Pull to refresh
512K+

Software

Everything about software

228,52
Rating
Show first
Rating limit

Does your team actually use PRDs, or has something else taken over?

Anthropic recently said they don’t really rely on classic PRDs. They build a prototype, ship it internally, and let people use it. In that world, the prototype becomes the main reference.

A lot of people heard that and thought, “PRDs are dead.” I don’t think that’s quite right.

It works at Anthropic because everyone is technical, they use the product themselves, and they trust AI‑generated code enough to ship it early. The product evolves through real use, not documents.

Most teams are not like that. There’s a short call, a loose agreement, and then a ticket that misses half the conversation. By the time something ships, it’s working code, but not what was really meant.

So to me, Anthropic is not killing PRDs. It’s replacing them with heavy internal usage and fast feedback. If you remove PRDs and don’t have that, you’re not being like Anthropic. You’re just losing context.

For me, the key question is not “do we need PRDs.” It’s “what makes sure the team actually builds what it agreed on.”

Tags:
0
Comments0

Obsidian vault

Собрал своё платное хранилище для Obsidian и записал к нему объёмную видеоинструкцию (≈12 часов).

Хранилище объединяет в себе:

  • Базу знаний

  • Проектную систему

  • Систему управления делами

  • Систему контактов

  • Периодические заметки

Видеоинструкция направлена то, чтобы наглядно объяснить работу основных механик хранилища, а также чтобы раскрыть разные аспекты рабочего процесса.

Работа с системой будет рассмотрена в следующих контекстах (возможно позже я рассмотрю другие контексты):

  • Абитуриент/первокурсник биоинформатик (чтение и заметки)

  • Начинающий программист, готовящийся к стажировке и программист в корпорации (проектная система)

  • Инди-программист (структура хранилища)

Сравнительная таблица моих материалов на Habr и видеоинструкции:

Можно сказать, что видео будет расширять и конкретизировать материал, который был написан мною на Habr. Также хочу отметить, что в видеоинструкции сделан оооочень большой упор на процесс чтения и добычу заметок.

Более подробное описание хранилища. Можете также посмотреть открытое обсуждение данного хранилища и инструкции.

Tags:
Total votes 1: ↑1 and ↓0+1
Comments2

Python: Using PyGame for real-time visualization of audio signals with a 44100 Hz sampling rate

PyGame is a popular library for developing 2D games in Python. The initial version of PyGame was presented by Pete Shinners in October 2000, and since then, the library has gradually gained popularity due to its ease of use, good documentation, and active community. Initially designed to work with early versions of Python (including Python 2), PyGame was based on the SDL 1 library. SDL is a cross-platform library in C that provides low-level access to audio devices, keyboard, mouse, and graphical functions via OpenGL, DirectX, etc.

The current versions 2.x fully support Python 3 (from 3.7 and above) and include a range of updates, such as improved OpenGL support, hardware acceleration, and the ability to work with vertical synchronization on monitors (VSync).

This article discusses an unconventional application of PyGame - the rapid display of graphs, for example, data streams with a 44100 Hz sampling rate from a sound card, which may be necessary for visualizing audio signals.

For such a task, the following functions and capabilities of PyGame are well-suited:

pygame.display.flip()  - quickly updates the screen content after changes 
                       #have been made.
#
Using pygame.time.Clock() - allows you to control FPS, 
                            which enables the system to request updates 
                            at up to 60 frames per second or more, which is 
                            important for displaying signals in real-time.
#
The new vsync flag (for example, passed to set_mode with 
                    the pygame.RESIZABLE or pygame.OPENGL parameter) 
                    can be used to synchronize screen updates with 
                    the display's vertical refresh rate.

The main loop (typical in PyGame):

running = True
while running:
    # Обработка событий
    # Генерация шума и обновление данных графика
    # Очистка экрана
    # Отрисовка сетки и графика
    # Подсчет и отображение FPS
    # Обновление экрана
    pygame.display.flip()
    clock.tick(FPS)

pygame.quit()

Read more info in my article

Tags:
Rating0
Comments1