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Last week, my coworker Charlie asked what it would take to automatically detect and purge unused aphrodite styles in our codebase.

If asked 2 years ago, I probably would have gone with a regex and a string-munging python script, but I’d just spent the past few nights messing with babel plugins, and figured I could probably get pretty far with relatively little work. As it happened, I was impressed by how easy it was using the tools that babel provides.

As a bonus, it also works with React Native because they have the same API, and it could probably be extended to other libraries without too much work.

I’ve expressed multiple times that I really want to get into clojurescript, but I keep running into barriers.

My background: I’m an experienced JS dev, and for my personal projects I use the latest & greatest of React, Flow, Babel, and Webpack, which makes for a pretty rocking experience. Given my background, lots of my hesitation could just be the fact that staying in my comfort zone of javascript is easy, though it may be far less simple than the experience provided by clojurescript.

By the end of this post, I hope I will have convinced myself to face my fears and dive into clojurescript anyway :D

Reactive Programming is getting a lot of attention these days, and it promises to reduce frustration, bugs, and greenhouse gas emissions. Unfortunately, there’s a sizeable learning curve involved while you try and get your head to think in streams instead of imperative sequential processes.

The perceptron is one of the most primitive learners, and is also of the easier ones to understand intuitively. I’ll first give some background, and then an animation in javascript with 2D data, and an implementation in python, with graphs of it running on some traditional datasets.

A few months ago I saw @scanlime’s “Zen Photon Garden” on hacker news, and was really impressed. In short, you draw walls/mirrors with your mouse, and it ray-traces light from a central source. Very beautiful and “zen”. However, as a programmer, drawing lines by hand was far too inaccurate. So I forked it and added a scriptable interface for adding walls.