You're Probably Using the Wrong Dictionary An Essay by James Somers jsomers.net As if a word were no more than coordinatesAnother mind as alive as yoursA soft and fitful lusterPathosAn affection for words Webster's Dictionary, 1913 Edition languagewriting
A brief foray into vectorial semantics An Article by James Somers jsomers.net One of the best (and easiest) ways to start making sense of a document is to highlight its “important” words, or the words that appear within that document more often than chance would predict. That’s the idea behind Amazon.com’s “Statistically Improbable Phrases”: Amazon.com’s Statistically Improbable Phrases, or “SIPs”, are the most distinctive phrases in the text of books in the Search Inside!™ program. To identify SIPs, our computers scan the text of all books in the Search Inside! program. If they find a phrase that occurs a large number of times in a particular book relative to all Search Inside! books, that phrase is a SIP in that book. mathmeaningwordsnotetakingsearchchance
Learning About Work Ethic From My High School Driving Instructor An Essay by James Somers www.theatlantic.com Should we really demand that the guy who checks ticket stubs at the movie theater hones his craft? Well, yes. No job is too low to not warrant care, because no job exists in isolation. Carelessness ripples. It adds friction to the working of the world. To phone it in or run out the clock, regardless of how alone and impotent you might feel in your work, is to commit an especially tragic—for being so preventable—brand of public sin. Bob [the driving instructor] oozes concern; he wants to infect the state of New Jersey with good driving habits. He respects his public role, the fact that the minute he's done with these kids they head straight for their parents' car keys and out onto the roads we share. When I asked him what he likes to do outside of work, he laughed: "This is my life." His reward is the pleasure of depth itself. craftworkethics
Building is never a straight line You might think that Mario 64 was built with tickets and sprints, but, according to interviews, there was no master plan, only the principles that the game should feel good and be fun. They started with just Mario in a small room, and tuned his animations and physics until he felt nice and responsive. After that, the levels were also created as they went, with the designers, developers, and director going back and forth using sketches and prototypes. Building like this is never a straight line. Ideas and code get left on the cutting room floor because part of innovation is questioning whether what you made should exist. The process is cyclical and iterative, looking something like this. Pirijan Ketheswaran, Why Software is Slow and Shitty pketh.org Follow the funEngineers who love their work agileiteration