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Nearly a quarter of seventeen-year-old boys in America have an ADHD diagnosis. That's crazy. But worse than the diagnosis is that the majority of them end up on amphetamines, like Adderall or Ritalin. These drugs allow especially teenage boys (diagnosed at 2-3x the rate of girls) to do what their mind would otherwise resist: Study subjects they find boring for long stretches of time. Hurray? Except, it doesn't even work. Because taking Adderall or Ritalin doesn't actually help you learn more, it merely makes trying tolerable. The kids might feel like the drugs are helping, but the test scores say they're not. It's Dunning-Kruger — the phenomenon where low-competence individuals overestimate their abilities — in a pill. Furthermore, even this perceived improvement is short-term. The sudden "miraculous" ability to sit still and focus on boring school work wanes in less than a year on the drugs. In three years, pill poppers are doing no better than those who didn't take amphetamines at...
13 hours ago

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More from David Heinemeier Hansson

Believe it's going to work even though it probably won't

To be a successful founder, you have to believe that what you're working on is going to work — despite knowing it probably won't! That sounds like an oxymoron, but it's really not. Believing that what you're building is going to work is an essential component of coming to work with the energy, fortitude, and determination it's going to require to even have a shot. Knowing it probably won't is accepting the odds of that shot. It's simply the reality that most things in business don't work out. At least not in the long run. Most businesses fail. If not right away, then eventually. Yet the world economy is full of entrepreneurs who try anyway. Not because they don't know the odds, but because they've chosen to believe they're special. The best way to balance these opposing points — the conviction that you'll make it work, the knowledge that it probably won't — is to do all your work in a manner that'll make you proud either way. If it doesn't work, you still made something you wouldn't be ashamed to put your name on. And if it does work, you'll beam with pride from making it on the basis of something solid. The deep regret from trying and failing only truly hits when you look in the mirror and see Dostoevsky staring back at you with this punch to the gut: "Your worst sin is that you have destroyed and betrayed yourself for nothing." Oof. Believe it's going to work.  Build it in a way that makes you proud to sign it. Base your worth on a human on something greater than a business outcome.

4 days ago 6 votes
Why we won't hire a junior with five years of experience

We just opened a search for a new junior programmer at 37signals. It's been years since we last hired a junior, but the real reason the listing is turning heads is because we're open about the yearly salary: $145,849*. That's high enough that programmers with lots of experience are asking whether they could apply, even if they aren't technically "junior". The answer is no. The reason we're willing to pay a junior more than most is because we're looking for a junior who's better than most. Not better in "what do they already know", but in "how far could they go". We're hiring for peak promise — and such promise only remains until it's revealed. Maybe it sounds a little harsh, but a programmer who's been working professionally for five years has likely already revealed their potential. What you're going to get is roughly what you see. That doesn't mean that people can't get better after that, but it means that the trajectory by which they improve has already been plotted. Whereas a programmer who's either straight out of school or fresh off their first internship or short-stint job is essentially all potential. So you draw their line on the basis of just a few early dots, but the line can be steep. It's not that different from something like the NFL scouting combine. Teams fight to find the promise of The Next All-Star. These rookies won't have the experience that someone who's already played in the league for years would have, but they have the potential to be the best. Someone who's already played for several seasons will have shown what they have and be weighed accordingly. This is not easy to do! Plenty of rookies, in sports and programming, may show some early potential, then fail to elevate their game to where the buyer is betting it could be. But that's the chance you take to land someone extraordinary. So if you know a junior programmer with less than three years of industry experience who is sparkling with potential, do let them know of our listing. And if you know someone awesome who's already a senior programmer, we also have an opening for them. *It's a funnily precise number because it's pulled directly from the Radford salary database, which we query for the top 10% of San Francisco salaries for junior programmers.

a week ago 8 votes
Universal Basic Dead End

While the world frets about the future of AI, the universal basic income advocates have an answer ready for the big question of "what are we all going to do when the jobs are gone": Just pay everyone enough to loaf around as they see fit! Problem solved, right? Wrong. The purpose of work is not just about earning your keep, but also about earning a purpose and a place in the world. This concept is too easily dismissed by intellectuals who imagines a world of liberated artists and community collaborators, if only unshackled by the burdens of capitalism. Because that's the utopia that appeals to them. But we already know what happens to most people who lose their job. It's typically not a song-and-dance of liberation, but whimper with increasing despair. Even if they're able to draw benefits for a while. Some of that is probably gendered. I think men have a harder time finding a purpose without a clear and externally validated station of usefulness. As a corollary to the quip that "women want to be heard, men want to be useful" from psychology. Long-term unemployment, even cushioned by state benefits, often leads men to isolation and a rotting well-being. I've seen this play out time and again with men who've lost their jobs, men who've voluntarily retired from their jobs, and men who've sold their companies. As the days add up after the centering purpose in their life disappeared, so does the discontent with "the problem of being". Sure, these are just anecdotes. Some men are thrilled to do whatever, whenever, without financial worries. And some women mourn a lost job as deeply as most men do. But I doubt it's evenly split. Either way, I doubt we'll be delighted to discover what societal pillars wither away when nobody is needed for anything. If all labor market participation rests on intrinsic motivation. That strikes me as an obvious dead end. We may not have a say in the manner, of course. The AI revolution, should it materialize like its proponents predict, has the potential to be every bit as unstoppable as the agricultural, industrial, and IT revolutions before it. Where the Luddites and the Amish, who reject these revolutions, end up as curiosities on the fringe of modern civilization. The rest of us are transformed, whether we like it or not. But generally speaking, I think we have liked it! I'm sure it was hard to imagine what we'd all be doing after the hoe and the horse gave way to the tractor and combine back when 97% of the population worked the land. Same when robots and outsourcing claimed the most brutish assembly lines in the West. Yet we found our way through both to a broadly better place. The IT revolution feels trickier. I've personally worked my life in its service, but I'm less convinced it's been as universal good as those earlier shifts. Is that just nostalgia? Because I remember a time before EVERYTHING IS COMPUTER? Possibly, but I think there's a reason the 80s in particular occupy such a beloved place in the memory of many who weren't even born then. What's more certain to me is that we all need a why, as Viktor Frankl told us in Man's Search for Meaning. And while some of us are able to produce that artisanal, bespoke why imagined by some intellectuals and academics, I think most people need something prepackaged. And a why from work offers just that. Especially in a world bereft of a why from God. It's a great irony that the more comfortable and frictionless our existence becomes, the harder we struggle with the "the problem of being". We just aren't built for a life of easy leisure. Not in mass numbers, anyway. But while the masses can easily identify the pathology of that when it comes to the idle rich, and especially their stereotyped trust-fund offspring, they still crave it for themselves. Orwell's thesis is that heaven is merely that fuzzily-defined place that provides relief from the present hardships we wish to escape. But Dostoevsky remarks that should man ever find this relief, he'd be able to rest there for just a moment, before he'd inevitably sabotage it — just to feel something again. I think of that often while watching The Elon Show. Musk's craving for the constant chaos of grand gestures is Dostoevsky's prediction underwritten by the wealth of the world's richest man. Heaven is not a fortune of $200 billion to be quietly enjoyed in the shade of a sombrero. It's in the arena. I’ve also pondered this after writing about why Apple needs a new asshole in charge, and reflecting on our book, It Doesn't Have To Be Crazy At Work. Yes, work doesn’t have to be crazy, but for many, occasional craziness is part of the adventure they crave. They’ll tolerate an asshole if they take them along for one such adventure — accepting struggle and chaos as a small price to feel alive. It's a bit like that bit from The Babylon Bee: Study Finds 100% Of Men Would Immediately Leave Their Desk Job If Asked To Embark Upon A Trans-Antarctic Expedition On A Big Wooden Ship. A comical incarnation of David Graeber's Bullshit Jobs thesis that derives its punchline from how often work lacks a Big Why. So when a megalomanic like Musk — or even just a run-of-the-mill asshole with a grand vision — offers one, the call of the wild beckons. Like that big wooden ship and the open sea. But even in the absence of such adventure, a stupid email job offers something. Maybe it isn't much, maybe it doesn't truly nourish the soul, but it's something. In the Universal Basic Income scenario of having to design your own adventure entirely from scratch, there is nothing. Just a completely blank page with no deadline to motivate writing the first line. If we kill the old 9-5 "why", we better find a new one. That might be tougher than making silicon distill all our human wisdom into vectors and parameters, but we have to pull it off.

a week ago 9 votes
Great AI Steals

Picasso got it right: Great artists steal. Even if he didn’t actually say it, and we all just repeat the quote because Steve Jobs used it. Because it strikes at the heart of creativity: None of it happens in a vacuum. Everything is inspired by something. The best ideas, angles, techniques, and tones are stolen to build everything that comes after the original. Furthermore, the way to learn originality is to set it aside while you learn to perfect a copy. You learn to draw by imitating the masters. I learned photography by attempting to recreate great compositions. I learned to program by aping the Ruby standard library. Stealing good ideas isn’t a detour on the way to becoming a master — it’s the straight route. And it’s nothing to be ashamed of. This, by the way, doesn’t just apply to art but to the economy as well. Japan became an economic superpower in the 80s by first poorly copying Western electronics in the decades prior. China is now following exactly the same playbook to even greater effect. You start with a cheap copy, then you learn how to make a good copy, and then you don’t need to copy at all. AI has sped through the phase of cheap copies. It’s now firmly established in the realm of good copies. You’re a fool if you don’t believe originality is a likely next step. In all likelihood, it’s a matter of when, not if. (And we already have plenty of early indications that it’s actually already here, on the edges.) Now, whether that’s good is a different question. Whether we want AI to become truly creative is a fair question — albeit a theoretical or, at best, moral one. Because it’s going to happen if it can happen, and it almost certainly can (or even has). Ironically, I think the peanut gallery disparaging recent advances — like the Ghibli fever — over minor details in the copying effort will only accelerate the quest toward true creativity. AI builders, like the Japanese and Chinese economies before them, eager to demonstrate an ability to exceed. All that is to say that AI is in the "Good Copy" phase of its creative evolution. Expect "The Great Artist" to emerge at any moment.

2 weeks ago 11 votes

More in programming

Thoughts on releasing our first indie game

Two weeks ago we released Dice’n Goblins, our first game on Steam. This project allowed me to discover and learn a lot of new things about game development and the industry. I will use this blog post to write down what I consider to be the most important lessons from the months spent working on this. The development started around 2 years ago when Daphnée started prototyping a dungeon crawler featuring a goblin protagonist. After a few iterations, the game combat started featuring dice, and then those dice could be used to make combos. In May 2024, the game was baptized Dice’n Goblins, and a Steam page was created featuring some early gameplay screenshots and footage. I joined the project full-time around this period. Almost one year later, after amassing more than 8000 wishlists, the game finally released on Steam on April 4th, 2025. It was received positively by the gaming press, with great reviews from PCGamer and LadiesGamers. It now sits at 92% positive reviews from players on Steam. Building RPGs isn’t easy As you can see from the above timeline, building this game took almost two years and two programmers. This is actually not that long if you consider that other indie RPGs have taken more than 6 years to come out. The main issue with the genre is that you need to create a believable world. In practice, this requires programming many different systems that will interact together to give the impression of a cohesive universe. Every time you add a new system, you need to think about how it will fit all the existing game features. For example, players typically expect an RPG to have a shop system. Of course, this means designing a shop non-player character (or building) and creating a UI that is displayed when you interact with it. But this also means thinking through a lot of other systems: combat needs to be changed to reward the player with gold, every item needs a price tag, chests should sometimes reward the player with gold, etc… Adding too many systems can quickly get into scope creep territory, and make the development exponentially longer. But you can only get away with removing so much until your game stops being an RPG. Making a game without a shop might be acceptable, but the experience still needs to have more features than “walking around and fighting monsters” to feel complete. RPGs are also, by definition, narrative experiences. While some games have managed to get away with procedurally generating 90% of the content, in general, you’ll need to get your hands dirty, write a story, and design a bunch of maps. Creating enough content for a game to fit 12h+ without having the player go through repetitive grind will by itself take a lot of time. Having said all that, I definitely wouldn’t do any other kind of games than RPGs, because this is what I enjoy playing. I don’t think I would be able to nail what makes other genres fun if I don’t play them enough to understand what separates the good from the mediocre. Marketing isn’t that complicated Everyone in the game dev community knows that there are way too many games releasing on Steam. To stand out amongst the 50+ games coming out every day, it’s important not only to have a finished product but also to plan a marketing campaign well in advance. For most people coming from a software engineering background, like me, this can feel extremely daunting. Our education and jobs do not prepare us well for this kind of task. In practice, it’s not that complicated. If your brain is able to provision a Kubernetes cluster, then you are most definitely capable of running a marketing campaign. Like anything else, it’s a skill that you can learn over time by practicing it, and iteratively improving your methods. During the 8 months following the Steam page release, we tried basically everything you can think of as a way to promote the game. Every time something was having a positive impact, we would do it more, and we quickly stopped things with low impact. The most important thing to keep in mind is your target audience. If you know who wants the game of games you’re making, it is very easy to find where they hang out and talk to them. This is however not an easy question to answer for every game. For a long while, we were not sure who would like Dice’n Goblins. Is it people who like Etrian Odyssey? Fans of Dicey Dungeons? Nostalgic players of Paper Mario? For us, the answer was mostly #1, with a bit of #3. Once we figured out what was our target audience, how to communicate with them, and most importantly, had a game that was visually appealing enough, marketing became very straightforward. This is why we really struggled to get our first 1000 wishlists, but getting the last 5000 was actually not that complicated. Publishers aren’t magic At some point, balancing the workload of actually building the game and figuring out how to market it felt too much for a two-person team. We therefore did what many indie studios do, and decided to work with a publisher. We worked with Rogue Duck Interactive, who previously published Dice & Fold, a fairly successful dice roguelike. Without getting too much into details, it didn’t work out as planned and we decided, by mutual agreement, to go back to self-publishing Dice’n Goblins. The issue simply came from the audience question mentioned earlier. Even though Dice & Fold and Dice’n Goblins share some similarities, they target a different audience, which requires a completely different approach to marketing. The lesson learned is that when picking a publisher, the most important thing you can do is to check that their current game catalog really matches the idea you have of your own game. If you’re building a fast-paced FPS, a publisher that only has experience with cozy simulation games will not be able to help you efficiently. In our situation, a publisher with experience in roguelikes and casual strategy games wasn’t a good fit for an RPG. In addition to that, I don’t think the idea of using a publisher to remove marketing toil and focus on making the game is that much of a good idea in the long term. While it definitely helps to remove the pressure from handling social media accounts and ad campaigns, new effort will be required in communicating and negotiating with the publishing team. In the end, the difference between the work saved and the work gained might not have been worth selling a chunk of your game. Conclusion After all this was said and done, one big question I haven’t answered is: would I do it again? The answer is definitely yes. Not only building this game was an extremely satisfying endeavor, but so much has been learned and built while doing it, it would be a shame not to go ahead and do a second one.

16 hours ago 4 votes
Rediscovering the origins of my Lisp journey

<![CDATA[My journey to Lisp began in the early 1990s. Over three decades later, a few days ago I rediscovered the first Lisp environment I ever used back then which contributed to my love for the language. Here it is, PC Scheme running under DOSBox-X on my Linux PC: Screenshot of the PC Scheme Lisp development environment for MS-DOS by Texas Instruments running under DOSBox-X on Linux Mint Cinnamon. Using PC Scheme again brought back lots of great memories and made me reflect on what the environment taught me about Lisp and Lisp tooling. As a Computer Science student at the University of Milan, Italy, around 1990 I took an introductory computers and programming class taught by Prof. Stefano Cerri. The textbook was the first edition of Structure and Interpretation of Computer Programs (SICP) and Texas Instruments PC Scheme for MS-DOS the recommended PC implementation. I installed PC Scheme under DR-DOS on a 20 MHz 386 Olidata laptop with 2 MB RAM and a 40 MB hard disk drive. Prior to the class I had read about Lisp here and there but never played with the language. SICP and its use of Scheme as an elegant executable formalism instantly fascinated me. It was Lisp love at first sight. The class covered the first three chapters of the book but I later read the rest on my own. I did lots of exercises using PC Scheme to write and run them. Soon I became one with PC Scheme. The environment enabled a tight development loop thanks to its Emacs-like EDWIN editor that was well integrated with the system. The Lisp awareness of EDWIN blew my mind as it was the first such tool I encountered. The editor auto-indented and reformatted code, matched parentheses, and supported evaluating expressions and code blocks. Typing a closing parenthesis made EDWIN blink the corresponding opening one and briefly show a snippet of the beginning of the matched expression. Paying attention to the matching and the snippets made me familiar with the shape and structure of Lisp code, giving a visual feel of whether code looks syntactically right or off. Within hours of starting to use EDWIN the parentheses ceased to be a concern and disappeared from my conscious attention. Handling parentheses came natural. I actually ended up loving parentheses and the aesthetics of classic Lisp. Parenthesis matching suggested me a technique for writing syntactically correct Lisp code with pen and paper. When writing a closing parenthesis with the right hand I rested the left hand on the paper with the index finger pointed at the corresponding opening parenthesis, moving the hands in sync to match the current code. This way it was fast and easy to write moderately complex code. PC Scheme spoiled me and set the baseline of what to expect in a Lisp environment. After the class I moved to PCS/Geneva, a more advanced PC Scheme fork developed at the University of Geneva. Over the following decades I encountered and learned Common Lisp, Emacs, Lisp, and Interlisp. These experiences cemented my passion for Lisp. In the mid-1990s Texas Instruments released the executable and sources of PC Scheme. I didn't know it at the time, or if I noticed I long forgot. Until a few days ago, when nostalgia came knocking and I rediscovered the PC Scheme release. I installed PC Scheme under the DOSBox-X MS-DOS emulator on my Linux Mint Cinnamon PC. It runs well and I enjoy going through the system to rediscover what it can do. Playing with PC Scheme after decades of Lisp experience and hindsight on computing evolution shines new light on the environment. I didn't fully realize at the time but the product packed an amazing value for the price. It cost $99 in the US and I paid it about 150,000 Lira in Italy. Costing as much as two or three texbooks, the software was affordable even to students and hobbyists. PC Scheme is a rich, fast, and surprisingly capable environment with features such as a Lisp-aware editor, a good compiler, a structure editor and other tools, many Scheme extensions such as engines and OOP, text windows, graphics, and a lot more. The product came with an extensive manual, a thick book in a massive 3-ring binder I read cover to cover more than once. A paper on the implementation of PC Scheme sheds light on how good the system is given the platform constraints. Using PC Scheme now lets me put into focus what it taught me about Lisp and Lisp systems: the convenience and productivity of Lisp-aware editors; interactive development and exploratory programming; and a rich Lisp environment with a vast toolbox of libraries and facilities — this is your grandfather's batteries included language. Three decades after PC Scheme a similar combination of features, facilities, and classic aesthetics drew me to Medley Interlisp, my current daily driver for Lisp development. #Lisp #MSDOS #retrocomputing a href="https://remark.as/p/journal.paoloamoroso.com/rediscovering-the-origins-of-my-lisp-journey"Discuss.../a Email | Reply @amoroso@fosstodon.org !--emailsub--]]>

14 hours ago 3 votes
Localising the `` with JavaScript

I’ve been writing some internal dashboards recently, and one hard part is displaying timestamps. Our server does everything in UTC, but the team is split across four different timezones, so the server timestamps aren’t always easy to read. For most people, it’s harder to understand a UTC timestamp than a timestamp in your local timezone. Did that event happen just now, an hour ago, or much further back? Was that at the beginning of your working day? Or at the end? Then I remembered that I tried to solve this five years ago at a previous job. I wrote a JavaScript snippet that converts UTC timestamps into human-friendly text. It displays times in your local time zone, and adds a short suffix if the time happened recently. For example: today @ 12:00 BST (1 hour ago) In my old project, I was using writing timestamps in a <div> and I had to opt into the human-readable text for every date on the page. It worked, but it was a bit fiddly. Doing it again, I thought of a more elegant solution. HTML has a <time> element for expressing datetimes, which is a more meaningful wrapper than a <div>. When I render the dashboard on the server, I don’t know the user’s timezone, so I include the UTC timestamp in the page like so: <time datetime="2025-04-15 19:45:00Z"> Tue, 15 Apr 2025 at 19:45 UTC </time> I put a machine-readable date and time string with a timezone offset string in the datetime attribute, and then a more human-readable string in the text of the element. Then I add this JavaScript snippet to the page: window.addEventListener("DOMContentLoaded", function() { document.querySelectorAll("time").forEach(function(timeElem) { // Set the `title` attribute to the original text, so a user // can hover over a timestamp to see the UTC time. timeElem.setAttribute("title", timeElem.innerText); // Replace the display text with a human-friendly date string // which is localised to the user's timezone. timeElem.innerText = getHumanFriendlyDateString( timeElem.getAttribute("datetime") ); }) }); This updates any <time> element on the page to use a human friendly date string, which is localised to the user’s timezone. For example, I’m in the UK so that becomes: <time datetime="2025-04-15 19:45:00Z" title="Tue, 15 Apr 2025 at 19:45 UTC"> Tue, 15 Apr 2025 at 20:45 BST </time> In my experience, these timestamps are easier and more intuitive for people to read. I always include a timezone string (e.g. BST, EST, PDT) so it’s obvious that I’m showing a localised timestamp. If you really need the UTC timestamp, it’s in the title attribute, so you can see it by hovering over it. (Sorry, mouseless users, but I don’t think any of my team are browsing our dashboards from their phone or tablet.) If the JavaScript doesn’t load, you see the plain old UTC timestamp. It’s not ideal, but the page still loads and you can see all the information – this behaviour is an enhancement, not an essential. To me, this is the unfulfilled promise of the <time> element. In my fantasy world, web page authors would write the time in a machine-readable format, and browsers would show it in a way that makes sense for the reader. They’d take into account their language, locale, and time zone. I understand why that hasn’t happened – it’s much easier said than done. You need so much context to know what’s the “right” thing to do when dealing with datetimes, and guessing without that context is at the heart of many datetime bugs. These sort of human-friendly, localised timestamps are very handy sometimes, and a complete mess at other times. In my staff-only dashboards, I have that context. I know what these timestamps mean, who’s going to be reading them, and I think they’re a helpful addition that makes the data easier to read. [If the formatting of this post looks odd in your feed reader, visit the original article]

an hour ago 2 votes