Notes on codes, projects and everything
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).
While my static pages and site theme is still under construction, I went to CodeIgniter.com to see how to work with it and played the tutorial screencasts. The reason behind in considering CodeIgniter (CI) to be used in my next project is because I don’t feel like re-inventing the wheel. However to port my current project to use CI may cause some problems as there are differences in how we implement MVC structure.
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 finally put in some time and effort learning myself a bit of Rust. Though I am still struggling with ownership and lifetimes (which is essentially everything about the language, to be honest), I find it more interesting compared to Golang, which is relatively boring, though being functional (no pun intended). While learning the language, the one thing I came across often is the
Option enum, then I remembered that I read something about Monad.
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”.
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.