on tactics and skills, with the biggest influences on combat being how comfortable characters are with their equipment. While a character may use any weapon of their choosing, the skills and attacks they use depend on their mastery over it. Anyone can use a spear, or a sword, or a staff, but the abilities they have, from devastating Area-of-Effect slashes to more precise stabs, are contingent on their familiarity and proficiency with their combat gear.

Parenthetically, The Alliance Alive HD Remastered brings much-needed depth to the battle system, requiring gamers to strategize properly and distribute their equipment judiciously according to the characters' distinct preferences. It's less about stat points, and more about honing skills. Alongside combat formations, this particular facet eventually shapes much of the game, with characters slowly training to become better in certain weapon types, and then unlocking more and better skills over time. It provides a unique sense of progression, and when coupled with the story's semi-brisk pace, makes it enjoyable to run through.




For the most part, The Alliance Alive HD Remastered boasts of intuitive mechanics. At the same time, it presents challenges that tend to be easy. It likewise lacks keyboard support on the PC, forcing users to play with a controller; it's not a huge issue per se, particularly since there is no delay in feedback, but it does limit options. Moreover, framerate issues seem to randomly pop up every now and then. Nothing earth-shaking, really, and nothing an update patch here and there can't fix so that it runs as well as it should.




On the whole, Alliance Alive HD Remastered is a great game to play, but the relative lack of difficulty and absence of controller support can be a huge turn-off for people looking for a challenging, if fair, JRPG. Nonetheless, it earns major props for its earnest gameplay and interesting storylines. It might not be the polished AAA JRPG offering gamers invariably look for, but it's a nice look back to the genre's golden years, and its unique take ensures some 40-odd hours worth of enjoyment.



THE GOOD:
  • Interesting story
  • Unique combat mechanics
  • Diverse set of characters

THE BAD
  • Lack of keyboard support
  • Framerate issues
  • Lack of a true difficulty curve


RATING: 8.5/10

Podcast Episode 25 - AD&D Combat Demystified - Initiative For Spellcasting, Charging


I'm challenging conventional wisdom that AD&D by-the-book combat is too difficult! In this episode, I visit initiative one more time to talk about melee with a spell-caster, and then I cover charging.



Anchor Episode link: https://anchor.fm/the-dungeon-masters-handbook/episodes/Episode-25---ADD-Combat-Demystified---Initiative-for-Spellcasting--Charging-eaaja5

Leave me a voice message and let me know what you think! (312) 625-8281‬ (US/Canada)

Leave a message on Anchor: anchor.fm/the-dungeon-masters-handbook/message


Links from episode:

My AD&D Combat Cheat Sheet: https://drive.google.com/open?id=1buc4Iubou-bH7V1Ud-h_4SkHm9wfm64a


Intro music: Dragonaut by Bradley The Buyer (bit.ly/2ASpAlF)
Outro music: Dream by Wild Shores (bit.ly/2jbJehK)

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Financial Problems Solved In All Your Worth (Monday Musings 75)

I've read a lot of personal finance books over the years, and Warren and Tiyagi's All Your Worth is undoubtedly the best one. Warren and Tiyagi's (W&T) book was written for the average American who lives paycheck to paycheck. When our car breaks, or any unforeseen emergency such as hospital bills occur, we're thrown in for a loop, and then barely struggling to pay crushing high interest credit card debts as a result.

Indeed, other personal finance books I've read are for those who are already doing well and they suggest how to increase your retirement funds. Or even worse, books that report you can do extremely well if you rely on royalties instead of salaries. I'm sorry, but how many of us can be a Stephen King or a member of the Beatles? Other books would discuss coupon clipping (who has the time?) and laud people who cook their eggs while their dishwasher is running, to save on electricity.

All Your Worth discusses the above issues, and W&T are not exaggerating at all about the other finance books, since I've read them myself as noted above. The other encouraging thing about their book is that they're very empathetic as to why you're struggling financially.

They explain that Americans today are struggling paycheck to paycheck in depth, as opposed to in the past. Back then, credit cards aren't handed out like candy, so you can't overspend, and you can only rely on cash. If there's no cash in your wallet, you can't buy.

Further, back in the day, you can't overspend on auto loans and mortgages if you don't have enough income and cash down. Banks wouldn't allow you to buy too much house or car, unlike today. So Americans today can easily overextend themselves by buying too much and living beyond their means, inadvertently.

After empathizing and acknowledging why Americans are struggling today, they then go into the basic tenants of why their plan works, using the analogy of having a balanced diet.

You don't want to be so strict with your diet (i.e the penny pinching route) because you may binge on doughnuts due to deprivation, or if you have very strong-will, you don't want to be miserable for the rest of your life. Nor should you expect to lose weight or be healthy if you eat whatever you want, calories and poor nutrition be damned (i.e. spending all your money on wants, and neglecting crucial bills and savings).

Therefore, W&T's balanced formula is simple:
  1. 50% of your after tax salary should go to must-haves (mortage, rent, utilities, food), things that you will continue to pay for even if you lose your job.
  2. 20% goes to savings (that includes money paying off credit card bills, retirement, emergency fund).
  3. A whopping 30% goes to whatever you want, whether it's something lofty like giving to charities, or superficial such as cat figurines.
They explain why this formula works, because if you're laid-off, you're entitled to unemployment income which is 50% of your paycheck, though I believe the US government is trying to get rid of this "entitlement" (this should be a basic right especially as you paid into unemployment benefits, per the mission of the US's "pursuit of happiness"). Because your basic necessities are 50%, your unemployment can cover until you find work.

W&T recommend that you pay for things that you want in cash because of the physical reminder (it's amazing how much you can rack up using credit cards). Therefore, if you find you can spend $100/week on whatever you want, you will bring the $100 with you.

The cash only plan worked when I used the book about 5 years ago. I recall wanting a Godiva chocolate shake but since it was at the end of the week, I only had $3 left in wallet, so I had to wait until next week to get the shake. When next week arrived, I no longer had this craving, and spent the money on something else that I wanted.

By carrying cash in that way, it prevents you from going over your budget, making sure that your must-haves and savings are intact. Because you're sticking to the formula as described, you will never have to worry about money again! Of course, financial situation changes, and W&T cover emergency scenarios in their book.

However, most Americans won't have financial emergencies on a weekly basis (i.e. that's why we have the cliche of the daily grind where nothing ever changes), so most of the time, you'll find financial peace following this balanced formula. Further, in the savings portion of the book, you will put aside for emergencies to mitigate any issues that may arise.

W&T include worksheets where you plug in the formula and see how close you are to a balanced budget. If you're not within the 50% of must-haves, they troubleshoot in the book, which goes beyond the scope of this review. If you fall outside the 50%, the book can help you be in balance.

Does this plan work though? For the average Millenial income of 24K (after tax total is around 21K), it seems to only work if you live with your parents and pay minimal or better yet, no rent. Perhaps paying rent by doing all the chores in the house. I included $300/month for college loans, which is the average Millenial debt. Please see the Millenial worksheet here for details

However, if you make the average American salary of the alleged 50K (after tax is around 31K per tax calculator), this book works, as long as you don't buy too much house or car.  You have enough savings, and your wants are $37/week, though it's not a balanced formula. The average 1 BR apartment nationwide is $1000/month. Please see the Avg US Salary worksheet here for details.

On the average American salary, if you live on your own, you can spend $37/week on whatever you want, as opposed to around $126 if you're a Millenial living with your parents (pay no or minimal rent). Even with the average American salary, you will NOT be in a balanced formula range, unless you live with parents.

In other words, I was 100% right that even on average American salary, you should NOT be ashamed about living with your parents as discussed here (pats myself on back). Even though I conflated Millenial income as the average American income, you'll still struggle living on your own on the average 50K gross tax income because of the imbalance skewing towards the majority of your income going to must-haves.

Therefore, I'm very worried for the vast Americans who are living on minimal wage. I can't think of any places where rent is zero, correct me if I'm wrong. The only answer is to live with family, a loved one and leverage at least a two person salary.

In fact, the last resort scenario, W&T recommended having a trusted person move in with you so you can share the costs of rent/mortgage!

As for food, since a lot of the food we buy are convenient (and hence more costly) and we sometimes splurge on junk food, W&T recommend that you put aside cash for food, so you can see how much you should spend, along with your fun money.

W&T do take into our fears of what if we run out of money at the end of the week, and there's no food for the next day or so until the next week cycle. They recommend that you sock away (pun intended) $50 in your sock drawer to be used in those situations, and to replace that $50 as soon as you can. If you notice that you're running out on food, you will soon make sure that you don't spend that food money on fun.

Because you're limited to a set amount for your wants, W&T go into the psychology of money, and making you think exactly what you want to buy with this limited amount, so that you can make a purchase that has meaning to you and provide maximum joy, as opposed to emotional spending. These include buying things to "impress others" that usually doesn't make you particularly happy, buying other people's love, paying the entire restaurant bill to look generous, spending to feel better because you're depressed, and so forth. They have a self-test that you can take to determine if you're an emotional spender on p. 125. 
I find these self-tests extremely helpful as it helps you to hone in where your vulnerabilities are in specific, concrete ways.

An extreme case I can think of is you buy a Rolex watch as that "is" impressive", come to find out you have contact dermatitis and exacerbates your carpal tunnel, so it goes into sock drawer. But you could've spent that money on something you truly enjoy such as (for us gamers at least) a highly anticipated game title. In other words, spend the money on something that you truly want, not out of emotional spending.

After doing the worksheets, and you find that you're within range, W&T then go into what to spend on your savings for the future. If you're in the balance, you have 20% to spend on savings. The first step is to save up $1000 for emergencies.

The next step is to pay off your debts as they sap your potential cash flow for the future. Imagine being debt-free, this is a future of freedom! 

W&T suggest that you look into how you got into debt in the first place, so in the future, you won't get stuck back in crippling debt. They include a self-test to see where your debt comes from on pp.139 to 140. Once you hone in on where you collected debt, you know what not to do the next time around.

Next is to write down a list of all your debts. If you have credit card debt of average 18%, it makes sense to drain your savings and liquidate your accounts except your retirement accounts due to tax penalties. The rationale is that your money in savings is only accruing 1% or less so by putting it towards credit card, you're in effect making 17% (credit card rate - interest you would've made in savings account).

In terms of debt, the first priority is to spend it on any back-payments on rent or mortgage (you need a roof over your head), car (you don't want your car repossessed) and child support (you don't want to end up in court). Once you clear that out, they recommend paying off the debt that bothers you the most.

For me, although it makes more sense to pay off the larger debt with higher interest rate than paying off the smaller debt with lower interest rate, paying off the smaller debt is psychologically freeing. You cross that debt off your list and you have a sense of relief since you're no longer beholden to that company.

Let's say that the small debt costs $20/month. Once you pay off that small debt, I then take that $20 that I otherwise would spend on that debt to the new debt that I want to tackle.  If this new debt costs $100/month and I complete that out, I now have $120/month free to put it toward the next debt. You can see how this snow-balls and you eventually pay off all your debts. 

After paying off all your debts, the next step is to create a security fund which is equal to your must-have expenses x 6 months in case you lose your job.

Now that you have a solid savings, you want to create a retirement fund and/or set aside savings for home, college for the kids, and so forth.

Sign up for a retirement plan at work; I tend to like the Retirement Funds because it does the diversification for you automatically. Barring that, you can set up your own IRA (Individual Retirement Account). I like the Vanguard Retirement Fund 2035 (or whatever year you're going to retire) as it balances your portfolio to stocks (more aggressive) to bonds (more conservative) as you get older. This is actually automated, so the expense ratio (how much they take out) is a mere 0.14% fee. It costs $3000 to set one up.

I was pleasantly surprised because during my residency and fellowship, I had 10% of my paycheck taken out toward the Vanguard Retirement Fund 2035, so I didn't miss this money, and yet I ended up with a small nest egg due to profits (i.e. well below a million that would be considered a nest egg, but a handsome amount).

The last chapters of this book cover issues that occur when you're in a relationship and how to deal with conflicts. The next chapter is how to go about the right way to buy a home. And the last chapter is about bankruptcy and getting back on your feet. In other words, the book is very comprehensive and indeed gives you a solid lifetime money plan.

I would borrow this book from the library, do the worksheets and take notes on the troubleshooting parts of the chapter. It helps to use an Excel-like spreadsheet as it can quickly recalculate the numbers for you - the example worksheet links that I included above, can be a basic template for you to follow.

Conclusion: If you make 31K after tax income or less, it's highly advised that you live with someone whom you can trust to leverage a two-person salary to live comfortably, as per All Your Worth.

Once you notice that you CAN live within these book's guidelines (i.e. you no longer have to worry about basic necessities or having financial stress, and you live in a safe environment), you can then move to working on Happiness as described in The How of Happiness!

viernes, 10 de abril de 2020

Suzy Cube Update: March 23, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
A very late and very short update...
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Y2K: THE GAME


The year is 1999. A new century is upon us and the new story to scare the masses is the Millennium Bug. Computers will stop working. Electricity will shut down. Mass hysteria! Someone had to capitalise on all of this. Step in Interplay with their prescient point-and-click adventure Y2K: The Game.

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miércoles, 8 de abril de 2020

Tobu Tobu Girl, The First 100% Libre Game Boy Game, Is Getting A New Deluxe Edition


I've been holding on for too long to report this one, but now it seems to be the right time. Tobu Tobu Girl is a wonderful thing. Developed by the nice folks at Tangram Games (who previously brought us the equally libre titles Mr. Rescue and Duck Marines), this arcade platformer is very likely the first Game Boy title to be developed in a 100% libre environment, and that goes for both code and assets.

Originally released in 2017, the game was published as a Game Boy rom made available gratis, and it also got a limited physical cartridge release after a successful Kickstarter campaign.

Now, following yet another Kickstarter, the developers are back with a deluxe version, boasting Gameboy Color and Super Gameboy support, and a previously unincluded survival mode. A new batch of physical copies for the deluxe version are also already available for preorder, and the new rom will be once again distributed gratis to the public sometime in July.

The game's pixel art is simple, yet charming.

As for the game itself, do not be eluded by its cute appearance: Tobu Tobu Girl is not for the faint of heart! The game requires quick thinking and lightning fast reflexes. Players missing a single landing spot will meet immediate failure and taken back to the beginning of the level.

Quality-wise the game's controls are sharp, responsive and intuitive. The graphics are simple, but crafted with love, and the chiptune soundtrack, created by Potato-tan, is delightfully fitting.

So for now, while waiting for the deluxe release, you can still download and enjoy the regular Game Boy version here. As expected, you need a Game Boy emulator to play it. Don't forget to leave a word of appreciation to the creators for loving and supporting Free Software!

Code license: MIT
Assets License: CC-BY 4.0

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