Discover the future of software from the people making it happen.Listen to some of the smartest developers we know talk about what they're working on, how they're trying to move the industry forward, and what you can learn from it. You might find the solution to your next architectural headache, pick up a new programming language, or just hear some good war stories from the frontline of technology.Join your host Kris Jenkins as we try to figure out what tomorrow's computing will look like the best way we know how - by listening directly to the developers' voices.
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Algorithms + Data Structures = Programs
The Algorithms + Data Structures = Programs Podcast (aka ADSP: The Podcast) is an informal podcast inspired by Magic Read Along. We plan to talk about whatever we feel like - algorithms, data structures, programming languages, latest news in tech and more. Feel free to follow us on Twitter at @adspthepodcast.
Programmers, ADHD, And How To Manage Them Both (with Chris Ferdinandi)
This week we’re going to look at the most essential piece of firmware in a programmer’s toolkit - the brain. I’m joined by Chris Ferdinandi to explore what it’s like to be a programmer with ADHD. It’s an unusual topic for the channel, but the more I spoke to him, the more I wanted to know what coding is like when your brain is wired differently, how we can work more effectively with people with ADHD, and critically, how you manage coders with ADHD. And the answer to that comes full circle, in understanding how coders with ADHD manage themselves…–ADHDFTW Homepage: https://adhdftw.com/developer-voices/Do I Have ADHD? https://adhdftw.com/do-i-have-adhd/Support Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinChris on Mastodon: https://mastodon.social/@cferdinandiChris on BlueSky: https://bsky.app/profile/cferdinandi.bsky.socialKris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on BlueSky: https://bsky.app/profile/krisajenkins.bsky.social
MicroServices For Better And Worse (with Ian Cooper and James Lewis)
What have we learned from more than a decade of deploying microservices? Was it a good idea? Are we any better at figuring out what a microservice is, or where its boundaries lie? Does splitting things up create fragmentation problems? And is it too late to put the genie back in the bottle? This week we’re going to look at all these questions and more as we reflect on the lessons learnt from this big architectural idea.This interview was recorded live at GOTO Copenhagen, with two microservice experts and thinkers: James Lewis of Thoughtworks and Ian Cooper of JustEat. –Residuality Theory: https://leanpub.com/residualitySupport Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinIan on Mastodon: https://mastodon.social/@ICooper@hachyderm.ioJames on BlueSky: https://bsky.app/profile/boicy.bsky.socialKris on Mastodon: http://mastodon.social/@krisajenkinsKris on BlueSky: https://bsky.app/profile/krisajenkins.bsky.socialKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
Pony: High-Performance, Memory-Safe Actors (with Sean Allen)
Pony is a language born out of what should be a simple need - actor-style programming with C performance. On the face of it, that shouldn’t be too hard to do. Writing an actor framework isn’t trivial, but it’s well-trodden ground. The hard part is balancing performance and memory management. When your actors start passing hundreds of thousands of complex messages around, either you need some complex rules about who owns and frees which piece of memory, or you just copy every piece of data and kill your performance. Pony’s solution is a third way - a novel approach to memory management called reference capabilities.In this week’s Developer Voices, Sean Allen joins us from the Pony team to explain what reference capabilities are, how Pony uses them in its high-performance actor framework, and how they implement a garbage collector without stop-the-world pauses. The result is a language for performant actors, and a set of ideas bigger than the language itself…–Pony: https://www.ponylang.io/The Pony Tutorial: https://tutorial.ponylang.io/The Pony Playground: https://playground.ponylang.io/Azul Garbage Collector: https://www.azul.com/products/components/pgc/Shenandoah Garbage Collector: https://wiki.openjdk.org/display/shenandoah/MainA String of Ponies (Distributed Actors Paper): https://www.doc.ic.ac.uk/~scb12/publications/s.blessing.pdfGarbage Collection with Pony-ORCA: https://tutorial.ponylang.io/appendices/garbage-collection.html–Support Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinKris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
Architecting a Rust Game Engine (with Alice Cecile)
This week we take a look at Bevy, a new game engine written in Rust. And in particular, we look at a core component of Bevy that has something to teach you even if you never write a game: its Entity Component System, or ECS. An ECS is an approach to managing complex systems with large numbers of moving parts, that takes some inspiration from the Relational Database world, and a little from Functional Programming to build something entirely unique and surprisingly high-performance.Joining us to explain all is Alice Cecile. She’s part of the Bevy foundation, which is charting a course from data-management and rendering tool to fully-featured game development environment. A journey they’ve made huge progress on, but still expect to take another decade to come to full fruition. We look at the core ECS, and the wider project-management approaches they need to make the journey.–Support Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinBevy: https://bevyengine.org/Bevy Examples: https://bevyengine.org/examples/Flecs (C++): https://github.com/SanderMertens/flecsTiny Glade (game): https://store.steampowered.com/app/2198150/Tiny_Glade/Alice on Mastodon: https://mastodon.gamedev.place/@alice_i_cecileKris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
Writing a CAD Language in Rust (with Adam Chalmers)
Given how many languages have been written in C over the years, it’s not surprising to see new languages being written in Rust. What is surprising about this week’s guest is the domain he’s writing for: Computer Aided Design (CAD). Could Rust be sneaking its way into the CAD world too?Joining me to discuss the design and implementation of a CAD programming language is Adam Chalmers. He works at Zoo, developing KCL - a language that looks like JavaScript, runs on Rust, and offers users a seamless hybrid experience of both coding and point-and-click modelling. So, how does that all fit together?In this episode we look at the design and implementation of a programming language in Rust; how KittyCAD creates that hybrid environment for text-based programming and point-and-click modelling; and how we can learn to write our own Rust-interpreted languages.–Adam’s Blog: https://adamchalmers.com/Adam’s Guide To Writing Parsers: https://www.youtube.com/watch?v=QF3kMyzMC40Zoo’s Modelling App: https://zoo.dev/modeling-appMechanical CAD: https://zoo.dev/blog/mechanical-cad-yesterday-today-and-tomorrowA Lego brick in KCL: https://zoo.dev/docs/kcl-samples/legoWinnow: https://docs.rs/winnow/latest/winnow/Nom: https://docs.rs/nom/latest/nom/Factorio: https://www.factorio.com/Satisfactory: https://store.steampowered.com/app/526870/Satisfactory/Crafting Interpreters: https://craftinginterpreters.com/Coding in Antarctica: https://brr.fyi/Support Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinAdam on Mastodon: https://mastodon.social/@adam_chal@hachyderm.ioKris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
Text User Interfaces in Rust (with Orhun Parmaksız)
For some kinds of application, there is no faster or cheaper way to build a user interface than in the terminal. Sure, it’s not going to suit every kind of user out there, but for those of us that are happy on the command line, rich Text User Interfaces (or TUIs) open all the exploration and discoverability benefits of a GUI are a fraction of the development time.This week we’re looking at a Rust TUI library with the excellent name ‘ratatui’. We’re joined by Orhun Parmaksız, one of the lead developers and a huge TUI enthusiast on a quest to see how far Text UIs can be pushed.–Ratatui: https://ratatui.rs/Ratatouille Tutorials: https://ratatui.rs/tutorials/Tui Realm: https://github.com/veeso/tui-realmAwesome Ratatui: https://github.com/ratatui/awesome-ratatuiRTL SDR: https://www.rtl-sdr.com/about-rtl-sdr/Rust Snake AI: https://github.com/bones-ai/rust-snake-ai-ratatuiSystemCtl-Tui: https://github.com/rgwood/systemctl-tuiGitU: https://github.com/altsem/gitu…and GitUi: https://github.com/extrawurst/gituiGitCliff Changelog Tool: https://git-cliff.org/ATAC (Postman in the Terminal): https://github.com/Julien-cpsn/ATACBubbleTea (TUIs in Golang): https://github.com/charmbracelet/bubbleteaImgcat (images in the terminal): https://github.com/danielgatis/imgcatTachyonFX: https://github.com/junkdog/tachyonfxASCIITheatre: https://ascii.theater/Rio Terminal: https://raphamorim.io/rio/–Support Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinKris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
Designing The Lustre Web Framework (with Hayleigh Thompson)
Lustre is a web framework that takes a lot of inspiration from Elm, some from React, and a surprising amount from Erlang’s actor model, to provide a library that blurs the lines between executing on the client, or on the server.Support Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@DeveloperVoices/join–Lustre: https://hexdocs.pm/lustre/index.htmlGleam: https://gleam.run/Join the Gleam Community: https://gleam.run/community/Processing (AV Framework for Java): https://processing.org/Vue.js: https://vuejs.org/Svelte: https://svelte.dev/Elm: https://elm-lang.org/Elm Table: https://package.elm-lang.org/packages/gribouille/elm-table/5.3.0/Hayleigh on Twitter: https://x.com/hayleighdotdevKris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
Faust: A Programming Language For Sound (with Romain Michon)
I’m always interested in what factors shape the design of a programming language. This week we’re taking a look at a language that’s wholly shaped by its need to support a very specific kind of program - audio processing. Anything from creating a simple echo sound effect, to building an entire digital instrument based on a 17th-century harpsichord.The language in question is Faust, and this week we’re joined by Romain Michon, who works on and teaches Faust, as we look at how it’s designed, what kind of programmers it's for, and how it does the job of turning audio-pipeline definitions into executable code.And one of the surprising parts of that compilation strategy is the decision to have it compile to multiple targets, from the expected ones like C and Rust, to the exotic destination of FPGAs (Field Programmable Gate Arrays). FPGAs are like reprogrammable circuit boards, and Romain dives into Faust’s attempts to go from a high-level description of an audio program, all the way down to instructions that tell a chip exactly how it should wire itself.So rather aptly for a technology podcast, we start this week with what your ear can hear and go all the way down to logic gates and circuit boards…–Try Faust in the Browser: https://faustide.grame.fr/Faust Online Course: https://www.kadenze.com/courses/real-time-audio-signal-processing-in-faust/infoFPGAs: https://en.wikipedia.org/wiki/Field-programmable_gate_arrayVHDL: https://en.wikipedia.org/wiki/VHDLVerilog: https://en.wikipedia.org/wiki/VerilogGrame: https://www.grame.fr/The (Strawberry Jam) Gramophone: https://www.grame.fr/articles/gramophoneGramophone Workshops: https://www.grame.fr/evenements/atelier-gramophones-65ca16b19fec4Support Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinKris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
GPUs, from Simulation to Encryption (with Agnès Leroy)
This week we take a look at what you can do with a GPU when you get away from just using it to draw polygons. Agnès Leroy has spent most of her career programming, optimizing and converting programs to run on that oh-so-curious piece of specialised processing hardware, and we go through all the places that journey has taken her. From simulating the flow of fluids in hydroelectric powerstations, to figuring out how to make a new approach to encryption run fast enough to make it practical…–Become a Developer Voices supporter! https://patreon.com/DeveloperVoicesA Fully Homomorphic Encryption Scheme (pdf): https://crypto.stanford.edu/craig/craig-thesis.pdfCUDA platform: https://developer.nvidia.com/cuda-zoneRust-CUDA: https://github.com/Rust-GPU/Rust-CUDAAnd in case anyone was wondering, A List of Hydroelectric Power Stations in France: https://en.wikipedia.org/wiki/Category:Hydroelectric_power_stations_in_France–Kris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
The State of Full-Stack OCaml (with António Monteiro)
OCaml has one of the best-loved compilers available, and parts of it are surprisingly pluggable, so it’s not surprising that someone would eventually try to wed OCaml with JavaScript and the web browser. In fact, the ecosystem has gone further, and there are now a bevvy of options for people who want to write OCaml and run it in the browser, or want to write OCaml in the browser, or want to write something that looks like JavaScript but runs OCaml on the backend.Joining me to explore the OCaml-meets-JavaScript world is Antonio Montiero. He’s a key maintainer/contributor for Melange and ReasonML, as well as several other interesting OCaml web projects.We kick off by discussing the benefits of OCaml and how it clicked with him personally, before we dive into how and why the compiler is being adapted and tweaked to take it to a whole new audience of web-hungry developers.–Support Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinSponsor Antonio’s Work: https://github.com/sponsors/anmonteiro/–The OCaml Platform: https://ocaml.org/platformOCaml on Discord: https://discuss.ocaml.org/t/ocaml-discord-server/1884ReasonML: https://reasonml.github.io/en/What is Melange? https://melange.re/v4.0.0/what-is-melange.htmlMelange for React Devs: https://react-book.melange.re/The Melange Playground: https://melange.re/v4.0.0/playground/js_of_ocaml: https://github.com/ocsigen/js_of_ocamlFUN OCaml Conference: https://fun-ocaml.com/Kris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
Multiplatform Maps Built As Layers on Rust (with Ian Wagner)
Mapping is a hugely complex task to take on. Even if you moved as much of the data-management as you can out to 3rd-party services, you’d still have a tonne of work to do weaving together map tiles, routing information, GPS data, points of interest, search and more. And as if that wasn’t enough, you’d probably want that software to work on a whole range of platforms, so you have to build something that works on iOS, Android and more. It’s little wonder that the space is dominated by a few closed-source projects owned by huge companies with near-limitless resources.But that doesn’t mean the problem can’t be cracked as an open-source project. This week we look at the open source map library Ferrostar. Joining me to discuss it is the project’s lead developer, Ian Wagner, as we explore the problem space and dive down into Ferrostar’s architecture: A core Rust library serving a suite of custom UI shells written in Kotlin, Swift, WASM and TypeScript.Along the way there are tips for anyone attempting to build a map, or wanting to interop Rust with other languages.–Support Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinFerrostar on Github: https://github.com/stadiamaps/ferrostarFerrostar user guide: https://stadiamaps.github.io/ferrostar/MapLibre: https://maplibre.org/Project OSRM: https://project-osrm.org/Dioxus (Rust UI framework): https://dioxuslabs.com/Slint: https://slint.dev/UniFFI (repo): https://github.com/mozilla/uniffi-rsUniFFI (user guide): https://mozilla.github.io/uniffi-rs/latest/Beeline (navigation device): https://beeline.co/Ian on Mastodon: https://fosstodon.org/@ianthetechieIan on Twitter: https://x.com/ianthetechieKris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
Building a New Terminal App (with Zach Lloyd)
The terminal might be the most used development tool in history. So it’s a little odd that it hasn’t changed that much in the decades since the terminal first came into being. Is the terminal a “completed” project? Or are there new ways to look at it that might make it even more useful?This week’s guest—Zach Lloyd—is convinced the terminal is ripe for a new approach that’s more than just a new coat of paint. And in this episode we dive into what that approach is, what he’s trying to do with the Warp Terminal, and how it’s put together using a combination of Rust and GPU shaders.Along the way we look at what LLMs could do to improve the terminal experience, where the boundary lies between terminal and shell, and where Go has solved some problems and created others over at Warp HQ.–Become a Supporter on Patreon: https://patreon.com/DeveloperVoicesBecome a Supporter on YouTube: https://www.youtube.com/@developervoices/joinWarp Homepage: https://app.warp.dev/referral/VQGWW3VT100 Information: https://vt100.net/Game of Life in Rust: https://github.com/krisajenkins/game-of-life-rustZed (Text editor in Rust): https://zed.dev/Flutter: https://flutter.dev/The Painter’s Algorithm: https://en.wikipedia.org/wiki/Painter%27s_algorithmZach on LinkedIn: https://www.linkedin.com/in/zachlloyd/Kris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins–0:00 Intro2:22 Why Create A New Terminal?7:28 Blurring the Lines Between Terminal and Shell16:04 How Do You Build A Terminal Program?24:55 Implementing a Terminal in Rust30:32 Rust Frameworks for GPU Shaders40:04 Will Any Of This Go Open Source?42:49 Managing a Mixture of Rust and Go47:52 What’s the DX of Warp?51:43 Integrating LLMs into the Terminal1:05:58 Outro
Building A Programming Language From Its Core (with Peter Saxton)
A language’s AST—it’s abstract syntax tree—is nearly always a hidden implementation detail. It’s not treated as part of the language, but merely the intermediate step between parsing and compiling. But this week’s guest aims to flip that relationship on its head... Peter Saxton joins me to talk about EYG - an AST-first language that defines the fundamental capabilities first, and then stretches out from there to surface syntax and final execution. The result is something that can teach us a lot about how a typed, functional programming language works; how an extensible effects system works; and could make writing a new programming language as easy as defining the syntax you want, and parsing that into EYG's AST.--EYG Homepage: https://github.com/crowdhailer/eyg-langTonyGo: https://tinygo.org/Become a Supporter on Patreon: https://patreon.com/DeveloperVoicesBecome a Supporter on YouTube: https://www.youtube.com/@developervoices/joinKris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
Practical Applications for DuckDB (with Simon Aubury & Ned Letcher)
DuckDB’s become a favourite data-handling tool of mine, simply because it does so many small things well. It can read and write a huge number of data formats; it can infer schemas automatically when you just want to move quickly; and it can interface with most languages, run like lightning on the desktop or be embedded into a webpage. I’m a huge fan.But I’m not nearly as knowledgeable as this week’s two fans, Simon Aubury and Ned Letcher, who’ve just written a book on all the many ways you can use DuckDB and all the hidden tricks and tips that help you make the most of this. So in this episode we’re taking a practical look at DuckDB, what problems it can solve at work, and how to start getting the most out of it.–Getting Started with DuckDB (book): https://packt.link/byKYtDuckDB episode with Hannes Mühleisen: https://youtu.be/pZV9FvdKmLcDuckDB: https://duckdb.org/dplyr, the data-manipulation language: https://dplyr.tidyverse.org/duckplyr, DuckDB’s ‘native’ version: https://github.com/duckdblabs/duckplyrSubstrait: https://substrait.io/Observable (Markdown+DuckDB=Reports): https://observablehq.com/framework/DuckDB’s “friendly” SQL: https://duckdb.org/docs/sql/dialect/friendly_sql.htmlCommunity Extensions: https://community-extensions.duckdb.org/DuckCon #5: https://duckdb.org/2024/08/15/duckcon5.htmlSupport Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinSimon on Twitter: https://x.com/SimonAuburyNed on Twitter: https://x.com/nletcherKris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins
Recording and Replaying the Browser (with Justin Halsall)
RRWeb is based on a simple idea: If you capture all the DOM events in a browser session, and when they happened, you could play it back later. Play it back for diagnosing error conditions, for understanding your user’s journey, or for creating demo videos that can be edited element-by-element instead of frame-by-frame.Unfortunately, the simple idea gets tricky when you try to implement, for a whole host of browser specific glitches, differences, and places where the HTML5 spec ran out. It’s exactly the kind of project where might want to use it, but you want someone else to maintain it!Joining us this week is Justin Halsall—a chief contributor to rrweb—to teach us about some of the more barren corners of the browser spec, how he’s fought through them, and what the benefits are on the other side…–RRWeb homepage: https://www.rrweb.io/RRWeb on Github: https://github.com/rrweb-io/rrwebRecordOnce: https://recordonce.com/Support Developer Voices on Patreon: https://patreon.com/DeveloperVoicesSupport Developer Voices on YouTube: https://www.youtube.com/@developervoices/joinJustin on Twitter: https://x.com/juice10Kris on Mastodon: http://mastodon.social/@krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Twitter: https://twitter.com/krisajenkins–0:00 Intro3:10 What is rrweb Doing?6:12 Beginning With A Naive Implementation9:49 Supporting Canvas Tags13:05 Exotic HTML 5 Tags Like Midi14:31 The Internal Data Format17:39 How Reliable Can This Be In Practice?23:04 Cross-Browser Support24:32 Exploring The Use Cases30:17 Privacy Issues33:46 Analyzing User Interactions En-Masse36:40 Is The Spec Greater Than The Tool?38:20 The Practical Benefits Of Contributing To Open Source44:45 Updating Recordings After The Website Changes49:55 Playing Well (Or Badly) With Popular Frameworks53:21 The Runtime Burden54:17 What's Coming In The Future?1:01:02 Outro