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I delegate implementation to agents while staying involved in design, evaluating larger features, and checking that the whole application works as I expect.
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How I turned Cove, the Mac RSS reader I built, into an MCP server so my AI agents send me a daily digest in Discord while my library stays on my Mac.
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How I built Sherpa, a Chrome extension that uses LLMs to explain pull requests as you review them, with progressive file and hunk-level detail.
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How to use devcontainers to run AI agents like Claude Code and Codex in isolated environments you control, so you can skip the permission prompts.
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An explanation of Dependency Injection in Go and why it's useful.
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Converting a library that used code generation to generics in Go 1.18
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My experience switched my gRPC backed project's protofiles to use Buf
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Four things to think about when choosing an API framework to write your next Go service.
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How To Write Tests for Your Database Code in Go Without Mocking SQL
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Setting a personal goal to read 26 books in a year with a system for retention using notes and summaries.
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A pattern for returning errors from Go HTTP handlers to reduce boilerplate and centralize error handling.
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Using pprof and go tool trace to find and fix a 100x memory allocation issue caused by compression middleware.
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How to configure GitHub Actions caching for Go modules and build cache to speed up your CI pipelines.
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A walkthrough of migrating a Go project's CI/CD pipeline from Travis CI to GitHub Actions with matrix builds, services, and releases.
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Lessons learned from spending three years building Flipt, including mistakes to avoid and launching before you feel ready.
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4 Tips for Testing Your API Client
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Creating Option types in Go without generics using go generate, templates, and golden file testing.
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Using recursive function types to implement elegant state machines in Go, inspired by Rob Pike's lexical scanning talk.
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Final part: adding glass materials with refraction, a movable camera, field of view, and runtime configuration with Go flags.
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Introducing materials with Lambertian diffuse reflection and specular metal surfaces with fuzz coefficients.
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Adding shading with surface normals, implementing anti-aliasing with sampling, and refactoring with Go interfaces.
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Implementing rays, spheres, and ray-sphere intersection to render a red sphere on screen.