Archive for September, 2012

The SOLID principles are recognised for encapsulating (pun intended) many important aspects of OOP design.

I have recently been exploring some similar principles for designing software components in the form of functional DSLs in Clojure. I’m provisionally calling these the VAPOR principles.

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Code Golf in Clojure

Posted: September 21, 2012 in Uncategorized
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Recently enjoyed doing a bit of code golf – in particular solving the FizzBuzz test, which I managed to get down to 80 characters in Clojure (let me know if you can do better!)


(map #(let[t(mod% 3)z{0"Fizz"}]({0(str(z t)'Buzz)}(mod% 5)(z t%)))(range 1 101))

The experience inspired me to write down and share a few tips and tricks….

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Warnings are deferrable errors

Posted: September 8, 2012 in coding
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I’m a zero-tolerance person when it comes to defects. I like all my tests green. If anything comes up red (either in a test or a as compile error) then it is my No.1 priority to fix the defect.

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Something I still love about Java

Posted: September 6, 2012 in coding
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Clojure is certainly my language of choice nowadays.

But recently I spent a day working on an old ~35k LOC Java code base, and it reminded me what I still love about Java.

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Over the weekend I did some work to get Ironclad running with Clojure 1.4 and uploaded it to Github as an open source project. I though that this would be a good milestone to reflect upon the work so far – and in particular¬†I thought I’d share some of the learnings / interesting aspects of developing the game.

Clojure enthusiasts may find it interesting since it is a semi-complete game written in Clojure in a (mostly) functional style.

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