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How I Use GitHub Issues

from A Beautiful Site [alt+shift+b] in programming

I like using GitHub issues for actionable things such as bugs and backlog items I've committed to doing. Non-maintainers are encouraged to open issues only for bugs, whereas everything else is a discussion. Bug Report 👉 Issue Help/support 👉 Discussion Ask a question 👉 Discussion Ideas/suggestions 👉 Discussion Waxing Philosophical 👉 Discussion Alas, no matter how clear you make your templates, some folks will inevitably open issues anyway. Fear not! You can use this gem of a feature in GitHub's sidebar to convert it to a discussion. I use this very liberally. (Tip: make sure you take the time to categorize your discussions. Organization matters!) Nobody ever got mad that their issue got turned into a discussion. Strategic decisions # Sometimes things need to be addressed but there isn't anything actionable yet. Perhaps a decision needs to be made. I think it's best to hash that out in discussions. RFCs, proposals, philosophical discussions are all just that…discussions. Once a decision is made, you can create an actionable issue from the discussion summarizing the problem and the agreed solution, keeping the [often messy] details out of the issue but cleanly linking back to them for reference. The keyword is actionable. This can be anything from "implement feature X" to "determine the best approach to Y." In the case of the latter, the issue should probably contain a follow up, e.g. "once the best approach is determined, implement and document Y". Using this approach combined with milestones has been such a joy compared to the old way of doing issues. Result: GitHub issues serve as a clear backlog of committed, actionable TODOs for the project. Meanwhile, the discussion forum flourishes with questions, suggestions, and other thoughts from the community. Win-win. nb4 — I'm aware labels exist and I find them more useful as a tool to organize a backlog and triage than to separate actual "issues" from "discussions." We used to do this before GitHub had...
4th Aug 2025

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More from A Beautiful Site

Most Software Was Already Slop

As software engineers, we take pride in hand-written code and knowing how everything we build works in detail. While there are many developers out there who build good software, there are many, many more who don’t. Yet we balk at the idea of vibe coding, even when it yields decent results. You don’t need a scientific study to realize the mean quality of human-authored software leaned towards slop even before AI was around. How many times have you been frustrated by an app or website that just didn’t work right? (This is especially true for software produced by big companies.) The quality of software humans can build is absolutely incredible. But the quality of software humans actually do build is usually not. So no, AI can’t build perfect software. Maybe that will improve in the future, or maybe it will remain just as messy as the human-authored code LLMs have been trained on. I don’t think any of that matters, because if AI can build software that’s at least as good as the mediocre code that came before it, that will be acceptable for most industries. Customers don’t care about the craft, they care about the result. And if the result is faster, cheaper, and good enough…well, that’s a better combination than anything they’ve ever had before. Why wouldn't they choose it?

4th Sep 2026 • 2 votes
I'm pulling ColorCopy from the macOS App Store

I launched ColorCopy on May 18. It was my second macOS app, but the first one I launched on the Mac App Store. Today, I decided to pull it. The app isn't a new idea, but it bakes four color tools into a single menu bar app: an eyedropper, a color picker, a palette manager, and a contrast checker, each one a hotkey away. I made it available for free, with a one-time in-app purchase to unlock unlimited use. No subscription, no recurring fees. It's simple, stable software with the lowest possible barrier to entry…exactly the kind of utility the App Store seems made for. I wasn't sure what to expect, so I ran an experiment to answer some questions: Is there any real benefit to having your Mac app on the App Store? Is the Apple tax worth it? Will customers just come flooding in? For ColorCopy's release, I did zero marketing. No Product Hunt launch. No Hacker News post. The only things I published were this blog post and a tweet. If the App Store delivers on its promise of discoverability, that should be enough to see some kind of traffic…right? You be the judge. In nearly three months on the App Store, ColorCopy got a little over 1,000 impressions, 149 product page views, 85 first-time downloads, three in-app purchases, and $21 in proceeds. Not per day. In total. Broken down over 81 days, that averages out to: 13 impressions per day 1.8 product page views per day 1 download per day 0.04 in-app purchases per day (about one per month) $0.26 in proceeds per day Extrapolated to 12 months, ColorCopy would have earned about $95…not even enough to cover Apple's $99 annual developer fee. If discoverability isn't a part of the App Store deal, what exactly is the benefit? Why limit your Mac app to the sandbox?* Why spend hours in App Store Connect filling out metadata, screenshots, and localization information? Why wait an arbitrary number of days for someone to review your app with the consistency of a coin flip? It doesn't seem worth it for Mac developers. Adios, App Store 👋 As of today, ColorCopy is self-distributed and sold through Polar (the new Stripe, which I highly recommend). This is the same way I sell TongueType, which makes pretty much everything easier on my end: one dashboard, real customer relationships, no finicky review process, and updates ship the moment they're ready. The move required swapping out in-app purchases from StoreKit to Polar, and updates now ship through Sparkle instead of the App Store's built-in update mechanism. Both are tried and true solutions for self-distributed Mac apps. To be fair, you can't really do this on iOS. Most users aren't jailbroken…walled garden and all. But on Mac, where self-distribution is still a first-class option, there seems to be zero incentive to be in the App Store, especially if you're counting on discoverability. In three months, the App Store sent me barely a trickle of customers. Had I marketed the app myself, the traffic would have flowed the other way. I would've been sending my customers to Apple and paying a tax for the privilege.** Self-distribution gives me the freedom and control over my apps that the App Store's sandbox never will. If it's on me to drum up all of my own traffic, I'm going to send it to my own website. *I originally used a third-party library for the eye dropper because NSColorSampler is meh, but the sandbox forbids it so I was forced to remove it. Yes, I had to make my app shittier in order to put it on the App Store. **I fully acknowledge this may not be the case for every app, but it was my experience and worth sharing. Your mileage may vary. Aside: ColorCopy was available in 10 languages on the App Store. For some reason, the listing always showed FR as its primary language (it wasn't). The app is available in many languages, including English.

7th Aug 2026 • 1 votes
I Mostly Stopped Typing

I built the dictation app I wanted. It's called TongueType, and my daughter did the voice over for the video. (Family business.) It hasn't gotten much traction yet, and I think I know why: dictation has been bad for so long that most people stopped paying attention. I don't blame them. But I don't think most people realize how good local models have gotten. The thing that was flaky and frustrating five years ago is genuinely good now, and it runs entirely on your Mac. Downloads are low. But the conversion rate is great. The people who actually try it tend to stick around, which tells me the problem isn't the app, it's getting someone to give dictation one more honest chance. The real hurdle is the habit The hard part isn't accuracy. It's that talking instead of typing is a new habit, and new habits are awkward before they're automatic. For the first week it feels strange. You catch yourself reaching for the keyboard out of muscle memory. Then one day it clicks, and you realize how slow typing was making you for certain things. I still write code by hand. That's thinking, not transcribing, and I want my fingers on it (plus saying HTML tags and attributes out loud seems counterintuitive 😂). But for almost everything else, I talk. I prompt LLMs I send emails I reply on Slack I write commit messages I do most other text with my voice The common thread is that the thinking is already done and the only thing left is getting the words out. That turns out to be a surprising amount of my day. My desk setup On the go, the MacBook's built-in mic works just fine. You don't need fancy hardware to get good results. But when I'm at my desk, my laptop is docked, so I pair TongueType with a Tula mic. It's small, portable, sounds great, and looks the part! (Kuru Toga mechanical pencil positioned for size comparison.) One tip: use a wired mic if you can. Bluetooth adds latency, and latency is the enemy of a tool you reach for dozens of times a day. A wired connection makes the whole thing feel instant. Honest caveat: it's probably not a great look in a co-working space. 😂 "Why is this better than macOS dictation?" More accurate. Less flaky. More customizable. More fun. I could list the features, but the honest answer is the same one I'd give for most things: just try it and you'll feel the difference immediately. It's free to start. What's your experience been with dictation? If you wrote it off years ago, I'd genuinely love for you to give TongueType a shot and tell me what you think.

25th Jun 2026 • 1 votes
Introducing TongueType

I just launched my first macOS app called TongueType. It's voice dictation that runs entirely on your Mac. Hold a key, speak, release, and your words appear wherever your cursor happens to be. I build small, simple, stable software. TongueType fits that description, and it scratches an itch I've had for a while. Why I made it I type fast, but I often think faster than I type. When an idea is fully formed in my head, the bottleneck is my fingers. macOS has had built-in dictation forever, but I never liked relying on it. Accuracy aside, I didn't love the idea of my voice taking a trip to a server and back just to write a sentence. There are many dictation apps in the wild, but I want one that's privacy focused, doesn't send data to the cloud, doesn't charge a monthly subscription, and gets out of the way. TongueType uses OpenAI's Whisper model running locally on Apple Silicon. Nothing is uploaded. Nothing is logged. There's no account to create. Zero telemetry. Your voice never leaves your Mac. How it works The whole interaction is one key. By default it's the Right Option key, because it's sitting right there and your thumb isn't doing anything important. Hold it, talk, let go. The transcribed text is inserted at your cursor…in your editor, your email, a chat box, a search field, anywhere text goes. You can also drop in an audio or video file — WAV, MP3, MP4, MOV — and get a transcript back. Handy for meeting recordings and voice memos. A few things I sweated the details on: A grace period so a quick accidental tap doesn't start recording. Double-tap to latch for when you want to keep talking without holding the key down. Cancel phrases — say "scratch that" at the end and the whole thing gets discarded. You will use this more than you expect. Spoken symbols — say "new line" or "question mark" and you get the symbol, not the words. Post-processing — for common terms that seldom get dictated properly. TongueType speaks twelve languages and includes automatic detection, so you don't have to tell it which one you're using. How I actually use it Building the app was one thing. Using it every day turned out to be another. A couple months in, it's quietly worked its way into most of what I do at the keyboard: Prompting LLMs. Talking to an AI assistant is conversational by nature, and typing out a long, detailed prompt is tedious. Speaking it isn't. I get more context into a prompt because I'm not rationing my words to save my fingers. Email. Replies that used to sit in my drafts now get spoken out in a single pass. I still read them before sending, but the blank-page friction is gone. Code comments and commit messages. The parts of coding that are just writing. It's faster to explain why a change exists out loud than to stop and type it. Direct messages. Quick replies in chat without breaking flow. Hold the key, say it, done. The common thread: TongueType is best wherever the thinking is already done and the only thing left is getting words out. That's a surprising amount of my work day. A fun personality TongueType is minimal and fun. It lives in the menu bar. The recording overlay is small and out of the way, and you can configure its position on screen. There are twenty accent colors including Rainbow Mode. None of these extras were necessary, but all of it was fun to build. Accessibility I want to call this out specifically. Voice dictation isn't only a convenience. For some people it's the difference between using a computer comfortably or not. If typing is painful or difficult for you, TongueType is built to be a genuine alternate input method, not an afterthought. That mattered to me, and it shaped a lot of the decisions above. Pricing TongueType is free to try, and the free tier includes every feature. You get 30 minutes of live dictation each month and short file transcriptions. If you want unlimited, TongueType Pro is a one-time $19.99 purchase that covers up to five Macs and unlocks unlimited dictation and full-length file transcription. No subscription. Buy it once, keep it forever. Requirements TongueType needs macOS 14 or later on an Apple Silicon Mac (M1 or newer). The local model is the whole point, and that's what makes it run so well. If any of this sounds useful, give it a try at TongueType.app. It's free to start, and I'd genuinely like to hear what you think.

14th May 2026 • 1 votes
My Stance on AI in Software Development

I believe artificial intelligence is a powerful and valuable tool that can significantly improve how we create, solve problems, and bring ideas to life. I didn't always feel this way.. But these days, I use AI regularly in my work and I expect that to continue. We may not have chosen this reality, but it's the reality we're in. The tools and their benefits — costs be damned — can no longer be ignored. That said, when people ask "was this made with AI?" the honest answer is rarely simple. AI can speed up many parts of the process, but it doesn’t replace human judgment, creativity, or responsibility. What appears effortless on the surface rests on deliberate human direction, critical thinking, and careful review. Getting good results from AI requires active guidance and oversight. The nuances of context, ethics, user needs, and real-world application are simply too varied given the current technology. Moreover, AI doesn’t generate meaningful ideas or elegant solutions on its own. Strong human vision, architecture, and decision-making are still essential. There is no prompt, model, or service that can deliver finished, trustworthy work without substantial human input. My commitment to you is this: everything I create will be driven by human ideas, architecture, verification, and final review. I will use AI as an assistant to do what I would have done anyway, but more efficiently. I will not let AI replace my intelligence, but I will use it to turn my intelligence into code faster. — Cory LaViska

20th Apr 2026 • 1 votes

More in programming

Contract testing implementation challenges

This post was previously published through my newsletter on October 19, 2026. From time to time, I will republish newsletter issues on my blog here if I think people (and search engines) might benefit from it. If you want to read everything I’ve written once it is posted, I recommend signing up for the newsletter. For the last 5-6 years or so, I’ve been talking about, teaching and helping teams implement contract testing on a regular basis. To make that more concrete: at the moment, I’m having ongoing conversations with four different potential clients about helping them in some way with their contract testing implementation, and so far, I’ve run my contract testing workshop four times this year. It probably doesn’t come as a surprise to you when I say that I really like the concept of contract testing as a means of addressing integration testing challenges in distributed software systems. However, no matter if I’m speaking, teaching or implementing contract testing, certain challenges almost always come up at some point, and I want to highlight some of those today. Understanding the concept of contract testing First of all, it often takes people a while to understand the concept of contract testing, especially when they’re used to what I call the ‘traditional’ approach to integration testing: deploying the systems and services in scope to a shared testing environment and then testing them ‘as a whole’. Of course, the more distributed your system and your development process is, and the higher the deployment frequency, the more complex and the slower this integration testing approach is going to be. The premise behind contract testing is to break that integration testing puzzle down into small chunks of individual consumer-provider pairs, and then test the integration between those two in an asynchronous manner. By asynchronous, I mean that there is no need to deploy consumer and provider into a shared environment; both parties perform their part of the process in their own, local development environment. This means you can detect potential integration issues before you deploy, instead of stumbling onto them after you do so. This makes contract testing (or contract-based integration testing, to use its proper name) a significantly different approach to integration testing compared to the more ‘traditional’ approach. In my experience, it usually takes people time to wrap their head around how the process actually works, which steps you should take and in which order, and what you (do not yet) know after each step. It often takes going through several contract testing cycles before people start to ‘get it’. That’s not their fault, that is to be expected, since the contract-based approach to integration testing is, again, quite different from what they’ve been doing for so long. To better cater to this, I redesigned my contract testing workshop a year and a half or so ago. It is now a full-day workshop (half a day is simply too short), and I take much smaller steps and repeat them more often. From what I see, this has led to a better understanding of the concepts with my audience, and that’s the whole point. Contract testing === Pact I’ve talked to quite a few teams that had heard of contract testing somewhere, decided that that was the way out of their integration testing problems, and then immediately started writing contract tests with Pact. Understandable, because Pact is a very useful, very powerful and very popular tool, plus, it’s open source, which makes it easy for teams to get started. Often, they skipped a step in the process. Pact is very much a consumer-driven contract testing tool by nature, and while consumer-driven contract testing is the richest and most powerful of the different approaches to contract testing, it is not necessarily the best fit for every team and every context. It’s a classic example of using the wrong tool for the problem at hand, because they didn’t take enough time looking at the problem and the available solutions. That’s not the problem of Pact, even though it is often framed that way (‘Pact didn’t solve my problems, therefore Pact is not a good tool’). That’s a ‘we didn’t fully understand the problem and the context’ problem. Contract testing removes the need for communication Another challenge that I often see when I talk about or help teams with contract testing is the fact that teams don’t talk to each other. This then leads to integration issues, because team A expects something from team B that team B doesn’t supply. Contract testing is not the solution to these problems. It can’t be - tools alone do not solve problems, let alone communication problems. What contract testing does do is make potential integration issues visible early on in the development process, often earlier than (again) more ‘traditional’ approaches to integration testing. That’s where the value of contract testing can be found. It is not a means to replace communication between teams. In fact, and this is especially true for consumer-driven contract testing, contract testing cannot succeed without good communication between consumer and provider teams. Contract testing replaces all other types of integration testing This one comes up less often than it used to, but sometimes, I still hear people saying that when they will have contract-based integration tests in place, they don’t need other types of integration tests anymore - including E2E tests. That’s simply not true. While contract testing is a great way to find out earlier about the impact of a change in a specific consumer or provider further downstream, in many cases, I wouldn’t rely on these tests alone before moving to production. Because of its asynchronous nature, contract-based integration testing only verifies whether a consumer and a provider speak the same language - can a consumer understand the message returned by a provider in a specific situation? It does not verify that the request or the response message reaches the other party in the first place, for example. In other words, it doesn’t test connectivity between a consumer and a provider. And because integration testing is broken down into individual consumer-provider pairs, you don’t see the entire system working ‘as a whole’. This means you might want to keep a few end-to-end tests in place, even when you’ve got good contract testing coverage across the board. The above is not a complete list of challenges with contract testing, but the ones I mentioned here are those that come up most often.

19 hours ago • 1 votes
Suffering as a Feature

Have you seen this? If you haven't, you should. I think everyone needs to. Wealth inequality on a scale this extreme is almost impossible to explain. You have to experience it to understand. Go ahead. Try it out. Where is the top of this graph? Good question. Keep

yesterday • 1 votes
The upvote dilemma

Hiding upvotes on the discovery feed

2 days ago • 2 votes
The slopocalypse survival guide

Slop is without a doubt everywhere. Be it in restaurant’s menus, music playlists, or online game storefronts, it is now impossible to escape it. Yet, I’ve never met anyone who was actually looking forward to consuming that. No matter how hard it’s shoved down our throats, the human longing to connect with other people through art still remains. Raymond Kotewicz They will not let you filter A simple solution would be to have slop filters. Automatically label AI-generated trash, and let users hide it if they don’t want to see it. So far, I don’t think any of the major internet platforms has implemented this. The common excuse for why they don’t let you easily filter out slop is that it would be technically too difficult. Let me be clear with everyone here: this is complete bullshit. We’re talking about companies that can hire some of the most talented engineers in the world. I don’t think anyone seriously believes they can’t come up with a way to guess if a file has been generated by AI or not. 90% of the slop out there stands out so much everyone can see how it was made after looking at it for 5 seconds. A more plausible reason for the lack of slop filter is that they are simply testing out the waters. They are checking if users will tolerate it. The question tech executives want answered is: will people buy this garbage? And if the answer to that question is yes, here’s what they will do: they will start generating it themselves. They don’t need the useless meat proxies who think typing ten words and pressing enter makes them creative. They definitely don’t want to verse anyone royalties when they could just be making a one time purchase of tokens. If you think this is not real, just ask Tim Sweeney. I bet he will be more than happy to confirm. Roman Navarro Curation by humans for humans So now that it’s clear that tech companies will not save us from drowning in slop, it’s time to turn back to actual humans instead. The good news is they are a lot of people who are here to help you. There are thousands of people on the internet who will search through mountains of content to find the perfect piece of art they want to share with the world. We don’t explicitly call them curators. They are streamers, bloggers, journalists, DJs, overly enthusiast fans, or simply your friends. Some of those people are seriously amazing. There are DJs out there who will spend thousands of hours digging through crates to craft you the perfect ninety minutes of music. Why do you still need those machine-generated playlists? The alternative to blindly trusting the output of a recommendation algorithm isn’t always to become an expert in every field of art. Sometimes you just have to put the trust you had in a machine back into another person. Back to the real world? The real long term solution would be to stop relying only on the internet for distribution. This is already a thing in the music industry. Every city has a record shop that will sell you a carefully selected set of vinyls. For many musicians, physical sales (and concerts) are a much better source of income than streaming. The same goes for the movie. While text-to-video AI is a thing, the real money isn’t made by generating 30 second TikTok dramas. The real money comes from people paying tickets to see a full-length movie in a theater. Sadly I’m not too optimistic about my own field: video games. Somehow it seems the direction we’ve taken is the opposite. We’re all in on online distributions platforms. We have fully accepted them as our new digital overlords. Next month GTA V is coming out without a disk in the box. Sony already announced that the next Playstation will not support physical media. Physical distribution is not even mentioned in the pitch of the average indie publisher. In Breda, the small Dutch city where I live, we used to have two dedicated video games shop. Higher interests rates, expensive rents, and various policy failures have done their jobs: they are both closed. I don’t think this is a good sign for the survivability of the gaming industry.

2 days ago • 2 votes
LARPing with Agents (and Why It Works)

Understanding how assigning anthropomorphic traits to agents can improve their effectiveness and interaction.

2 days ago • 1 votes
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