Notes on codes, projects and everything
It is very difficult to like the way vim handle plugins by default, so I was really thrilled to find out about pathogen when a geek I followed tweeted about it. It took me some time to actually re-organize my current configuration to this new format. Then I thought why not reorganize my .vimrc as well, as my current version looks a bit cryptic after a while.
After comparing my own implementation of MVC with CodeIgniter’s, now I’m comparing Kohana’s and Zend’s. I have just shifted from CodeIgniter to Kohana recently in work and is currently learning on how to use Zend Framework to build my web-app. As everybody knows, Zend Framework is more like a collection of library classes than a framework a la Ruby on Rails, using MVC in Zend Framework would require one to begin from bootstrapping stage. However, in Kohana, just like other frameworks, bootstrapping is done by the framework itself so the developer will get an installation that almost just works (after a little bit of configuration).
I like how Kohana 3 organizes the classes, and I thought the same thing may be applied to my Zend Framework experimental project. Basically what this means is that I can name the controller class according to PEAR naming convention, and deduce the location of the file by just parsing the class name.
I was invited to try Go (the programming language, not that board game) a few months ago, however I didn’t complete back then. The main reason was because it felt raw, compared to other languages that I know a fair bit better (for example Ruby). There was no much syntatic sugar around, and getting some work done with it feels “dirty”.
Should have done this earlier, I was just being lazy to go through all the steps to publish it properly. So here it is, the full source is published to bitbucket. Feel free to fork the project if you are interested. I have not attach a licence to it but it will most probably be BSD licence. I have also uploaded the latest 0.0.2 release to bitbucket and would update the download link posted previously soon.
In the previous post, I re-implemented Annoy in 2D with some linear algebra maths. Then I spent some time going through some tutorial on vectors, and expanded the script to handle data in 3D and more. So instead of finding gradient, the perpendicular line in the middle of two points, I construct a plane, and find the distance between it and points to construct the tree.