Dump A Code Repository As A Text File, For Easier Sharing With Chatbots

Some LLMs (Large Language Models) can act as useful programming assistants when provided with a project’s source code, but experimenting with this can get a little tricky if the chatbot has no way to download from the internet. In such cases, the code must be provided by either pasting it into the prompt or uploading a file manually. That’s acceptable for simple things, but for more complex projects, it gets awkward quickly.

To make this easier, [Eric Hartford] created github2file, a Python script that outputs a single text file containing the combined source code of a specified repository. This text file can be uploaded (or its contents pasted into the prompt) making it much easier to share code with chatbots.

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Bridging A Gap Between LLMs And Programming With TypeChat

By now, large language models (LLMs) like OpenAI’s ChatGPT are old news. While not perfect, they can assist with all kinds of tasks like creating efficient Excel spreadsheets, writing cover letters, asking for music references, and putting together functional computer programs in a variety of languages. One thing these LLMs don’t do yet though is integrate well with existing app interfaces. However, that’s where the TypeChat library comes in, bridging the gap between LLMs and programming.

TypeChat is an experimental MIT-licensed library from Microsoft which sits in between a user and a LLM and formats responses from the AI that are type-safe so that they can easily be plugged back in to the original interface. It does this by generating JSON responses based on user input, making it easier to take the user input directly, run it through the LLM, and then use the output directly in another piece of code. It can be used for things like prototyping prompts, validating responses, and handling errors. It’s also not limited to a single LLM and can be fairly easily modified to work with many of the existing models.

The software is still in its infancy but does hope to make it somewhat easier to work between user inputs within existing pieces of software and LLMs which have quickly become all the rage in the computer science world. We expect to see plenty more tools like this become available as more people take up using these new tools, which have plenty of applications beyond just writing code.

How Much Programming Can ChatGPT Really Do?

By now we’ve all seen articles where the entire copy has been written by ChatGPT. It’s essentially a trope of its own at this point, so we will start out by assuring you that this article is being written by a human. AI tools do seem poised to be extremely disruptive to certain industries, though, but this doesn’t necessarily have to be a bad thing as long as they continue to be viewed as tools, rather than direct replacements. ChatGPT can be used to assist in plenty of tasks, and can help augment processes like programming (rather than becoming the programmer itself), and this article shows a few examples of what it might be used for.

AI comments are better than nothing…probably.

While it can write some programs on its own, in some cases quite capably, for specialized or complex tasks it might not be quite up to the challenge yet. It will often appear extremely confident in its solutions even if it’s providing poor or false information, though, but that doesn’t mean it can’t or shouldn’t be used at all.

The article goes over a few of the ways it can function more as an assistant than a programmer, including generating filler content for something like an SQL database, converting data from one format to another, converting programs from one language to another, and even help with a program’s debugging process.

Some other things that ChatGPT can be used for that we’ve been able to come up with include asking for recommendations for libraries we didn’t know existed, as well as asking for music recommendations to play in the background while working. Tools like these are extremely impressive, and while they likely aren’t taking over anyone’s job right now, that might not always be the case.

Simultaneous Invention, All The Time?

As Tom quipped on the podcast this week, if you have an idea for a program you’d like to write, all you have to do is look around on GitHub and you’ll find it already coded up for you. (Or StackOverflow, or…) And that’s probably pretty close to true, at least for really trivial bits of code. But it hasn’t always been thus.

I was in college in the mid 90s, and we had a lab of networked workstations that the physics majors could use. That’s where I learned Unix, and where I had the idea for the simplest program ever. It took the background screen color, in the days before wallpapers, and slowly random-walked it around in RGB space. This was set to be slow enough that anyone watching it intently wouldn’t notice, but fast enough that others occasionally walking by my terminal would see a different color every time. I assure you, dear reader, this was the very height of wit at the time.

With the late 90s came the World Wide Web and the search engine, and the world got a lot smaller. For some reason, I was looking for how to set the X terminal background color again, this time searching the Internet instead of reading up in a reference book, and I stumbled on someone who wrote nearly exactly the same random-walk background color changer. My jaw dropped! I had found my long-lost identical twin brother! Of course, I e-mailed him to let him know. He was stoked, and we shot a couple funny e-mails back and forth riffing on the bizarre coincidence, and that was that.

Can you imagine this taking place today? It’s almost boringly obvious that if you search hard enough you’ll find another monkey on another typewriter writing exactly the same sentence as you. It doesn’t even bear mentioning. Heck, that’s the fundamental principle behind Codex / CoPilot – the code that you want to write has been already written so many times that it will emerge as the most statistically likely response from a giant pattern-matching, word-word completion neural net model.

Indeed, stop me if you’ve read this before.

Retrotechtacular: Critical Code Reading, 70s Style

Anyone who has ever made a living writing code has probably had some version of the following drilled into their head: “Always write your code so the next person can understand it.” Every single coder has then gone on to do exactly the opposite, using cryptic variables and bizarre structures that nobody else could possibly follow. And every single coder has also forgotten the next part of that saying — “Because the next person could be you” — and gone on to curse out an often anonymous predecessor when equally inscrutable code is thrust upon them to maintain. Cognitive dissonance be damned!

It’s a tale as old as time, or at least as old as programming has existed as a profession. And by 1975, poorly written code was enough of a problem that an outfit called Edutronics put together the animated gem Critical Program Reading: Structuring an Unstructured Program. It’s apparently Part 1 of a larger series on structured programming techniques, and comes to us by way of [Alec Watson], host of Technology Connections on YouTube, by way of his second channel, the delightfully named Technology Connextras.

The film’s three minimally animated characters, each of whom could have been the villain in an episode of Scooby Doo, are tasked by a stern-sounding narrator to analyze a fragment of pseudocode that’s written in a concoction of COBOL, PL/1, and a bunch of other languages. The code is a hot mess, but our heroes muddle through it line by awful line, making it more readable by guessing at more descriptive variable names, adding structured elements, and making logical changes to improve the program’s flow. The example code is highly contrived, to be sure, but the business logic becomes much clearer as our team refactors the code and makes it far more approachable.

For as much as languages have changed since the 1970s, and with all the progress we’ve made in software engineering, the lessons presented in this film are still surprisingly relevant. We loved a lot of the little nuggets dropped along the way, like “Consistency aids understanding,” and “Use symbols in a natural way.” But we will take exception with the statement “Wrong means poor structure” — we’ve written seen plenty of properly structured code that didn’t work worth a damn. We also enjoyed the attempt at socially engineering a less toxic work environment: “Use tact in personal criticisms.” If only they could learn that lesson over at Stack Overflow.

It’s not clear where [Alec] found this 16-mm film — we’d sure like to hear that story — but it’s a beauty and we’re glad he took the time to digitize it. We’re consistently amazed at his ability to make even the most mundane aspects of technology endlessly fascinating, and while this film may be a bit off from his normal fare, it’s still a great find. Continue reading “Retrotechtacular: Critical Code Reading, 70s Style”

Arduino IDE v2.0 screen with callout tags to identify features

Arduino IDE 2.0 Is Here

Arduino have released the latest version of their Integrated Development Environment (IDE), Version 2.0 and it is a big step up from the previous release, boasting plenty of new features to help you to develop your code more easily.

As the de-facto way for beginners to get into programming hardware, more experienced users have sometimes complained about what they see as the over-simplistic IDE — even lacking relatively basic features such as autocomplete. The new version provides this, and much more besides. Continue reading “Arduino IDE 2.0 Is Here”

A Primer For The Homebrew Game Boy Advance Scene

As video game systems pass into antiquity, some of them turn out to make excellent platforms for homebrew gaming. Not only does modern technology make it easier to interact with systems that are now comparatively underpowered and simpler, but the documentation available for older systems is often readily available as well, giving the community lots of options for exploration and creativity. The Game Boy Advance is becoming a popular platform for these sorts of independent game development, and this video shows exactly how you can get started too.

This tutorial starts with some explanation of how the GBA works. It offered developers several modes for the display, so this is the first choice a programmer must make when designing the game. From there it has a brief explanation of how to compile programs for the GBA and execute them, then it dives into actually writing the games themselves. There are a few examples that [3DSage] demonstrates here including examples for checking the operation of the code and hardware, some simple games, and also a detailed explanation the framebuffers and other hardware and software available when developing games for this console.

While the video is only 10 minutes long, we recommend watching it at three-quarters or half speed. It’s incredibly information-dense and anyone following along will likely need to pause several times. That being said, it’s an excellent primer for developing games for this platform and in general, especially since emulators are readily available so the original hardware isn’t needed. If you’d like to build something from an even more bygone era than the early 2000s, though, take a look at this tutorial for developing games on arcade cabinets.

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