My father died age 49 of cancer (almost 10 years ago). He worked a lot, partied a lot (newspaper editor, specialized in films and culture, meant frequent night events and the corresponding drinks), travelled a lot, and sometimes also spent a lot on unneeded extras. He was always saying that "money is to be spent". He came from a poor childhood (3 generations of the family living on an attic), with time I've perfectly understood why he valued money just as a means of inmediate happiness.
My mother, nearing 65 now, is going to finally retire in less than a month. Her wishes were to move out of the city, enjoying her dog and maybe going back to the university to study another degree (she has two already). Around one year and a half ago, the dog passed away. And since last year, she hasn't been able to work because she's suffering severe bone and muscle pains at the legs, shoulders, arms... limiting her mobility and making her morning wakes slow and painful despite the medicines. She needs frequent visits to the doctors for the time being, so not only studying is not an option but also leaving Madrid for now is out of question. She's one of the kindest persons I've ever seen, she's worked dead hard, and life is paying her back so unfairly and precisely now that she was going to enjoy a well earned retirement.
Life is sometimes a bitch no matter you're good or bad, and you can never know if you'll be able to fullfil all those dreams you have. It's better to not waste time doing the things you don't like or working a way you don't feel suits you. Friends & family are one of the most valuable treasures we have, not stock options or working at a nice well-known company. I love development and work constantly to improve at it, but I work to live, not live to work.
Don't be a fool and choose wisely what you do with your time, because each second that passes is never going to come back, and you never know when the clock will stop ticking. So carpe diem, seize the day.
(Having some rough days because of family issues so thought writing could be of help and also for my future self to remember)
 I was actually going to say Carpe diem and fuck bullshit, but some level of BS is unavoidable and tolerable (and easiest way to cope with it is ignoring).
Second, and for now last, book regarding people/team management that I've finished recently. The perfect companion to read alongside Peopleware, full of interesting advices, at least for noobs in management like me. Now, for other topics as the best way to improve is to practice.
Author: Michael Lopp
Managing Humans talks about a 20 years of experience manager and his advices, lessons, tips, experiences lived, mistakes done... But written full of humour, jokes and funny scenarios and comments, up to the point that even the glossary at the end is really and worth reading for some geeky jokes. It touches many topics, from pure people management to handling meetings, stressful scenarios, problematic employees, inter-team communications, recruiting, avoiding churn/burnouts, productivity...
I won't get too deep because it covers a specific area, but there it nails it (from my humble opinion), so if you want to improve your team lead skills I think can be really useful. also, you can check my notes below to see some fragments of the content.
A manager's job is to take what skills his people have, the ones that got them promoted/hired, and figure out how to make them scale.
Manager must haves:
Today I had to build a new microservice which uses PostgreSQL for data storage. Following the containers principle of disposability instead of reuse, I need to provide some bootstrap logic that setups everything needed for this piece to work independantly and assume that each run might be the first run. Also, following the Twelve-Factor App config guidelines I shouldn't store any relevant configuration value in files, but use environment variables instead.
What looks simple in theory is indeed simple when you find a solution, but might not be obvious, so here's my approach. I use Linux createdb command, but as it doesn't allows you to specify the database connection password as a parameter, I use a .pgpass file with the proper permissions to make it work, with the added bonus of only using bash scripting to achieve it.
echo "*:*:*:$DB_USER:$DB_PASSWORD" > ~/.pgpass chmod 0600 ~/.pgpass createdb $DB_NAME -h $DB_HOST -p $DB_PORT -U $DB_USER -O $DB_USER -w || true rm ~/.pgpass
There might be better solutions (I'd love to hear them) but this does the job and is easy to understand.
Author: Bitmap Books
If I had to pick a single entertainment system to define my childhood, it would be the AMIGA 500. After having an AMSTRAD PC/W with green and black screen, the AMIGA with all those colors, the incredible sound and music, and those devices called mouse and joystick were trully amazing. It defined my eighties and first half of the nineties, so it is hard to not be biased when reading this book.
Through more than 400 pages we'll see full-page, colourful images of many many classic titles, with the company, publisher, year of release, and then either a brief description or one or two paragraphs with info about the game (from its creators usually), some review or other related info. But not everything is a listing of titles, we also have some interviews in between, some of them really interesting to learn how was developing videogames and art for the machine, and a few "company specials" where we're summarized how some of the most known back then companies grew, what where some of their most important titles, and what happened with them.
The book itself is nice, but I'd prefered more consistency: All games displayed with a brief description and then leaving "insider details" for another section, or the company history, or developers/artists interviews. Sometimes you see an unknown game and just an opinion of "well, was a really tight schedule to develop this title!" doens't precisely help know what's about. Something similar happens with images, some games have wonderful screenshots or the main title image, while others have a random screenshot from the intro, a heavily zoomed fragment or artwork that doesn't represents much the game. This is what I really disliked, I'd loved to see an in-game screenshot of every game and not this "artistic approach" that sometimes fails to achieve its apparent purpose of finding representative takes.
Even with my complaints, the book is full of nostalgia and I'd recommend it (unless you have at hand a real AMIGA computer). It could just have been better.
I am replaying an old videogame jewel, Stonekeep, and I recalled that back in time when I finished it around 1996 I had a savegame editor to play with some variables, so I wanted to see if I could still find a similar tool today. Some searches led me to the specific GOG forum of the game, and some people were also asking about an editor while others were mentioning UGE.
Universal Game Editor is a 1993 MS-DOS tool made by Jack Hartman that was really cool for its time, and is now also hard to find. I used it in the past but didn't keep the editor, so I've done some digital archaeology and found not only a working version plus the data files to be able to edit Stonekeep savegames:
Following the module instructions, the recommended maximum values to set for any of the characters are: