#What Is Nodejs
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Develop & Deploy Nodejs Application in Docker | Nodejs App in Docker Container Explained
Full Video Link https://youtu.be/Bwly_YJvHtQ Hello friends, new #video on #deploying #running #nodejs #application in #docker #container #tutorial for #api #developer #programmers with #examples is published on #codeonedigest #youtube channe
In this video we will learn how to develop nodejs application and deploy it in docker container. I will show do you build nodejs helloworld application and run it in docker container. You will be able to create nodejs helloworld application & run it in docker container in 10 mins. ** Important Nodejs Packages or Modules ** Express – Express is a node js web application framework that…

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The Simslops Afterword
hello everybody! thank you for reading my book. seeing people talk about it has been very gratifying & encouraging.
i was going to write this up essay style, but doing it as a q&a is more fun and still lets me cover everything i wanted to, so let's begin.
q&a
first off, a question from @aminoasinine which i'll address in parts:
I really enjoyed Simslops, and in particular I think the "dwarf fortress event log" style of writing is a great way to showcase the machine/algorithm aspect of it. What software was used for this? Did it have trouble keeping track of so many characters? I noticed the centipedes and other numbered masses were accurately tracked throughout the text, which is something that I know AI tends to struggle with. I'm also curious to know how much of the chapters' 'plot' was laid out in advance by the prompting, and whether any major events were the result of emergent narrative. In particular, the coffin + Maude's Salvation plot towards the end definitely felt like direct intervention on your part, but was the AI reacting to you inserting those things, or were you editing the text around them after the fact?
the simslops is the product of a custom program written in nodejs. the source code is available at the download page if you want to examine it in detail, but the core of the framework is as follows:
there are actors, items, and rooms with names and numerical flags.
there are actions, each defined by their conditions, effects upon the scene, and chance of being selected.
each chapter is defined by its starting conditions and available actions.
each round or tick (whatever you want to call it), a random available action is applied to the scene.
this is repeated until an action ends the scene or there are no more actions left to perform.
each action narrates itself when applied to a scene. for example, the source code for the "pick up an item" action looks like this:
hopefully this is at least semi-intelligible if you don't know javascript. the first parameter defines what the action acts upon: in this case, an actor and an item. the second is the condition: the item must not already be held, and it must not have the pickupAttempted flag. the third is responsible for how the action affects the scene, and the string it returns is how the action is described in the text. when an actor goes to pick something up, if that something is immovable, this is noted. (otherwise every scene devolves into everybody struggling to pick up a couch.) if it's not immovable, the actor picks it up. the first case is described with "actor tries to pick up item, but it's hardly portable." (a reference to the inform 7 default responses) and the second with "actor picks up item." the fourth parameter says to multiply this action's weight by ten if the item in question has a description and has yet to be examined.
each action is defined similarly. a handful use grammars for more varied output, but the majority just have simple fill-in-the-blank sentences. all together there's nearly 6k lines of nodejs to define the whole book. this project started as a test case for this framework, actually. i was outlining a short story and hating it and had a thought: what if i wrote a program to generate an outline for me? then i could have a skeleton to work from and could get to the fun part, the actual writing. out of whimsy i decided to put some simpsons characters in a room and make them fuck. this is a more exhaustive test case than you'd expect. it handles solo actions (moaning) and pair actions (lustful looks & sex.) sex only happens when both participants are horny, which requires setting flags for each actor. kramer's appearance is an action not tied to anything in the scene, and giving birth is an action that creates new actors. a great deal of my motivation here (and in many other things) was "wouldn't it be funny / fucked up if..." but it also did its job of test case pretty well. once i added items, that necessitated inventories; theft & picking up & putting down all require certain types of checks.
it's funny that you mention emergent narrative, because i really think the simslops really became what it was in the telling. early in the process i became enamored with the image of one of the characters descending through text adventure geography, lost and alone. thus came the turn to pathos. i had read "does marge have friends" some time prior, which inspired maude's inclusion and the role she plays. from there i built things out with twin eyes toward thematics and "funny/fucked up". i do find it interesting to what extent all that was emergent from the implementation. it's a framework that tends towards reducing things to mush. a semantic satiation machine.
anyway, i hope this answers your question --- it's not LLM-based, it uses older, more "traditional" procgen techniques. the plot of each chapter is roughly scaffolded by the actions i attach to it. it's really incredibly authored; it's difficult for this framework to surprise me except by juxtaposition. under this framework it's also pretty trivial to track any number of actors. so, to answer this question from @zedogica:
how much of simslops was embellished from the original generated text? a few moments stood out to me
none of it. you can download the source and get your own personal simslops. the only human embellishment was done during development. in an ideal world, this would live on a server somewhere and everyone could download a unique generation. unfortunately, i don't have the knowhow for that kind of thing. (my understanding is that you need to do a lot when writing server-side code to make sure you don't expose a million security vulnerabilities.) i've contented myself with doing what i can client-side: releasing the source code & setting up the download button to give you one of five pre-generated outputs.
returning to aminoasinine's question:
I also really like the difference in language used during the Deviltongue chapters. It's interesting to see what changes when the tone is explicitly defined as 'horror' or 'scary', and how that seemingly translates to those bizarre compound words like tribulationmalice and torturefrenzy. I think it's my favorite chapter(s) in general because of how it takes a much different tone and hammers it into the same monotonous nothing as the other chapters despite its more 'active' and ostensibly 'less boring' setting than your standard centipede sex house. everything shakes and moans and howls with blood-malice, lymph and spines standing on end, over and over until it doesn't mean anything anymore. everyone and everything is trembling in fear of a grim finality bearing down that never actually comes, because nothing ever ends. It's the same nothing-emotion as all the unbearable passionate lust in the sex scenes, an emotional signifier that signifies absolutely nothing.
thank you! the strange compounds are a product of the aforementioned grammars, as are the shaking and moaning and howling. writing the dungeon & horror chapters made me realize i really like broad, dumb pastiches. there's something very satisfying about taking cliches and mangling them.
Anyway, the choice to have 'pet the dog' in every scene did not go unnoticed, I think the last three lines are my favorite part, and finally, I think every book from now on should open with a horoscope chart made from out of context quotes. Thank you for making this, I will be watching your neocities with great interest :)
thank you for reading it! two fun facts about the horoscopes:
each entry's text is taken from a random item description.
the dates are wrong, each offset by a day. due to my strong personal convictions i wished to stress that this novella in no way endorses the practice of astrology.
an anonymous question:
So Marge crying during the video game sequence show the reduction of feelings into simple fun, even though the human experiencing the games in question might feel other emotions when playing them. But what do the horror sections represent? I got the gist of most parts, but as I don’t engage with horror medium often I feel like the commentary is lost on me. What were you trying to say with the horror sections, in other words?
first: one of the major benefits of the framework i used here is that it's very good at creating unintended juxtapositions. the only prerequisite for weeping is if the actor in question is holding part of a corpse, but depending on the context, it can take on a number of different connotations.
second:
a lot of usamerican horror films (particularly aliens and predator) are sublimations of the anxieties surrounding the vietnam war. both are about big grizzled soldier guys getting picked off by an unseen yet omnipresent foe who can strike from anywhere. hell, one of them is even set in a jungle. slender: the eight pages, being a game about the Scary Getter following you around in a forest, feels of a type with these.
seymour skinner was a us soldier in the vietnam war.
in that vein, another anonymous question:
also I understand almost all of the references in the chicken’s names but how does sylvester stallone figure into colonialism?
one of sylvester stallone's two big roles is the rambo series, where he's a heroic us soldier rescuing prisoners of war in vietnam, repelling the soviets in afghanistan, or performing other jingoistic acts of horrendous violence. the other is rocky where he plays a white boxer (the "italian stallion") who's built up as a contender to the current reigning champion, Black boxer apollo creed. he's of a type with the other americana culture slop included, i think.
another question from aminoasinine:
Damn, I thought of another question right after I sent that long-ass ask. What was the thought process behind making The Bart such a minor part of the story? Is it out of a desire (or the AI's internal rules) not to have a child present in the gore/sex chapters, or is it more about how Bart as a character seems almost /more/ of a product or symbol than any of the other characters? Like, he can't really mingle with the other 'people' in this setting, because he is something beyond, having transcended any semblance of characterhood to become ONLY product? Is this the end state of every simslop, to eventually be reduced to a series of identical stimuli on a conveyor belt of endless content?
i settled on the cast of characters pretty early. homer and marge are obvious. ned is also pretty obvious. maude is the emotional core. "kramer bursts in" is a pretty common meme. and i had steamed hams edits on the brain, so seymour gets to come, too. i scaffolded out my story with a focus on these six and whatever pathos & resonance i could wring out of them.
i don't think i had any plans to include bart until i came up with that pun. "the work of bart in the age of mechanical reproduction." that + the factory itself is a very good illustration of the funny/fucked up philosophy & dichotomy. (i think i also had the bart doll from the trash meteor episode of futurama in mind.)
anyway, to answer your actual question: yeah, i didn't want to put bart in the main story because i didn't want to put a child in the mix, and he didn't fit in the outline i had drawn up. i think the intermissions pretty accurately capture the pathos of bart & milhouse, though. the funko pop scamp and the perpetual punching-bag.
this next question is from @where-your-eyes-dont-go:
I'm curious about the reason for "_ pets the dog" being such a frequent refrain in so many sections. I could read it a few ways— it's an action that's often used to humanize characters, and it occasionally does seem to give the characters more apparent personhood, the action almost automatically being interpreted by the reader as affection showcasing an internal life—but its repetition seems to force the reader to instead view it as just another merely automatic process. It also could be a bit of commentary on the common claim that a "pet the dog" button in video games automatically makes such games better. I'd love to know more about your thought process here.
early in the development process, i added "actor votes blue." as an inane flavor action. rqd suggested they pet the dog, and i thought it was brilliant. "can you pet the dog" is exactly the kind of empty posturing i want to satirize. i thought it would be best if the dog is never simulated otherwise. just as petting the dog is an empty gesture in games, in the simslops the dog only exists "in flavor", not mechanically. there is no dog actor or dog affection flag, it's just implied there's a dog around for each scene. the suggestion of something cozy and wholesome and cute happening without any actual substance. (and bob was there, too.)
(a friend had to dissuade me from adding "actor realizes why they're called Kojima games" as another flavor action.)
this anonymous question befuddled me a bit:
have you read Marge Simpson Anime?
"marge simpson anime... what in the world is marge simpson anime?" and then i looked it up and found a tumblr blog with a bunch of drawings of marge and went "oh yeah! marge simpson anime!" i haven't read it, but i've definitely seen it around, and i'm definitely at least in conversation with it.
(on the subject of things i'm in conversation with, i realized recently that i absolutely should have put too many cooks and the simpsons au where homer is in pain in the further reading section.)
a question from @theoretically-questionable:
I'm curious as to why the choices of both explicit sexual acts and disregard for consistent anatomy within said acts were made for Simslops; was it simply a transgression, influenced by the (surprising) amount of actual simpsons porn, or something else?
this one also befuddled me. my original intent had been to generate oddball descriptions of a consistent set of genitals, but, like. on further reflection, that super isn't borne out by the text. i think my mental image of things changed when i added the "adverbly-verbing" snowclone to the sex grammar. (score one for emergent narrative.) my initial motivation was that i think over-the-top, too-mechanical-to-be-erotic sex is a fun thing to write a generator for, and i find kramer and homer doing obscene things to each other amusing. the end result is a lot more mastaba snoopy in a way i really like.
here's a question from @txttletale:
why the simpsons? as opposed to, for example, family guy
i've had to think for a while on this. my instinctive response is "it was essentially random, an act of whimsy," but that's not a very good answer. surely something drew me to the simpsons, even if it was subconscious. let's try and peel it back a layer. my next theory has to do with pathos. it is very difficult to wring anything remotely poignant out of peter griffin. you put peter griffin in a scary cave and he goes "this reminds me of the time i was in the descent" and we get some inane cutaway gag. i can't imagine lois expressing anything more sincere than a scott the woz video. there's an obvious pathos to meg, the constant butt of the joke; treating her with any degree of seriousness gets you pathos in spades. similarly, that comic where chris griffin and bart simpson go to couples therapy is genuinely affecting. there's something there, but it's a very different something from what the simslops ended up being. (for one, i wouldn't feel comfortable doing all the centipede sex stuff if my principal characters are kids.) there's a similar issue with trying this with south park (which was also something i don't have much familiarity with). while the fandom has bafflingly devoted a great deal of time and energy to the emotional struggles of those little weirdos, i don't really see much potential there.
on the other end, we have futurama, a show with perhaps too much emotional weight to go in the blender in the same way. like, there are the episodes with fry's dog and fry's brother and leela's parents. similarly, bob's burgers and bojack horseman (and i'm sure many other shows) draw their characters too realistically. the simpsons hits a sweet spot. its characters are cartoon-enough, commodified-enough, and emotional-enough. they're in the goldilocks zone along all these axes.
in the simpsons movie, there's a bit where bart and ned go fishing. bart messes up somehow, ned goes to assist, and bart flinches away, expecting to be strangled. what was once a comedy routine, a subversion of the "father-knows-best" sitcom family, is treated with real emotional weight.
how did they ever come back from that? by the end of the film homer had redeemed himself as a person and as a father. it was the emotional climax of the movie or whatever. roll credits. there were a million billion more seasons and despite the increasing age of the voice cast, more simpsons are extruded every day. why bother? the rotten heart was laid bare nearly two decades ago.
finally, a question from @fattyopossum:
have you seen any interpretations of it youd consider like. unexpected, in either a good ro bad way? any takes on it now that its been out that youw erent expecting people to get or new interpretations people brought to it that really resonated with you
a lot of the thematic weight of the simslops feels post-hoc to me, like a new interpretation that wasn't there when i wrote it. again, it really became what it was in the telling; technical decisions lead to thematic weight. all characters who have sex have the same genitalia. i decided this because it made writing the sex grammar easier. however, it's also a huge thematic boon. casting marge and maude as transfem makes maude's abjection and their love for eachother much more impactful. it's really easy for me to get chicken-or-the-egg about it. which came first, the High Artistry or the Funny/Fucked Up?
(the real answer, of course, is that it doesn't matter. the text exits anyway and i must shepherd it as it exists, not as i intended it. ego death of the author.)
as for other people's interpretations: i'm quite pleased about the reasoning that anon expressed earlier for why marge was crying while platforming. i was also happy to hear a friend's read that kramer had finally found peace in the meadows, that she's with the girls and relaxing and having snacks. it's not really borne out by the text, but it's such a comforting thought, right? maybe if we imagine kramer happy, she will be.
trivia
the first commit hit my git repo in september 2024, and the simslops released march 2025. all in all it took about six months of on-and-off work.
the name "deviltongue" comes from a character i played in a game of neptune's pride. he ended up getting betrayed and dying badly. so it goes. (on a similar note: as a kid, i thought his name actually was "slideshow bob".)
originally, the sundervalley chapters were going to feature more of the classic cozy small farmer simulator tropes. homer was gonna go fishing and chat up the town's eligible bachelors: crow, tom, and cam. it would've distracted too much from the real core of the chapter, though, so it never got implemented.
my original design for the cover looked like this:
i'm still not sure i made the right decision switching to the final composition. i like the oddness of eyes on the hair in that version, but the lines over the hair in the this version remind me of one of the ways you see dicks censored in hentai, which feels thematically appropriate.
on that subject, this texture:
is a heavily mangled collage of a bunch of ai generated images, each of which was created by using the name of a simpsons' character as both prompt and negative prompt. it shows up in the download buttons and (in heavily desaturated form) on the final version of the cover.
the blurbs were slightly modified grammar output. i was pretty fried the day of release & wasn't able to think of anything, so rqd suggested i use a relevant wikipedia extract and use a grammar for the blurbs. i think it turned out pretty well.
there are six secret characters in the simslops. have you found them?
future work
i think i've taken this framework as far as it will go. the system of numerical flags got bent when i stored the farm workers' country of origin as text. the more linear plotted segments required a set of flags trading off each other, which is fiddly to coordinate. generally, everything is very siloed off. the clearest example of this is in the grammars for generating the various bits of procedural text. they're fun to write, and i'm always delighted by the results, but there's a lot of duplication of effort in my current approach. each chapter that uses procedural text has its own grammar with its own set of words and phrases. this is basically fine in this case, but it's not something i want to deal with for future projects. writing grammars is fun, like building a shipyard in a bottle, but it gets mind-numbing after a while. you can only come up with synonyms for laugh so many times, yknow?
my dream is a single massive grammar all output text runs through. since my grammar system can handle conjugating verbs and adding a/an in front of words, integrating all text output with that system would simplify all sorts of things. then i could have big lists of words to query for relevant adjectives or nouns with specific associations, procedural sentence structures, referents that know what adjectives apply to them...
it's really easy to get feature crept in this sphere. we'll see how much of this i'll be able to implement. i don't think all that is necessary to make the simslops framework useful, really. the only thing it urgently needs is some kind of event emitting & handling system. currently all the little special cases have to be implemented specifically. for example, there's a check in the "drop item" action for if the item in question is fragile. if it is, it breaks. if the item is also smoky, we get the "orange smoke pours out" effect. it'd be a lot cleaner (and make me a lot happier) if i could just say "when a smoky object breaks, emit orange smoke" and similar things.
thank you to everyone who read the simslops, and an extra thank you to everyone who asked me questions. now it's time to go back to work on the next issue. it's going to be a very different beast. i hope you enjoy it.
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Ok actually.. what is the hipster's interpreted imperative programming language, like... what's the 'you know, you should really rewrite your python lib in xyz, it's the python and nodejs killer for real. I want to work in it or on it. And i want to replace the shell with it bc FUCK YOU BASH FUCK YOU POWERSHELL DIE DIE DIE DIE
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"He is back and he is seeking revenge!!" That’s what one of my teammates said after we wrapped up a big performance upgrade on a server that was… let’s say, not performing its best. Highs and lows, right? Complex, data-heavy, fast, reliable, and done for the best 'top dogs' in the game (me included).
And then another kind of thing... I was talking with a friend who’s been struggling to find a job in his field (he's studying management, which is a solid and common path). So, why not help a little bit? (That is what is in the image, do not call me a click baiter*)
I strongly believe that if you're struggling to get into any area, a nice way to present yourself is by having a page—it can be pure HTML/CSS or a cloned repo with some kind of "personal website template" using all the NodeJS you want.
Then, turn it into a DNS like "yourname-myprofession.com" so you can show a clean, well-designed QR Code with your avatar during interviews. It’s a cleanest way possible to present your résumé and experience. Tech skills are like magic, especially for those who haven't seen it before. You can check out the repo on my GitHub, but it's still a work in progress. Should be done by Sunday!
#study aesthetic#study blog#coding#programmer#programming#software development#developer#software#student#study space#study art#study motivation#study#studyblr#studyblr europe#studyblr community#study inspiration#studying#studyspo#linux#linuxposting#arch linux#open source#computers#github#softwareengineering#software engineer#software engineering#information technology#study life
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it remains true: if you need a simple free app, search "[your operating system] [thing you want to do] github" and you'll probably find what you want (though the ui might be bad). my most recent use of this was "mac search github" and the I'm feeling lucky was https://github.com/Pixel-Master/File-Find, which, there you have it. is there a better utility to do file search on a mac when spotlight's index isn't sufficient? maybe, but why would I spend any more time looking for it if this solves my immediate problem?
(of course, the other thing I tend to do is spend 3 hours writing a file search utility in nodejs. so my philosophies here might not be very internally consistent when taken at face value.)
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01/11/2023 || Day 104
Personal Chatter
I love that yesterday I was pumped and ready for November and preparing to be productive, and yet today I woke up feeling bad so productivity was low. That's ok, tmr will be better! I also had another ASL class today and the teacher brought us chocolate (and the better thing is that we already know the sign for chocolate before, so we could use that in a sentence today). We've learned about 500 words (do we remember them all? lol, nope), and it's been such a fun class, so I already signed up for the next unit of the class for January.
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Programming
Even though I didn't feel great today, I did get some stuff done!
LeetCode
Decided to start off with an easy LeetCode question, so I went with Number of Good Pairs and 5 mins later I was done. I previously did the Top Interview 150 questions, but I want more practice with Arrays/Strings, so I'm just doing those types now. Will move onto sorting and binary search trees and linked lists later (once I feel smart again).
Hobby Tracker - Log # 1
Ok, I decided what my full-stack project will be. I want to create a web app in which a user can keep track of different media they want to consume; books, movies, TV shows, and video games. Essentially, I want something that will show me how many things I want to get to (i.e how many books I want to read), and what those things specifically are, and then show me how much of each media type I've completed. For example, I have a spreadsheet of video games I own and I have it show me the % of complete games. I want that, but for all books, movies, shows, and games I enter. Not only that, but for certain media, I want to be able to get a random title from my list. Say I have 20 books I want to read but don't know which to pick. Well, I can ask it to choose a book for me randomly, and I'll read it. That's the basic idea, anyways. Today I spent some time setting up a Trello board to keep track of features I want and functionality I need, and I also started designing the mobile version of the app using Figma. It'll probably be a while before I start coding, but the idea is to have the frontend be built with React, backend with NodeJs, and database be SQL. I'll also be using APIs to get the media info, such as title, genre, etc...This will be the biggest project in terms of scope I've worked on, but hopefully I'll learn a lot.
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What I need to improve...
Need to improve on these for work! (✿◠‿◠)
▢ JavaScript skills ▢ ReactJS skills ▢ NodeJS ▢ AngularJS
#xc: note to myself#coding#codeblr#programming#progblr#studyblr#studying#tech#comp sci#software developer
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“I think I’m too stupid to be a programmer,” I mutter to myself. Then I look over at my computer, where the testing framework that I was supposed to experiment with is shitting out the most confusing, unreadable information ever.
“This testing suite sucks,” I say, “I’m going to just write something in NodeJs that actually does what I want it to do.”
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The Debate of the Decade: What to choose as the backend framework Node.Js or Ruby on Rails?
New, cutting-edge web development frameworks and tools have been made available in recent years. While this variety is great for developers and company owners alike, it does come with certain drawbacks. This not only creates a lot of confusion but also slows down development at a time when quick and effective answers are essential. This is why discussions about whether Ruby on Rails or Noe.js is superior continue to rage. What framework is best for what kind of project is a hotly contested question. Nivida Web Solutions is a top-tier web development company in Vadodara. Nivida Web Solutions is the place to go if you want to make a beautiful website that gets people talking.

Identifying the optimal option for your work is challenging. This piece breaks things down for you. Two widely used web development frameworks, RoR and Node.js, are compared and contrasted in this article. We'll also get deep into contrasting RoR and Node.js. Let's get started with a quick overview of Ruby on Rails and Node.js.
NodeJS:
This method makes it possible to convert client-side software to server-side ones. At the node, JavaScript is usually converted into machine code that the hardware can process with a single click. Node.js is a very efficient server-side web framework built on the Chrome V8 Engine. It makes a sizable contribution to the maximum conversion rate achievable under normal operating conditions.
There are several open-source libraries available through the Node Package Manager that make the Node.js ecosystem special. Node.js's built-in modules make it suitable for managing everything from computer resources to security information. Are you prepared to make your mark in the online world? If you want to improve your online reputation, team up with Nivida Web Solutions, the best web development company in Gujarat.
Key Features:
· Cross-Platforms Interoperability
· V8 Engine
· Microservice Development and Swift Deployment
· Easy to Scale
· Dependable Technology
Ruby on Rails:
The back-end framework Ruby on Rails (RoR) is commonly used for both web and desktop applications. Developers appreciate the Ruby framework because it provides a solid foundation upon which other website elements may be built. A custom-made website can greatly enhance your visibility on the web. If you're looking for a trustworthy web development company in India, go no further than Nivida Web Solutions.
Ruby on Rails' cutting-edge features, such as automatic table generation, database migrations, and view scaffolding, are a big reason for the framework's widespread adoption.
Key Features:
· MVC Structure
· Current Record
· Convention Over Configuration (CoC)
· Automatic Deployment
· The Boom of Mobile Apps
· Sharing Data in Databases
Node.js v/s RoR:
· Libraries:
The Rails package library is called the Ruby Gems. However, the Node.Js Node Package Manager (NPM) provides libraries and packages to help programmers avoid duplicating their work. Ruby Gems and NPM work together to make it easy to generate NPM packages with strict version control and straightforward installation.
· Performance:
Node.js' performance has been lauded for its speed. Node.js is the go-to framework for resource-intensive projects because of its ability to run asynchronous code and the fact that it is powered by Google's V8 engine. Ruby on Rails is 20 times less efficient than Node.js.
· Scalability:
Ruby's scalability is constrained by comparison to Node.js due to the latter's cluster module. In an abstraction-based cluster, the number of CPUs a process uses is based on the demands of the application.
· Architecture:
The Node.js ecosystem has a wealth of useful components, but JavaScript was never designed to handle backend activities and has significant constraints when it comes to cutting-edge construction strategies. Ruby on Rails, in contrast to Node.js, is a framework that aims to streamline the process of building out a website's infrastructure by eliminating frequent installation problems.
· The learning curve:
Ruby has a low barrier to entry since it is an easy language to learn. The learning curve with Node.js is considerably lower. JavaScript veterans will have the easiest time learning the language, but developers acquainted with various languages should have no trouble.
Final Thoughts:
Both Node.JS and RoR have been tried and tested in real-world scenarios. Ruby on Rails is great for fast-paced development teams, whereas Node.js excels at building real-time web apps and single-page applications.
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System Shock 2 in Unreal Engine 5

Tools, tools, tools
Back when I worked in the games industry, I was a tools guy by trade. It was a bit of a mix between developing APIs and toolkits for other developers, designing database frontends and automated scripts to visualise memory usage in a game's world, or reverse engineering obscure file formats to create time-saving gadgets for art creation.
I still tend to do a lot of that now in my spare time to relax and unwind, whether it's figuring out the binary data and protocols that makes up the art and assets from my favourite games, or recreating systems and solutions for the satisfaction of figuring it all out.
A Shock to the System
A while back I spent a week or so writing importer tools, logic systems and some basic functionality to recreate System Shock 2 in Unreal Engine 5. It got to the stage where importing the data from the game was a one-click process - I clicked import and could literally run around the game in UE5 within seconds, story-missions and ship systems all working.
Most of Dark engine's logic is supported but I haven't had the time to implement AI or enemies yet. Quite a bit of 3D art is still a bit sketchy, too. The craziest thing to me is that there are no light entities or baked lightmaps placed in the levels. All the illumination you can feast your eyes on is Lumen's indirect lighting from the emissive textures I'd dropped into the game. It has been a fun little exercise in getting me back into Unreal Engine development and I've learnt a lot of stuff as usual.
Here is a video of me playing all the way up to the ops deck (and then getting lost before I decided to cut the video short - it's actually possible to all the way through the game now). Lots of spoilers in this video, obviously, for those that haven't played the game.
youtube
What it is
At it's core, it's just a recreation of the various logic-subsystems in System Shock 2 and an assortment of art that has been crudely bashed into Unreal Engine 5. Pretty much all the textures, materials, meshes and maps are converted over and most of the work remaining is just tying them together with bits of C++ string. I hope you also appreciate that I sprinkled on some motion-blur and depth of field to enhance the gameplay a little. Just kidding - I just didn't get around to turning that off in the prefab Unreal Engine template I regularly use.
Tool-wise, it's a mishmash of different things working together:
There's an asset converter that organises the art into an Unreal-Engine-compatible pipeline. It's a mix of Python scripting, mind numbingly dull NodeJS and 3dsmaxscript that juggles data. It recreates all the animated (and inanimate) textures as Unreal materials, meshifies and models the map of the ship, and processes the objects and items into file formats that can be read by the engine.
A DB to Unreal converter takes in DarkDBs and spits out JSON that Unreal Engine and my other tools can understand and then brings it into the Engine. This is the secret sauce that takes all the levels and logic from the original game and recreates it in the Unreal-Dark-hybrid-of-an-engine. It places the logical boundaries for rooms and traps, lays down all the objects (and sets their properties) and keys in those parameters to materialise the missions and set up the story gameplay.
Another tool also weeds through the JSON thats been spat out previously and weaves it into complex databases in Unreal Engine. This arranges all the audio logs, mission texts and more into organised collections that can be referenced and relayed through the UI.
The last part is the Unreal Engine integration. This is the actual recreation of much of the Dark Engine in UE, ranging all the way from the PDA that powers the player's journey through the game, to the traps, buttons and systems that bring the Von Braun to life. It has save-game systems to store the state of objects, inventories and all your stats, levels and progress. This is all C++ and is built in a (hopefully) modular way that I can build on easily should the project progress.



Where it's at
As I mentioned, the levels themselves are a one-click import process. Most of Dark engine's logic, quirks and all, is implemented now (level persistence and transitions, links, traps, triggers, questvars, stats and levelling, inventory, signals/responses, PDA, hacking, etc.) but I still haven't got around to any kid of AI yet. I haven't bought much in the way of animation in from the original game yet, either, as I need to work out the best way to do it. I need to pull together the separate systems and fix little bugs here and there and iron it out with a little testing at some point.
Lighting-wise, this is all just Lumen and emissive textures. I don't think it'll ever not impress me how big of a step forward this is in terms of realistic lighting. No baking of lightmaps, no manually placing lighting. It's all just emissive materials, global/indirect illumination and bounce lighting. It gets a little overly dark here and there (a mixture of emissive textures not quite capturing the original baked lighting, and a limitation in Lumen right now for cached surfaces on complex meshes, aka the level) so could probably benefit with a manual pass at some point, but 'ain't nobody got time for that for a spare-time project.




The unreal editor showcasing some of the systems and levels.
Where it's going
I kind of need to figure out exactly what I'm doing with this project and where to stop. My initial goal was just to have an explorable version of the Von Braun in Unreal Engine 5 to sharpen my game dev skills and stop them from going rusty, but it's gotten a bit further than that now. I'm also thinking of doing something much more in-depth video/blog-wise in some way - let me know in the comments if that's something you'd be interested in and what kind of stuff you'd want to see/hear about.

The DB to JSON tool that churns out System Shock 2 game data as readable info
Anyway - I began to expand out with the project and recreate assets and art to integrate into Unreal Engine 5. I'll add more as I get more written up.
#game development#development#programming#video game art#3ds max#retro gaming#unreal engine#ue5#indiedev#unreal engine 5#unreal editor#system shock 2#system shock#dark engine#remake#conversion#visual code#c++#json#javascript#nodejs#tools#game tools#Youtube
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what is the hipster's interpreted imperative programming language, like... what's the 'you know, you should really rewrite your python lib in xyz, it's the python and nodejs killer for real.’
Maybe Julia? At the very least, I knew many people in grad school who loudly evangelized for replacing R and Python with Julia.
oh yeah ive heard of that. (also @wuggen i need your opinion have u used julia and is it an honor to have it share ur name or does it do no justice to the julia set)
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Yeah. Because it's like inflation. People would want always more, but what we do with the RAM capacity is an illusion of what it can actually do.
Also same for storage.
Reminder that Zelda Wind Waker was only 1.2 GB. It's a GameCube open world, without loading time between zones. Colors are calculated to avoid having variation of colors stored in the disk.
Here are multiple things that make websites/games/software too big and slow:
End of image optimization. No more sprite, only big PNG
End of script optimization. Scripts were only there when needed. You could have tons of CSS animations and all. But now we mostly use JS (which isn't bad when optimized), and we import tons of libraries (eehh... NodeJS)
Background tasks. Mostly because you have multiple softwares running without you noticing. They send HTTP requests so they can update.
Also, reminder that Lady Dimitrescu's butt has more polygons than Resident Evil 1.
Nothing is optimized anymore and companies will have bigger and bigger servers to store all of these data, leading to a ecological problem due to the energy to power these datacenters.
Why is that?
Optimization takes time. Leaders leave no time for programmers to optimize their software/games/websites, because it's a waste of time according to them. Capitalism, again! Conformity, no optimization, ready on time, money for the bosses and screw the environment.
we should globally ban the introduction of more powerful computer hardware for 10-20 years, not as an AI safety thing (though we could frame it as that), but to force programmers to optimize their shit better
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Web Development Course by Takeoffupskill – Build Websites Like a Pro

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Top 10 Essential NodeJS Features for Modern Web Development

Top Nodejs Features Explained
In today’s fast-paced digital world, developers need tools that are not only efficient but also scalable and performance-driven. Node.js stands out as a powerful JavaScript runtime environment that has revolutionized backend development. But what exactly makes it so special? The secret lies in its rich set of features.
From its event-driven architecture to non-blocking I/O and real-time capabilities, Node.js offers developers a modern and efficient approach to building web applications. Whether you’re developing APIs, microservices, or full-stack apps, understanding the core features of Node.js is essential for leveraging its full potential. In this article, we’ll explore the key Node.js features that make it a top choice for modern web development.
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Best Node.js Frameworks to Use in 2025
The Node.js development platform remains popular because it provides developers high performance capabilities alongside scalable features and an extensive framework ecosystem. More secure powerful web applications together with improved performance will increase in demand when we reach 2025. The performance and maintenance quality of your project heavily relies on selecting the most suitable Node.js framework for applications ranging from RESTful APIs to real-time chat services and microservice architectures.
Before starting to develop your complex application you need to consider. Hire dedicated node.js developer who master advanced frameworks because they enable maximum framework utilization. This piece examines Node.js frameworks suitable for 2025 along with supporting evidence for their value in development.

1. Express.js – The Classic Favorite
Express.js represents the main framework selection for Node.js developers throughout multiple years. Express.js matches the minimalist framework structure along with unopinionated design to serve applications of medium and small scale. The year of 2025 finds Express.js functioning as an established framework which supports developers needing maximum control to build their application architecture.
Why Use Express.js in 2025?
Large community and rich documentation.
Extensive middleware support.
Users find it straightforward to merge Express.js with databases while integrating it with front-end frameworks.
Hiring software developers with experience in Express.js along with knowledge of your chosen application will lead to efficient and scalable solutions in backend development.
Read more: Top software development companies in 2025
2. NestJS – Best for Scalable Enterprise Applications
NestJS became increasingly popular during recent years because it enables developers to manage complex enterprise-level applications without difficulties. The system utilizes TypeScript as its main language while implementing Angular concepts which enables front-end developers to handle it easily.
Key Features:
Modular architecture.
It includes in-built support for microservices when combined with GraphQL features.
Strong typing with TypeScript.
Organizations planning to grow swiftly and accomplish clean codebases can select NestJS as their perfect solution. Hiring developers with NodeJs expertise for NestJS applications delivers the advantage of developing applications which are both sustainable and resistant to future changes.
3. Fastify functions as a light-weight high-performance application.
Performance-driven organizations pick Fastify above other options. Security professionals recognize Fastify for accomplishing fast HTTP server operations with minimal performance weighting. Fastify provides both its essential plugin system and validate-by-schema capabilities that prepare developers to develop production-grade applications up until 2025.
What Makes Fastify Stand Out?
High throughput performance
JSON schema validation.
Fastify operates efficiently within environments dedicated to development as well as those built for production needs.
You will achieve maximum Fastify performance capabilities by hiring developers who specialize in maximizing speed and efficiency.
4. Koa.js – The Modern and Elegant Alternative
A production of the Express team has established Koa.js as a contemporary and refined way to build server-based systems. The use of ES6 generators and async/await syntax allows developers to simplify middleware control and enhance error management features.
Advantages of Using Koa in 2025:
Cleaner and more expressive code.
Great for building lightweight, modular applications.
The framework does not include built-in middleware that enables complete developer control during application development.
Businesses launching contemporary apps should use Koa.js as their lean framework choice. Developers who possess skills in both NodeJs and advanced JavaScript concepts as well as async programming principles should handle your project to maximize framework potential.
5. Sails.js – Ideal for Data-Driven Applications
Sails.js serves as an optimal selection when creating data-intensive applications that include CRM systems dashboards and APIs. Implementation of convention-over-configuration and integrated WebSockets as well as ORM capabilities are standard features of this framework.
Sails.js Highlights:
Follows MVC architecture.
Sails.js offers Waterline as its database system coupled with the ORM functionality.
Auto-generated REST APIs.
The technology serves as an excellent solution for developing scalable backend systems which suits both startups and large enterprises in need of quick system expansion. Qualitatively superior applications result from experienced Sails.js developers who work to cut development periods while maintaining exceptional output quality.
6. AdonisJS – The Laravel of Node.js
Users commonly refer to AdonisJS as Node.js's Laravel equivalent because it provides complete full-stack features along with a framework that emphasizes certain conventions during development as well as command-line enhancement tools. A fully featured backend solution emerges from the package set by AdonisJS which includes routing together with middleware authentication and ORM support.
Why AdonisJS is Rising in 2025:
Full-stack development capabilities.
Through its built-in functions the platform provides complete authentication capabilities together with data validation features.
TypeScript by default for type safety.
Conducting application development that requires complex features such as authentication and payments and real-time functionality necessitates expert NodeJs developers who have experience with AdonisJS for creating secure and maintainable code bases.
Choosing the Right Framework in 2025
Each Node.js framework has its strengths and ideal use cases. Here’s a quick comparison to help you decide:
No matter which framework you choose, success depends on the expertise of your development team. When you hire experienced software developers, you ensure your application is built using best practices and industry standards.
Final Thoughts
Node.js developers in 2025 will find a wide selection of frameworks which address different development requirements across APIs that focus on performance to full-scale backend solutions. The selection of proper framework constitutes an essential step yet its implementation success depends heavily on qualified personnel.
The ideal moment to hire experts who deeply understand modern frameworks for application development now exists since your project requires robust and scalable code. The combination of suitable tools with proper teams will enable your upcoming project to reach remarkable achievement levels all the way to 2025.
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