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  1. USArtOfWarfare
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    <p>Currently work as a Software Engineer at Ovitas in Burlington, MA. Previously worked as a Software Engineer at IBM in Littleton, MA, at Infino Systems in Cambridge, MA, and at Associated Environment Systems in Ayer, MA. Graduated from Northeastern University with a BS in Computer Engineering in April 2014.</p> <p>Languages by approximate amount of time I've spent with each (last updated in March 2015):</p> <ul> <li><code>Objective-C</code>: 6,000 hours (work and personal) <ul> <li>Multiple apps on the iOS and Mac App stores.</li> <li>I love that all arguments are named, but this language often ends up with unwieldy lines. I've yet to see any particularly good style conventions that are easy to read/write and compact for this language. <code>@property</code>, <code>@()</code>, <code>@[]</code>, and <code>@{}</code> were a nice start, but the language still has a long way to go before it even competes in the same readability league as <code>Python</code>.</li> </ul></li> <li><code>Python / Boo</code>: 5,000 hours (work and personal) <ul> <li>Don't tell the other languages, but this is definitely my favorite one so far. Everything is so compact and easy to read. Plus I love that 90% of tools you need are packaged in the standard library and that the next 9% are easy to install with <code>Pip</code>. Writing that last 1% is easy.</li> <li><code>Boo</code> is Unity's variation on <code>Python</code>. It's compiled so includes more type safety than standard <code>Python</code>... it's compatible with Mono and .NET.</li> </ul></li> <li><code>Java</code>: 2,500 hours (work) <ul> <li>I've made web apps, swing apps, and Android apps.</li> </ul></li> <li><code>JavaScript / JQuery / UnityScript</code>: 2,000 hours (work and personal) <ul> <li>Unity will try telling you their language is <code>JavaScript</code>. It has enough changes that I generally refer to it as its own language, <code>UnityScript</code>. I've made some web games in it.</li> </ul></li> <li><code>C++</code>: 500 hours (school and personal) <ul> <li>Played around with OGRE 3D (Object Oriented Graphics Rendering Engine) before settling on <code>Unity</code>, instead. Also, most class programming assignments called for <code>C++</code>.</li> </ul></li> <li><code>C</code>: 500 hours (work and personal) <ul> <li>It's hard to stick a number on this, since often technically the language is actually <code>C++</code> or <code>Obj-C</code>, but the particular task at hand doesn't call for an object oriented solution but a purely functional one, so the only giveaway that it isn't <code>C</code> is the file extension being .cpp, .m, or .mm instead of .c.</li> </ul></li> <li><code>Racket / Scheme / LISP</code>: 100 hours (school and personal) <ul> <li>I really like how consistent the syntax is. If anyone ever says they don't like these languages, they've either not tried it or they don't understand functional programming. I personally love them and am in the process of writing my own LISP like language, which I call <code>DR</code> (short for <code>D</code>on't <code>R</code>epeat.)</li> </ul></li> <li><code>Assembly</code>: 20 hours (school and personal) <ul> <li>I've used the <code>asm()</code> function to generate random numbers using Intel Secure Key on the newest Intel chips in a <code>C</code> program.</li> </ul></li> <li><code>MatLab</code>: 20 hours (school)</li> <li><code>Ruby</code>: 5 hours (personal) <ul> <li>Did the online introductory tutorial.</li> </ul></li> </ul>
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