coverer

Coverseer – intelligent process observer using LLM

Coverseer is a Python CLI tool for intelligently monitoring and automatically restarting processes. Unlike classic watchdog solutions, it analyzes the application’s text output using the LLM model and makes decisions based on context, not just the exit code.

The project is open source and available on GitHub:
https://github.com/demensdeum/coverseer

What is Coverser

Coverseer starts the specified process, continuously monitors its stdout and stderr, feeds the latest chunks of output to the local LLM (via Ollama), and determines whether the process is in the correct running state.

If the model detects an error, freeze, or incorrect behavior, Coverseer automatically terminates the process and starts it again.

Key features

  • Contextual analysis of output – instead of checking the exit code, log analysis is used using LLM
  • Automatic restart – the process is restarted when problems or abnormal termination are detected
  • Working with local models – Ollama is used, without transferring data to external services
  • Detailed logging – all actions and decisions are recorded for subsequent diagnostics
  • Standalone execution – can be packaged into a single executable file (for example, .exe)

How it works

  1. Coverseer runs the command passed through the CLI
  2. Collects and buffers text output from the process
  3. Sends the last rows to the LLM model
  4. Gets a semantic assessment of the process state
  5. If necessary, terminates and restarts the process

This approach allows you to identify problems that cannot be detected by standard monitoring tools.

Requirements

  • Python 3.12 or later
  • Ollama installed and running
  • Loaded model gemma3:4b-it-qat
  • Python dependencies: requests, ollama-call

Use example


python coverseer.py "your command here"

For example, watching the Ollama model load:


python coverseer.py "ollama pull gemma3:4b-it-qat"

Coverseer will analyze the command output and automatically respond to failures or errors.

Practical application

Coverseer is especially useful in scenarios where standard supervisor mechanisms are insufficient:

  • CI/CD pipelines and automatic builds
  • Background services and agents
  • Experimental or unstable processes
  • Tools with large amounts of text logs
  • Dev environments where self-healing is important

Why the LLM approach is more effective

Classic monitoring systems respond to symptoms. Coverser analyzes behavior. The LLM model is able to recognize errors, warnings, repeated failures and logical dead ends even in cases where the process formally continues to operate.

This makes monitoring more accurate and reduces the number of false alarms.

Conclusion

Coverseer is a clear example of the practical application of LLM in DevOps and automation tasks. It expands on the traditional understanding of process monitoring and offers a more intelligent, context-based approach.

The project will be of particular interest to developers who are experimenting with AI tools and looking for ways to improve the stability of their systems without complicating the infrastructure.

Flame Steel: Mars Miners

Flame Steel: Mars Miners is a tactical strategy game with unusual pacing and an emphasis on decision making rather than reflexes. The game takes place on Mars, where players compete for control of resources and territories in the face of limited information and constant pressure from rivals.

The gameplay is based on the construction of hub stations that form the infrastructure of your expedition. Nodes allow you to extract resources, expand your zone of influence, and build logistics. Every placement matters: one mistake can open the enemy’s path to key sectors or deprive you of a strategic advantage.

The rhythm of the game is deliberately controlled and intense. It is somewhere between chess, Go and naval combat: positioning, predicting the opponent’s actions and the ability to work with uncertainty are important here. Part of the map and the enemy’s intentions remain hidden, so success depends not only on calculation, but also on reading the situation.

Flame Steel: Mars Miners supports online play, which makes each game unique – strategies evolve, and the meta is being formed right now. The game is at an early stage of development, and this is its strength: players have the opportunity to be the first to dive into a new, non-standard project, influence its development and discover mechanics that do not copy the usual templates of the genre.

If you’re interested in tactical games with depth, experimental design, and an emphasis on thinking, Flame Steel: Mars Miners is worth checking out now.

GAME RULES

* The playing field consists of cells on which players place their objects one by one. Each turn a player can perform one construction action.

* Only two types of objects are allowed to be built: hub stations and mines. Any construction is possible exclusively on one free cell located next to an existing player node vertically or horizontally. Diagonal placement is not allowed.

* Hub stations form the basis of territory control and serve as expansion points. Mines are placed according to the same rules, but are counted as resource objects and directly affect the final result of the party.

* If a player builds a continuous line of his node stations vertically or horizontally, such a line automatically turns into a weapon. The weapon makes it possible to attack the enemy and destroy his infrastructure.

* To fire a gun, the player selects one cell belonging to his gun and points to any enemy node station on the field. The selected enemy node station is destroyed and removed from the playing field. Mines cannot be attacked directly – only through the destruction of nodes that provide access to them.

* The game continues until the set end of the game. The winner is the player who at this moment has the largest number of resource mines on the playing field. In case of equality, the decisive factor may be territory control or additional conditions determined by the game mode.

https://mediumdemens.vps.webdock.cloud/mars-miners

Antigravity

In a couple of days, with the help of Antigravity, I transferred the Masonry-AR backend from PHP + MySQL to Node.js + MongoDB + Redis -> Docker. The capabilities of AI are truly amazing, I remember how in 2022 I wrote the simplest shaders on shadertoy.com via ChatGPT and it seemed that this toy couldn’t do anything higher.
https://www.shadertoy.com/view/cs2SWm

Four years later, I watch how, in ~10 prompts, I effortlessly transferred my project from one back platform to another, adding containerization.
https://mediumdemens.vps.webdock.cloud/masonry-ar/

Cool, really cool.

Kaban Board

KabanBoard is an open-source web application for managing tasks in Kanban format. The project is focused on simplicity, understandable architecture and the possibility of modification for the specific tasks of a team or an individual developer.

The solution is suitable for small projects, internal team processes, or as the basis for your own product without being tied to third-party SaaS services.

The project repository is available on GitHub:
https://github.com/demensdeum/KabanBoard

Main features

KabanBoard implements a basic and practical set of functions for working with Kanban boards.

  • Creating multiple boards for different projects
  • Column structure with task statuses
  • Task cards with the ability to edit and delete
  • Moving tasks between columns (drag & drop)
  • Color coding of cards
  • Dark interface theme

The functionality is not overloaded and is focused on everyday work with tasks.

Technologies used

The project is built on a common and understandable stack.

  • Frontend:Vue 3, Vite
  • Backend: Node.js, Express
  • Data storage: MongoDB

The client and server parts are separated, which simplifies the support and further development of the project.

Project deployment

To run locally, you will need a standard environment.

  • Node.js
  • MongoDB (locally or via cloud)

The project can be launched either in normal mode via npm or using Docker, which is convenient for quick deployment in a test or internal environment.

Practical application

KabanBoard can be used in different scenarios.

  • Internal task management tool
  • Basis for a custom Kanban solution
  • Training project for studying SPA architecture
  • Starting point for a pet project or portfolio

Conclusion

KabanBoard is a neat and practical solution for working with Kanban boards. The project does not pretend to replace large corporate systems, but is well suited for small teams, individual use and further development for specific tasks.

Gofis

Gofis is a lightweight command line tool for quickly searching files in the file system.
It is written in Go and makes heavy use of parallelism (goroutines), which makes it especially efficient
when working with large directories and projects.

The project is available on GitHub:
https://github.com/demensdeum/gofis

🧠 What is Gofis

Gofis is a CLI utility for searching files by name, extension or regular expression.
Unlike classic tools like find, gofis was originally designed
with an emphasis on speed, readable output, and parallel directory processing.

The project is distributed under the MIT license and can be freely used
for personal and commercial purposes.

⚙️ Key features

  • Parallel directory traversal using goroutines
  • Search by file name and regular expressions
  • Filtering by extensions
  • Ignoring heavy directories (.git, node_modules, vendor)
  • Human-readable output of file sizes
  • Minimal dependencies and fast build

🚀 Installation

Requires Go installed to work.

git clone https://github.com/demensdeum/gofis
cd gofis
go build -o gofis main.go

Once built, the binary can be used directly.

There is also a standalone version for modern versions of Windows on the releases page:
https://github.com/demensdeum/gofis/releases/

🔍 Examples of use

Search files by name:

./gofis -n "config" -e ".yaml" -p ./src

Quick positional search:

./gofis "main" "./projects" 50

Search using regular expression:

./gofis "^.*\.ini$" "/"

🧩 How it works

Gofis is based on Go’s competitive model:

  • Each directory is processed in a separate goroutine
  • Uses a semaphore to limit the number of active tasks
  • Channels are used to transmit search results

This approach allows efficient use of CPU resources
and significantly speeds up searching on large file trees.

👨‍💻 Who is Gofis suitable for?

  • Developers working with large repositories
  • DevOps and system administrators
  • Users who need a quick search from the terminal
  • For those learning the practical uses of concurrency in Go

📌 Conclusion

Gofis is a simple but effective tool that does one thing and does it well.
If you often search for files in large projects and value speed,
this CLI tool is definitely worth a look.

ollama-call

If you use Ollama and don’t want to write your own API wrapper every time,
the ollama_call project significantly simplifies the work.

This is a small Python library that allows you to send a request to a local LLM with one function
and immediately receive a response, including in JSON format.

Installation

pip install ollama-call

Why is it needed

  • minimal code for working with the model;
  • structured JSON response for further processing;
  • convenient for rapid prototypes and MVPs;
  • supports streaming output if necessary.

Use example

from ollama_call import ollama_call
response = ollama_call(
    user_prompt="Hello, how are you?",
    format="json",
    model="gemma3:12b"
)
print(response)

When it is especially useful

  • you write scripts or services on top of Ollama;
  • need a predictable response format;
  • there is no desire to connect heavy frameworks.

Total

ollama_call is a lightweight and clear wrapper for working with Ollama from Python.
A good choice if simplicity and quick results are important.

GitHub
https://github.com/demensdeum/ollama_call

SFAP: a modular framework for modern data acquisition and processing

In the context of the active development of automation and artificial intelligence, the task of effectively collecting,
Cleaning and transforming data becomes critical. Most solutions only close
separate stages of this process, requiring complex integration and support.

SFAP (Seek · Filter · Adapt · Publish) is an open-source project in Python,
which offers a holistic and extensible approach to processing data at all stages of its lifecycle:
from searching for sources to publishing the finished result.

What is SFAP

SFAP is an asynchronous framework built around a clear concept of a data processing pipeline.
Each stage is logically separate and can be independently expanded or replaced.

The project is based on the Chain of Responsibility architectural pattern, which provides:

  • pipeline configuration flexibility;
  • simple testing of individual stages;
  • scalability for high loads;
  • clean separation of responsibilities between components.

Main stages of the pipeline

Seek – data search

At this stage, data sources are discovered: web pages, APIs, file storages
or other information flows. SFAP makes it easy to connect new sources without changing
the rest of the system.

Filter – filtering

Filtering is designed to remove noise: irrelevant content, duplicates, technical elements
and low quality data. This is critical for subsequent processing steps.

Adapt – adaptation and processing

The adaptation stage is responsible for data transformation: normalization, structuring,
semantic processing and integration with AI models (including generative ones).

Publish – publication

At the final stage, the data is published in the target format: databases, APIs, files, external services
or content platforms. SFAP does not limit how the result is delivered.

Key features of the project

  • Asynchronous architecture based on asyncio
  • Modularity and extensibility
  • Support for complex processing pipelines
  • Ready for integration with AI/LLM solutions
  • Suitable for highly loaded systems

Practical use cases

  • Aggregation and analysis of news sources
  • Preparing datasets for machine learning
  • Automated content pipeline
  • Cleansing and normalizing large data streams
  • Integration of data from heterogeneous sources

Getting started with SFAP

All you need to get started is:

  1. Clone the project repository;
  2. Install Python dependencies;
  3. Define your own pipeline steps;
  4. Start an asynchronous data processing process.

The project is easily adapted to specific business tasks and can grow with the system,
without turning into a monolith.

Conclusion

SFAP is not just a parser or data collector, but a full-fledged framework for building
modern data-pipeline systems. It is suitable for developers and teams who care about
scalable, architecturally clean, and data-ready.
The project source code is available on GitHub:
https://github.com/demensdeum/SFAP

FlutDataStream

A Flutter app that converts any file into a sequence of machine-readable codes (QR and DataMatrix) for high-speed data streaming between devices.

Peculiarities
* Dual Encoding: Represents each data block as both a QR code and a DataMatrix code.
*High-speed streaming: Supports automatic switching interval up to 330ms.
* Smart Chunking: Automatically splits files into custom chunks (default: 512 bytes).
* Detailed Scanner: Read ASCII code in real time for debugging and instant feedback.
* Automatic recovery: Instantly recovers and saves files to your downloads directory.
* System Integration: Automatically opens the saved file using the default system application after completion.

https://github.com/demensdeum/FlutDataStream

Why can’t I fix the bug?

You spend hours working on the code, going through hypotheses, adjusting the conditions, but the bug is still reproduced. Sound familiar? This state of frustration is often called “ghost hunting.” The program seems to live its own life, ignoring your corrections.

One of the most common – and most annoying – reasons for this situation is looking for an error in completely the wrong place in the application.

The trap of “false symptoms”

When we see an error, our attention is drawn to the place where it “shot”. But in complex systems, where a bug occurs (crash or incorrect value) is only the end of a long chain of events. When you try to fix the ending, you are fighting the symptoms, not the disease.

This is where the flowchart concept comes in.

How it works in reality

Of course, it is not necessary to directly draw (draw) a flowchart on paper every time, but it is important to have it in your head or at hand as an architectural guide. A flowchart allows you to visualize the operation of an application as a tree of outcomes.

Without understanding this structure, the developer is often groping in the dark. Imagine the situation: you edit the logic in one condition branch, while the application (due to a certain set of parameters) goes to a completely different branch that you didn’t even think about.

Result: You spend hours on a “perfect” code fix in one part of the algorithm, which, of course, does nothing to fix the problem in another part of the algorithm where it actually fails.


Algorithm for defeating a bug

To stop beating on a closed door, you need to change your approach to diagnosis:

  • Find the state in the outcome tree:Before writing code, you need to determine exactly the path that the application has taken. At what point did logic take a wrong turn? What specific state (State) led to the problem?
  • Reproduction is 80% of success: This is usually done by testers and automated tests. If the bug is “floating”, development is involved in the process to jointly search for conditions.
  • Use as much information as possible: Logs, OS version, device parameters, connection type (Wi-Fi/5G) and even a specific telecom operator are important for localization.

“Photograph” of the moment of error

Ideally, to fix it, you need to get the full state of the application at the time the bug was reproduced. Interaction logs are also critically important: they show not only the final point, but also the entire user path (what actions preceded the failure). This helps to understand how to recreate a similar state again.

Future tip: If you encounter a complex case, add extended debug logging information to this section of code in case the situation happens again.


The problem of “elusive” states in the era of AI

In modern systems using LLM (Large Language Models), classical determinism (“one input, one output”) is often violated. You can pass exactly the same input data, but get a different result.

This happens due to the non-determinism of modern production systems:

  • GPU Parallelism: GPU floating point operations are not always associative. Due to parallel execution of threads, the order in which numbers are added may change slightly, which may affect the result.
  • GPU temperature and throttling: Execution speed and load distribution may depend on the physical state of the hardware. In huge models, these microscopic differences accumulate and can lead to the selection of a different token at the output.
  • Dynamic batching: In the cloud, your request is combined with others. Different batch sizes change the mathematics of calculations in the kernels.

Under such conditions, it becomes almost impossible to reproduce “that same state”. Only a statistical approach to testing can save you here.


When logic fails: Memory problems

If you are working with “unsafe” languages ​​(C or C++), the bug may occur due to Memory Corruption.

These are the most severe cases: an error in one module can “overwrite” data in another. This leads to completely inexplicable and isolated failures that cannot be traced using normal application logic.

How to protect yourself at the architectural level?

To avoid such “mystical” bugs, you should use modern approaches:

  • Multithreaded programming patterns:Clear synchronization eliminates race conditions.
  • Thread-safe languages: Tools that guarantee memory safety at compile time:
    • Rust: Ownership system eliminates memory errors.
    • Swift 6 Concurrency:Strong data isolation checks.
    • Erlang: Complete process isolation through the actor model.

Summary

Fixing a bug is not about writing new code, but about understanding how the old one works. Remember: you could be wasting time editing a branch that management doesn’t even touch. Record the state of the system, take into account the factor of AI non-determinism and choose safe tools.

Ferral

Ferral is a high-level, multi-paradigm programming language specifically designed for generating code from large language models (LLMs). While traditional languages ​​were designed with human ergonomics in mind, Ferral is optimized for how large language models (LLMs) reason, tokenize, and infer logic.

The name is spelled with two R’s, indicating a “reimagined” approach to the unpredictable nature of AI-generated code.

https://github.com/demensdeum/ferral

DemensDeum Coding Challenge #2

I’m starting Demensdeum Coding Challenge #2:
1. You need to vibecode the web application to display a list of parties/events in the user’s area.
2. The data source can be web scraping from the front, or a local/remote database.
3. Show events/parties on the map only for today.
4. You can change the search radius.
5. Submit as a sequence of text prompts that can be reproduced in free code generators, such as Google AI Studio.
6. Should work on the web for iOS, Android, PC
7. Best design wins
8. Display detailed information about the event by tapping on the event on the map.
9. Zoom maps with your fingers or mouse.
10. The winner is chosen by the jury (write to me to participate in the jury)
11. Prize 200 USDT
12. Due date: July 1.

Winner of the past DemensDeum Coding Challenge #1
https://demensdeum.com/blog/ru/2025/06/03/demensdeum-code-challenge-1-winner/

Masonry-AR Update

The ability to buy coins for cryptocurrency has been added to the Masonry-AR game! For $1 you can get 5000 MOS. Referral links have also been added to the game; for every friend’s purchase, the referrer receives 50,000 MOS. Details in the Masonic Wiki. A self-walking mode has also been added: when there is no access to the GPS module, the Mason begins to walk from one of the capitals of the world automatically, only forward.

Game link:
https://demensdeum.com/demos/masonry-ar/client/

Donkey Adept

“Donkey Adept” is a stunning, electrifying piece of pixelated surrealism. In the center is a figure in a black leather jacket, whose head is a flaming, static-ridden television with fiery donkey ears. The subject holds a powerful lantern, acting as a lone sentinel who seeks the truth amidst the noise. It’s a furious retro-style meditation on media, madness and the relentless search for light.

https://opensea.io/item/ethereum/0x008d50b3b9af49154d6387ac748855a3c62bf40d/5

Cube Art Project 2 Online

Meet the Cube Art Project 2 Online – light, fast, and fully rewritten editor of the station schedule, which works directly in the browser. Now with the possibility of joint creativity!

This is not just a tool, but an experiment with color, geometry and a meditative 3D creation to which you can connect friends. The project was created on pure JavaScript and Three.js without frameworks and Webassembly, demonstrating the capabilities of Webgl and Shaaders.

New: Multiplayer! Cooperate with other users in real time. All changes, the addition and coloring of cubes are synchronized instantly, allowing you to create station masterpieces together.

Control:
– WASD – moving the camera
– Mouse – rotation
– Gui – color settings

Online:
https://demensdeum.com/software/cube-art-project-2-online/

Sources on Github:
https://github.com/demensdeum/cube-art-project-2-online

The project is written on pure JavaScript using Three.js.
Without frameworks, without collectors, without Webassembly – only Webgl, shaders and a little love for pixel geometry.

Donki Hills Steam

Donki Hills is a comedy horror game, an exciting narrative experience in the first person, plunging players into a deep secret with an admixture of unexpected humor. Developed and published by Demensdeum on the Unreal Engine engine, the game allows you to control James, an ordinary person, whose life takes an unusual turn after the mysterious disappearance of his online acquaintance, Maria. His only clue is one single photo hinting at a secluded Russian village called Quiet Donki, located near Novosibirsk. Driving with an unshakable connection and a desperate need for answers (and, possibly, with several nervous laughs), James goes on an epic journey to reveal the truth about the disappearance of Mary.

The game is available on Steam:
https://store.steampowered.com/app/3476390/Donki_Hills/

Entropy in programming

[Complements]

Entropy in programming is a powerful, but often inconspicuous force, which determines the variability and unpredictability of software behavior. From simple bugs to complex grandflies, entropy is the reason that our programs do not always behave as we expect.

What is entropy in software?

Entropy in software is a measure of unexpected outcomes of algorithms. The user perceives 1stti outcomes as errors or bugs, but from the point of view of the machine, the algorithm performs exactly the instructions that the programmer laid down in it. Unexpected behavior arises due to a huge number of possible combinations of input data, system conditions and interactions.

Causes of entropy:

* Changing the state: When the object can change its internal data, the result of its work becomes dependent on the entire history of its use.

* The complexity of the algorithms: as the program grows, the number of possible ways to execute the code grows exponentially, which makes the prediction of all outcomes almost impossible.

* External factors: operating system, other programs, network delays – all this can affect the execution of your code, creating additional sources of variability.

Causes of entropy:

* Changing the state: When the object can change its internal data, the result of its work becomes dependent on the entire history of its use.

* The complexity of the algorithms: as the program grows, the number of possible ways to execute the code grows exponentially, which makes the prediction of all outcomes almost impossible.

* External factors: operating system, other programs, network delays – all this can affect the execution of your code, creating additional sources of variability.

Global variables as a source of entropy

In his work “Global Varia Bybles Consedered Harmful” (1973) W.A. Wulf and M. Shaw showed that global variables are one of the main sources of unpredictable behavior. They create implicit addictions and side effects that are difficult to track and control, which is a classic manifestation of entropy.

Laws of Leman and Entropy

The idea of growing complexity of software systems perfectly formulated Manny Leman in his laws of evolution of software. Two of them directly reflect the concept of entropy:

The computer program used will be modified. This statement suggests that the software is not static. It lives, develops and changes to meet new requirements and environment. Each new “round” of the life of the program is a potential source of entropy.

When the computer program is modified, its complexity increases, provided that no one prevents this. This law is a direct consequence of entropy. Without targeted complexity management efforts, each new modification introduces additional variability and unpredictability into the system. There are new dependencies, conditions and side effects that increase the likelihood of bugs and unobvious behavior.

Entropy in the world of AI and LLM: unpredictable code

In the field of artificial intelligence and large language models (LLM), entropy is especially acute, since here we are dealing with non -metnamic algorithms. Unlike traditional programs, where the same access always gives the same way out, LLM can give out different answers to the same request.

This creates a huge problem: the correctness of the algorithm can be confirmed only on a certain, limited set of input data using authors. But when working with unknown input data (requests from users), the behavior of the model becomes unpredictable.

Examples of entropy in LLM

Innordative vocabulary and racist statements: known cases when chat bots, such as Tay from Microsoft or GroK from XII, after training on data from the Internet, began to generate offensive or racist statements. This was the result of entropy: unknown input data in combination with a huge volume of training sample led to unpredictable and incorrect behavior.

Illegal appeals: such problems arise when a neural network begins to issue content that violates copyright or ethical norms.

AI Bota in games: the introduction of AI characters in games with the possibility of learning, for example, in Fortnite, led to the fact that AI Bot had to be turned off and added to tracking for the correctness of activity, to prevent illegal actions from the LLM bot.

Technical debt: accumulated interest on defects

Poorly written code and bypass solutions
Technical duty is a conscious or unconscious compromise, in which priority is given to rapid delivery to the detriment of long -term support and quality. Fast corrections and undocumented bypass solutions, often implemented in a short time, accumulate, forming a “minefield”. This makes the code base extremely sensitive even to minor changes, since it becomes difficult to distinguish intentional bypass solutions from actual erroneous logic, which leads to unexpected regression and an increase in the number of errors.

This demonstrates the direct, cumulative effect of technical duty on the spread of errors and the integrity of algorithms, where each current reduction adopted leads to more complex and frequent errors in the future.

Inadequate testing and its cumulative effect

When the software systems are not tested carefully, they are much more susceptible to errors and unexpected behavior. This inadequacy allows errors to accumulate over time, creating a system that is difficult to support and which is very susceptible to further errors. Neglecting testing from the very beginning not only increases technical debt, but also directly helps to increase the number of errors. The “theory of broken windows” in software entropy suggests that insignificant, ignored errors or design problems can accumulate over time and lead to more serious problems and reduce software quality.

This establishes a direct causal relationship: the lack of testing leads to accumulation of errors, which leads to an increase in entropy, which leads to more complex and frequent errors, directly affecting the correctness and reliability of algorithms.

Lack of documentation and information silos

Proper documentation is often ignored when developing software, which leads to fragmentation or loss of knowledge on how the system works and how to support it. This forces the developers to “back” the system for making changes, significantly increasing the likelihood of misunderstanding and incorrect modifications, which directly leads to errors. It also seriously complicates the adaptation of new developers, since critical information is not available or misleading.

Program entropy occurs due to “lack of knowledge” and “discrepancies between general assumptions and the actual behavior of the existing system.” This is a deeper organizational observation: entropy manifests itself not only at the code level, but also at the level of knowledge. These informal, implicit knowledge is fragile and are easily lost (for example, when leaving team members), which directly leads to errors when trying to modify, especially new members of the team, thereby jeopardizing the integrity of algorithmic logic, since its main assumptions cease to be clear.

inconsistent development methods and loss of ownership

The human factor is a significant, often underestimated, driving factor in software entropy. Various skills, coding and quality expectations among developers lead to inconsistencies and deviations in the source code. The lack of standardized processes for linting, code reviews, testing and documentation exacerbates this problem. In addition, an unclear or unstable code of the code, when several commands own part of the code or no one owns, leads to neglect and increase in decay, which leads to duplication of components that perform the same function in different ways, spreading errors.

This shows that entropy is not only a technical problem, but also a sociotechnical, deeply rooted in organizational dynamics and human behavior. “Collective inconsistency” arising due to inconsistent practices and fragmented possession directly leads to inconsistencies and defects, making the system unpredictable and difficult to control, which greatly affects the integrity of the algorithms.

Cascading malfunctions in interconnected systems

Modern software systems are often complex and very interconnected. In such systems, a high degree of complexity and closely related components increase the likelihood of cascading failures, when the refusal of one component causes a chain reaction of failures in others. This phenomenon exacerbates the influence of errors and improper behavior of algorithms, turning localized problems into systemic risks. The results of the algorithms in such systems become very vulnerable to failures that arise far from their direct path of execution, which leads to widespread incorrect results.

Architectural complexity, direct manifestation of entropy, can turn isolated algorithmic errors into large -scale system failures, making the general system unreliable, and its output data is unreliable. This emphasizes the need for architectural stability to contain the spread of entropy effects.

One of the latest examples is the well -known stopping of the airports in America and Europe due to the appearance of the blue death screen after updating antivirus software in 2024, the erroneous outcome of the antivirus algorithm and the operating system led to the air traffic in the world.

Practical examples

Example 1: Entropy in Unicode and byte restriction

Let’s look at a simple example with a text field, which is limited by 32 bytes.

Scenario with ASCII (low entropy)

If the field accepts only ASCII symbols, each symbol takes 1 bytes. Thus, exactly 32 characters are placed in the field. Any other symbol simply will not be accepted.

@startuml
Title Example with ASCII (low entropy)
Actor User
Participant “Textfield”

User -> TextField: introduces 32 symbols ASCII
TextField -> TextField: checks the length (32 bytes)
Note Right
Everything is fine.
End Note
TextField -> User: Acceps input
@enduml

Scenario with UTF-8 (high entropy):

Now our program of their 80s falls in 2025. When the field takes UTF-8, each symbol can occupy from 1 to 4 bytes. If the user introduces a line exceeding 32 bytes, the system can cut it incorrectly. For example, emoji occupies 4 bytes. If pruning occurs inside the symbol, then we get a “broken” symbol.

@startuml
Title Example with UTF-8 (high entropy)
Actor User
Participant “Textfield”

User -> TextField: introduces “Hi” (37 byte)
TextField -> TextField: Cuts the line up to 32 bytes
Note Right
Suddenly! Symbol
Cut by bytes.
End Note
TextField -> User: displays “Hi”
Note Left
Incorrect symbol.
End Note
@enduml

Here the entropy is manifested in the fact that the same pruning operation for different input data leads to unpredictable and incorrect results.

Example 2: Entropy in CSS and incompatibility of browsers

Even in seemingly stable technologies, like CSS, entropy can occur due to different interpretations of standards.

Imagine that the developer has applied user-Elect: None; To all elements to turn off the text output.

Browser 10 (old logic)

Browser 10 makes an exception for input fields. Thus, despite the flag, the user can enter data.

@startuml
Title browser 10
Actor User
Participant “Browser 10” As Browser10

User -> Browser10: Entering in INPUT
Browser10 -> Browser10: Checks CSS
Note Right
-user-Elect: None;
Ignored for Input
End Note
BROWSER10 -> User: Allows the Entering
@enduml

Browser 11 (New Logic)

The developers of the new browser decided to strictly follow the specifications, applying the rule to all elements without exception.

@startuml
Title browser 11
Actor User
Participant “Browser 11” As Browser11

User -> Browser11: Entering Input
Browser11 -> Browser11: checks CSS
Note Right
-user-Elect: None;
Applied to all elements, including Input
End Note
Browser11 -> User: Refuses to enter
Note Left
The user cannot do anything
type.
End Note
@enduml

This classic example of entropy – the same rule leads to different results depending on the “system” (version of the browser).

Example 3: Entropy due to an ambiguous TK

An ambiguous technical task (TK) is another powerful source of entropy. When two developers, Bob and Alice, understand the same requirement in different ways, this leads to incompatible implementations.

TK: “To implement a generator of Fibonacci numbers. For optimization, a list of generated numbers must be cocked inside the generator.”

Bob’s mental model (OOP with a variable condition)
Bob focused on the phrase “List … must be cocked.” He implemented a class that stores the same state (self.sequence) and increases it with every call.

    def __init__(self):
        self.sequence = [0, 1]
    def generate(self, n):
        if n <= len(self.sequence):
            return self.sequence
        while len(self.sequence) < n:
            next_num = self.sequence[-1] + self.sequence[-2]
            self.sequence.append(next_num)
        return self.sequence

Alice's mental model (functional approach)

Alice focused on the phrase "returns the sequence." She wrote a pure function that returns a new list each time, using cache only as internal optimization.

    sequence = [0, 1]
    if n <= 2:
        return sequence[:n]
    while len(sequence) < n:
        next_num = sequence[-1] + sequence[-2]
        sequence.append(next_num)
    return sequence

When Alice begins to use the Bob generator, she expects Generate (5) will always return 5 numbers. But if before this Bob called Generate (8) at the same object, Alice will receive 8 numbers.

Bottom line: Entropy here is a consequence of mental mental models. The changeable state in the implementation of Bob makes the system unpredictable for Alice, which awaits the behavior of pure function.

Entropy and multi -setness: the condition of the race and grandfather

In multi -flowing programming, entropy is manifested especially. Several flows are performed simultaneously, and the procedure for their implementation is unpredictable. This can lead to the Race Condition, when the result depends on which stream is the first to access the common resource. The extreme case is grandfather when two or more streams are waiting for each other, and the program freezes.

Example of the solution of Dedlok:

The problem of Dedlok arises when two or more stream block each other, waiting for the release of the resource. The solution is to establish a single, fixed procedure for seizing resources, for example, block them by increasing ID. This excludes a cyclic expectation that prevents the deadlock.

@startuml
Title Solution: Unified blocking procedure
Participant "Stream 1" as Thread1
Participant "Stream 2" as Thread2
Participant "AS" as Accounta
Participant "Account B" AS Accountb

Thread1 -> Accounta: blocks account a
Note Over Thread1
The rule follows:
Block ID
End Note
Thread2 -> Accounta: Waiting for the account A will be freed
Note Over Thread2
The rule follows:
Waiting for locking a
End Note
Thread1 -> Accountb: blocks account b
Thread1 -> Accounta: frees account a
Thread1 -> Accountb: releases score b
Note Over Thread1
The transaction is completed
End Note
Thread2 -> Accounta: blocks the account a
Thread2 -> Accountb: blocks account b
Note Over Thread2
The transaction ends
End Note
@enduml

This approach - ordered blocking (Lock Ordering) - is a fundamental strategy for preventing deadlles in parallel programming.

Great, let's analyze how the changeable state in the OOP approach increases entropy, using the example of drawing on canvas, and compare this with a pure function.

Problem: Changed condition and entropy

When the object has a changed state, its behavior becomes unpredictable. The result of calling the same method depends not only on its arguments, but also on the whole history of interaction with this object. This brings entropy into the system.

Consider the two approaches to the rectangle drawing on canvas: one in an oop-style with a variable condition, the other in a functional, with a pure function.

1. OOP approach: class with a variable state
Here we create a Cursor class, which stores its inner state, in this case, color. The DRAW method will draw a rectangle using this condition.

  constructor(initialColor) {
    // Внутреннее состояние объекта, которое может меняться
    this.color = initialColor;
  }
  // Метод для изменения состояния
  setColor(newColor) {
    this.color = newColor;
  }
  // Метод с побочным эффектом: он использует внутреннее состояние
  draw(ctx, rect) {
    ctx.fillStyle = this.color;
    ctx.fillRect(rect.x, rect.y, rect.width, rect.height);
  }
}
// Использование
const myCursor = new Cursor('red');
const rectA = { x: 10, y: 10, width: 50, height: 50 };
const rectB = { x: 70, y: 70, width: 50, height: 50 };
myCursor.draw(ctx, rectA); // Используется начальный цвет: red
myCursor.setColor('blue'); // Изменяем состояние курсора
myCursor.draw(ctx, rectB); // Используется новое состояние: blue

UML diagram of the OOP approach:

This diagram clearly shows that the call of the DRAW method gives different results, although its arguments may not change. This is due to a separate SetColor call, which has changed the internal state of the object. This is a classic manifestation of entropy in a changeable state.

title ООП-подход
actor "Программист" as Programmer
participant "Класс Cursor" as Cursor
participant "Canvas" as Canvas
Programmer -> Cursor: Создает new Cursor('red')
note left
  - Инициализирует состояние
    с цветом 'red'.
end note
Programmer -> Cursor: draw(ctx, rectA)
note right
  - Метод draw использует
    внутреннее состояние
    объекта (цвет).
end note
Cursor -> Canvas: Рисует 'red' прямоугольник
Programmer -> Cursor: setColor('blue')
note left
  - Изменяет внутреннее состояние!
  - Это побочный эффект.
end note
Programmer -> Cursor: draw(ctx, rectB)
note right
  - Тот же метод draw,
    но с другим результатом
    из-за измененного состояния.
end note
Cursor -> Canvas: Рисует 'blue' прямоугольник
@enduml

2. Functional approach: Pure function

Here we use a pure function. Its task is to simply draw a rectangle using all the necessary data that is transmitted to it. She has no condition, and her challenge will not affect anything outside her borders.

  // Функция принимает все необходимые данные как аргументы
  ctx.fillStyle = color;
  ctx.fillRect(rect.x, rect.y, rect.width, rect.height);
}
// Использование
const rectA = { x: 10, y: 10, width: 50, height: 50 };
const rectB = { x: 70, y: 70, width: 50, height: 50 };
drawRectangle(ctx, rectA, 'red'); // Рисуем первый прямоугольник
drawRectangle(ctx, rectB, 'blue'); // Рисуем второй прямоугольник

UML diagram of a functional approach:

This diagram shows that the Drawrectangle function always gets the outside color. Her behavior is completely dependent on the input parameters, which makes it clean and with a low level of entropy.

@startuml
Title Functional approach
Actor "Programmer" As Programmer
Participant "Function \ N Drawrectangle" as DRAWFUNC
Participant "Canvas" as canvas

Programmer -> DRAWFUNC: DRAWREWERCTANGLE (CTX, RECTA, 'RED')
Note Right
- Call with arguments:
- CTX
- RECTA (coordinates)
- 'Red' (color)
- The function has no condition.
End Note

DRAWFUNC -> Canvas: floods with the color 'Red'
Programmer -> DRAWFUNC: DRAWREWERCTANGLE (CTX, RECTB, 'Blue')
Note Right
- Call with new arguments:
- CTX
- RECTB (coordinates)
- 'Blue' (color)
End Note
DRAWFUNC -> Canvas: floods with the color 'Blue'
@enduml

In an example with a pure function, behavior is completely predictable, since the function has no condition. All information for work is transmitted through arguments, which makes it isolated and safe. In an OOP approach with a variable state to the behavior of the DRAW method, the whole history of interaction with the object can affect, which introduces entropy and makes the code less reliable.

Modular design and architecture: isolation, testability and re -use

The division of complex systems into smaller, independent, self -sufficient modules simplifies the design, development, testing and maintenance. Each module processes certain functionality and interacts through clearly defined interfaces, reducing interdependence and contributing to the separation of responsibility. This approach improves readability, simplifies maintenance, facilitates parallel development and simplifies testing and debugging by isolating problems. It is critical that this reduces the "radius of the defeat" of errors, holding back defects in separate modules and preventing cascading failures. Microservice architecture is a powerful realization of modality.

Modularity is not just a way of organizing code, but also a fundamental approach to containing defects and increasing stability. Limiting the impact of the error in one module, modality increases the overall stability of the system to entropy decay, guaranteeing that one point of refusal does not compromise the correctness of the entire application. This allows the teams to focus on smaller, more controlled parts of the system, which leads to more thorough testing and faster detecting and correcting errors.

Practices of pure code: kiss, drys and Solid principles for reliability

Kiss (Keep it Simple, Stupid):
This design philosophy stands for simplicity and clarity, actively avoiding unnecessary complexity. A simple code is inherently easier to read, understand and modify, which directly leads to a decrease in a tendency to errors and improve support. The complexity is clearly defined as a nutrient environment for errors.

KISS is not just an aesthetic preference, but a deliberate choice of design, which reduces the surface of the attack for errors and makes the code more resistant to future changes, thereby maintaining the correctness and predictability of algorithms. This is a proactive measure against entropy at a detailed level of code.

Dry (Donat Repeat Yourself):
The DRY principle is aimed at reducing the repetition of information and duplication of code, replacing it with abstractions or using data normalization. Its main position is that "each fragment of knowledge should have a single, unambiguous, authoritative representation in the system." This approach eliminates redundancy, which, in turn, reduces inconsistencies and prevents the spread of errors or their inconsistent correction in several copies of duplicated logic. It also simplifies the support and debugging of the code base.

Duplication of code leads to inconsistent changes, which, in turn, leads to errors. Dry prevents this, providing a single source of truth for logic and data, which directly contributes to the correctness of algorithms, guaranteeing that the general logic behaves uniformly and predictably throughout the system, preventing thin, difficult to enter errors.

Solid principles

This mnemonic acronym presents five fundamental design principles (unified responsibility, openness/closeness, substitution of Liskin, separation of interfaces, inversions of dependencies) that are crucial for creating object-oriented projects that are clear, flexible and supportive. Adhering to Solid, software entities become easier to support and adapt, which leads to a smaller number of errors and faster development cycles. They achieve this by simplifying service (SRP), ensuring the scalable adding functions without modification (OCP), ensuring behavioral consistency (LSP), minimizing coherence (ISP) and increasing flexibility due to abstraction (DIP).

Solid principles provide a holistic approach to structural integrity, which makes the system in essence more resistant to stunt effects of changes. Promoting modularity, separation and clear responsibilities, they prevent cascading errors and retain the correctness of algorithms even as the system is continuously evolution, acting as fundamental measures to combat entropy.

Entropy and Domain-Driven Design (DDD)

Domain-Driven Design (DDD) is not just a philosophy, but a full-fledged methodology that offers specific patterns for breaking the application into domains, which allows you to effectively control complexity and fight entropy. DDD helps to turn a chaotic system into a set of predictable, isolated components.

Patterns of Gang of Four design as a single conceptual apparatus

The book "Design Patterns: Elements of Reusable Object-Oriented Software" (1994), written by a "gang of four" (GOF), offered a set of proven solutions for typical problems. These patterns are excellent tools for combating entropy, as they create structured, predictable and controlled systems.

One of the key effects of patterns is the creation of a single conceptual apparatus. When the developer in one team talks about the "factory" or "loner", his colleagues immediately understand what kind of code is we talking about. This significantly reduces entropy in communication, because:

The ambiguity decreases: the patterns have clear names and descriptions, which excludes different interpretations, as in the example with Bob and Alice.

Oncuting accelerates: the new team members are poured faster into the project, since they do not need to guess the logic standing behind complex structures.

Refactoring is facilitated: if you need to change the part of the system built according to the pattern, the developer already knows how it is arranged and which parts can be safely modified.

Examples of GOF patterns and their influence on entropy:

Pattern "Strategy": allows you to encapsulate various algorithms in individual classes and make them interchangeable. This reduces entropy, as it allows you to change the behavior of the system without changing its main code.

Pattern "Command" (Command): Inkapsules the method of the method to the object. This allows you to postpone execution, put the commands in the queue or cancel them. Pattern reduces entropy, as it separates the sender of the team from its recipient, making them independent.

Observer Pattern (Observer): Determines the dependence of the "one-to-many", in which a change in the state of one object automatically notifies all dependent on it. This helps to control side effects, making them obvious and predictable, and not chaotic and hidden.

Pattern "Factory Method": defines the interface for creating objects, but allows subclasses to decide which class to institute. This reduces entropy, as it allows you to flexibly create objects without the need to know specific classes, reducing connectedness.

These patterns help programmers create more predictable, tested and controlled systems, thereby reducing entropy, which inevitably occurs in complex projects.

DDD key patterns for controlling entropy

Limited contexts: This pattern is the DDD foundation. It offers to divide a large system into small, autonomous parts. Each context has its own model, a dictionary of terms (Ubiquitous Language) and logic. This creates strict boundaries that prevent the spread of changes and side effects. Change in one limited context, for example, in the "context of orders", will not affect the "delivery context".

Aggregates (Aggregates): The unit is a cluster of related objects (for example, "order", "lines of the order"), which is considered as a whole. The unit has one root object (Aggregate Root), which is the only point of entry for all changes. This provides consistency and guarantees that the state of the unit always remains integral. By changing the unit only through its root object, we control how and when there is a change in the condition, which significantly reduces entropy.

Domain Services services: For operations that do not belong to any particular object of the subject area (for example, the transfer of money between accounts), DDD proposes to use domain services. They coordinate the actions between several units or objects, but do not keep the condition themselves. This makes the logic more transparent and predictable.

The events of the subject area (Domain Events): Instead of direct calling methods from different contexts, DDD offers to use events. When something important happens in one context, he "publishes" the event. Other contexts can subscribe to this event and respond to it. This creates a faint connectedness between the components, which makes the system a more scalable and resistant to changes.

DDD helps control entropy, creating clear boundaries, strict rules and isolated components. This turns a complex, confusing system into a set of independent, controlled parts, each of which has its own “law” and predictable behavior.

Complex and lively documentation

Maintaining detailed and relevant documentation on code changes, design solutions, architectural diagrams and user manuals is of paramount importance. This “live documentation” helps developers understand the intricacies of the system, track changes and correctly make future modifications or correct errors. It significantly reduces the time spent on the “re -opening” or the reverse design of the system, which are common sources of errors.

Program entropy occurs due to "lack of knowledge" and "discrepancies between general assumptions and the actual behavior of the existing system." The documentation acts not just as a guide, but as

The critical mechanism for preserving knowledge, which directly fights with the "entropy of knowledge." By making implicit knowledge explicitly and affordable, it reduces misunderstandings and the likelihood of making errors due to incorrect assumptions about the behavior of algorithms or system interactions, thereby protecting functional correctness.

strict testing and continuous quality assurance

Automated testing: modular, integration, system and regression testing
Automated testing is an indispensable tool for softening software entropy and preventing errors. It allows early detection of problems, guaranteeing that code changes do not violate the existing functionality, and provides quick, consistent feedback. Key types include modular tests (for isolated components), integration tests (for interactions between modules), system tests (for a full integrated system) and regression tests (to ensure that new changes do not lead to repeated appearance of old errors). Automated testing significantly reduces the human factor and increases reliability.

Automated testing is the main protection against the accumulation of hidden defects. It actively “shifts” the discovery of errors to the left in the development cycle, which means that problems are found when their correction is the cheapest and simplest, preventing their contribution to the effect of the snow coma of entropy. This directly affects the correctness of the algorithms, constantly checking the expected behavior at several levels of detail.

development through testing (TDD): shift to the left in the detection of errors

Development through testing (TDD) is a process of software development, which includes writing tests for code before writing the code itself. This iterative cycle "Red-Green-Refactoring" promotes quick feedback, allowing early detection of errors and significantly reducing the risk of complex problems at later stages of development. It was shown that TDD leads to a smaller number of errors and the optimal quality of the code, well coordinating the philosophy of Dry (Donat Repeat Yourself). Empirical studies of IBM and Microsoft show that TDD can reduce error density to release by impressive 40-90%. Test examples also serve as live documentation.

TDD acts as proactive quality control, built directly into the development process. Forcing the developers to determine the expected behavior before implementation, it minimizes the introduction of logical errors and guarantees that the code is created purposefully to comply with the requirements, directly improving the correctness and predictability of algorithms from the very beginning.

Continuous integration and delivery (CI/CD): Early feedback and stable releases
CI/CD practices are fundamental for modern software development, helping to identify errors in the early stages, accelerate development and ensure uninterrupted deployment process. Frequent integration of small code packages into the central repository allows early detection of errors and continuous improvement of code quality through automated assemblies and tests. This process provides quick feedback, allowing the developers to quickly and effectively eliminate problems, and also significantly increases the stability of the code, preventing the accumulation of unverified or unstable code.

CI/CD conveyors function as a continuous mechanism for reducing entropy. By automating integration and testing, they prevent the accumulation of integration problems, provide a constantly unfolding condition and provide immediate visibility of regression. This systematic and automated approach directly counteracts the disorder made by continuous changes, maintaining the stability of algorithms and preventing the spread of errors throughout the system.

Systematic management of technical debt

INCREATIONAL Refactoring: Strategic Code Improvement

Refactoring is the process of restructuring the existing code to improve its internal structure without changing its external behavior. This is a direct means of combating software rotting and reducing complexity. Although refactoring is usually considered a way to reduce the number of errors, it is important to admit that some refractoring can unintentively contribute new errors, which requires strict testing. However, studies generally confirm that the refractured code is less subject to errors than unscareuded. Increting refactoring, in which the debt management is integrated into the current development process, and is not postponed, is crucial to prevent the exponential accumulation of technical debt.

Refactoring is a deliberate action to reduce entropy, proactive code restructuring to make it more resistant to changes, thereby reducing the likelihood of future errors and improving the clarity of algorithms. It turns reactive extinguishing fires into proactive management of structural health.

Backlogs of technical debt: Prioritization and distribution of resources

The maintenance of a current Bablog of technical debt is a critical practice for systematic management and elimination of technical debt. This backlog serves as a comprehensive register of identified elements of technical duty and areas requiring improvement, guaranteeing that these problems will not be overlooked. It allows project managers to prioritize debt elements based on their seriousness of influence and potential risks. The integration of the Bablog during the project ensures that refactoring, error correction and code cleaning are regular parts of the project’s daily management, reducing the long -term repayment costs.

The baclog of technical debt turns an abstract, growing problem into a controlled, effective set of tasks. This systematic approach allows organizations to take reasonable compromises between the development of new functions and investments in quality, preventing inconspicuous debt accumulation, which can lead to critical errors or degradation of algorithm productivity. It provides visibility and control over key entropy power.

Static and dynamic code analysis: proactive identification of problems

Static analysis

This technique includes an analysis of the source code without its implementation to identify problems such as errors, code smells, safety vulnerability and impaired coding standards. It serves as the “first line of protection”, identifying problems in the early stages of the development cycle, improving the overall quality of the code and reducing technical debt by identifying problematic templates before they appear as errors during execution.

Static analysis acts as an automated "Code Quality Police". Identifying potential problems (including those that affect algorithmic logic) before performing, it prevents their manifestation in the form of errors or architectural disadvantages. This is a scalable method of ensuring coding standards and identifying common errors that contribute to software entropy.

Dynamic analysis

This method evaluates software behavior during execution, providing valuable information about problems that manifest only during execution. It excellently discovers errors during execution, such as memory leaks, the condition of the race and the exclusion of the zero pointer, as well as narrow places in performance and vulnerability of safety.

Dynamic analysis is critical for identifying behavioral disadvantages during execution, which cannot be detected by static analysis. The combination of static and dynamic analysis ensures a comprehensive idea of the structure and behavior of the code, allowing the teams to identify defects before they develop into serious problems.

Monitoring Production and Office of Incidents

APM (Application Performance Monitoring):
APM tools are designed to monitor and optimize applications performance. They help to identify and diagnose complex problems of performance, as well as detect the root causes of errors, thereby reducing loss of income from downtime and degradation. APM systems monitor various metrics, such as response time, use of resources and error frequency, providing real-time information, which allows you to proactively solve problems before they affect users.

APM tools are critical of proactive solutions to problems and maintaining service levels. They provide deep visibility in the production environment, allowing the teams to quickly identify and eliminate problems that can affect the correct algorithms or cause errors, thereby minimizing downtime and improving user experience.

Observability (logs, metrics, tracer):

The observability refers to the ability to analyze and measure the internal states of systems based on their output data and interactions between assets. Three main pillars of observability are metrics (quantitative data on productivity and use of resources), logs (detailed chronological records of events) and tracing (tracking the flow of requests through system components). Together they help to identify and solve problems, providing a comprehensive understanding of the behavior of the system. The observability goes beyond traditional monitoring, helping to understand "unknown unknown" and improving the time of trouble -free application of applications.

The observability allows the teams to flexibly investigate what is happening and quickly determine the root cause of the problems that they may not have foreseen. This provides a deeper, flexible and proactive understanding of the behavior of the system, allowing the teams to quickly identify and eliminate unforeseen problems and maintain high accessibility of applications.

Analysis of the root cause (RCA)

The analysis of the root causes (RCA) is a structured process based on data that reveals the fundamental causes of problems in systems or processes, allowing organizations to implement effective, long -term solutions, and not just eliminate symptoms. It includes the definition of the problem, collection and analysis of the relevant data (for example, metrics, logs, temporary scales), determination of causal and related factors using tools such as “5 why” and Ishikawa diagrams, as well as the development and implementation of corrective actions. RCA is crucial to prevent re -occurrence of problems and training on incidents.

RCA is crucial for the long -term prevention of problems and training on incidents. Systematically identifying and eliminating the main causes, and not only symptoms, organizations can prevent re -occurrence of errors and algorithms failures, thereby reducing the overall system of the system and increasing its reliability.

Flexible methodologies and team practices

Error management in Agile:

In the AGILE environment, error management is critically important, and it is recommended to allocate time in sprints to correct them. Errors should be recorded in a single product of the product and associated with the corresponding history to facilitate the analysis of root causes and improve the code in subsequent sprints. Teams should strive to correct errors as soon as possible, preferably in the current sprint in order to prevent their accumulation. The collection of error statistics (the number of resolved, the number of registered, hours spent on correction) helps to get an idea of code quality and improve processes.

This emphasizes the importance of immediate corrections, analysis of root causes and continuous improvement. Flexible methodologies provide a framework for proactive control of errors, preventing their contribution to the entropy of the system and maintaining the correctness of algorithms by constant verification and adaptation.

Devops practices

DevOPS practices help reduce software defects and improve quality through several key approaches. They include the development of a culture of cooperation and unmistakable communication, the adoption of continuous integration and delivery (CI/CD), the configuration of automated testing, focusing attention on observability and metrics, avoiding handmade work, including safety at the early stages of the development cycle and training on incidents. These practices reduce the number of errors, improve quality and contribute to constant improvement.

Devops contributes to continuous improvement and reduction of entropy through automation, quick feedback and a culture of general responsibility. Integrating the processes of development and operation, Devops creates an environment in which problems are detected and eliminated quickly, preventing their accumulation and degradation of systems, which directly supports the integrity of the algorithms.

Conclusion

Program entropy is an inevitable force that constantly strives for degradation of software systems, especially in the context of the correctness of algorithms and errors. This is not just physical aging, but a dynamic interaction between the code, its environment and human factors that constantly make a mess. The main driving forces of this decay include growing complexity, the accumulation of technical debt, inadequate documentation, constantly changing external environments and inconsistent development methods. These factors directly lead to incorrect results of the work of algorithms, the loss of predictability and an increase in the number of errors that can cascadely spread through interconnected systems.

The fight against software entropy requires a multifaceted, continuous and proactive approach. It is not enough just to correct errors as they occur; It is necessary to systematically eliminate the main reasons that generate them. The adoption of the principles of modular design, clean code (Kiss, Dry, Solid) and complex documentation is fundamental for creating stable systems, which are essentially less susceptible to entropy. Strict automated testing, development through testing (TDD) and continuous integration/delivery (CI/CD) act as critical mechanisms of early detection and prevention of defects, constantly checking and stabilizing the code base.

In addition, the systematic management of technical debt through incidental refactoring and bafflogists of technical debt, as well as the use of static and dynamic code analysis tools, allows organizations to actively identify and eliminate problem areas before they lead to critical failures. Finally, reliable production monitoring with the help of APM tools and observability platforms, in combination with a disciplined analysis of the root causes and flexible team practices, ensures rapid response to emerging problems and creates a continuous improvement cycle.

Ultimately, ensuring the integrity of algorithms and minimizing errors in conditions of software entropy - this is not a one -time effort, but a constant obligation to maintain order in a dynamic and constantly changing environment. Applying these strategies, organizations can significantly increase the reliability, predictability and durability of their software systems, guaranteeing that algorithms will function as planned, even as they evolution.

Block diagrams in practice without formalin

The block diagram is a visual tool that helps to turn a complex algorithm into an understandable and structured sequence of actions. From programming to business process management, they serve as a universal language for visualization, analysis and optimization of the most complex systems.

Imagine a map where instead of roads is logic, and instead of cities – actions. This is a block diagram-an indispensable tool for navigation in the most confusing processes.

Example 1: Simplified game launching scheme
To understand the principle of work, let’s present a simple game launch scheme.

This scheme shows the perfect script when everything happens without failures. But in real life, everything is much more complicated.

Example 2: Expanded scheme for starting the game with data loading
Modern games often require Internet connection to download user data, saving or settings. Let’s add these steps to our scheme.

This scheme is already more realistic, but what will happen if something goes wrong?

How was it: a game that “broke” with the loss of the Internet

At the start of the project, developers could not take into account all possible scenarios. For example, they focused on the main logic of the game and did not think what would happen if the player has an Internet connection.

In such a situation, the block diagram of their code would look like this:

In this case, instead of issuing an error or closing correctly, the game froze at the stage of waiting for data that she did not receive due to the lack of a connection. This led to the “black screen” and freezing the application.

How it became: Correction on user complaints

After numerous users’ complaints about hovering, the developer team realized that we needed to correct the error. They made changes to the code by adding an error processing unit that allows the application to respond correctly to the lack of connection.

This is what the corrected block diagram looks like, where both scenarios are taken into account:

Thanks to this approach, the game now correctly informs the user about the problem, and in some cases it can even go to offline mode, allowing you to continue the game. This is a good example of why block diagrams are so important : they make the developer think not only about the ideal way of execution, but also about all possible failures, making the final product much more stable and reliable.

Uncertain behavior

Hanging and errors are just one examples of unpredictable behavior of the program. In programming, there is a concept of uncertain behavior (undefined behavior) – this is a situation where the standard of the language does not describe how the program should behave in a certain case.

This can lead to anything: from random “garbage” in the withdrawal to the failure of the program or even serious security vulnerability. Indefinite behavior often occurs when working with memory, for example, with lines in the language of C.

An example from the language C:

Imagine that the developer copied the line into the buffer, but forgot to add to the end the zero symbol (`\ 0`) , which marks the end of the line.

This is what the code looks like:

#include 
int main() {
char buffer[5];
char* my_string = "hello";
memcpy(buffer, my_string, 5);
printf("%s\n", buffer);
return 0;
}

Expected result: “Hello”
The real result is unpredictable.

Why is this happening? The `Printf` function with the specifier`%S` expects that the line ends with a zero symbol. If he is not, she will continue to read the memory outside the highlighted buffer.

Here is the block diagram of this process with two possible outcomes:

This is a clear example of why the block diagrams are so important: they make the developer think not only about the ideal way of execution, but also about all possible failures, including such low-level problems, making the final product much more stable and reliable.

LLM Fine-Tune

Currently, all popular LLM service providers use Fine-Tune using JSONL files, which describe the inputs and outputs of the model, with small variations, for example for Gemini, Openai, the format is slightly different.

After downloading a specially formed JSONL file, the process of specialization of the LLM model on the specified dataset begins, for all current well -known LLM providers this service is paid.

For Fine-Tune on a local machine using Ollama, I recommend relying on a detailed video from the YouTube channel Tech with TIM-Easiest Way to fine-tune a llm and us it with alloma:
https://www.youtube.com/watch?v=pTaSDVz0gok

An example of a JUPYTER laptop with the preparation of JSONL Dataset from exports of all Telegram messages and launching the local Fine-Tune process is available here:
https://github.com/demensdeum/llm-train-example

React Native brief review

React Native has established itself as a powerful tool for cross-platform development of mobile and web applications. It allows you to create native applications for Android and iOS, as well as web applications using a single code base on JavaScript/Typescript.

Fundamentals of architecture and development

React National architecture is based on native bindings from JavaScript/Typescript. This means that the basic business logic and an application in the application are written on JavaScript or Typescript. When access to specific native functionality (for example, the device or GPS camera) is required, these native bindings are used, which allow you to call the code written on SWIFT/Objective-C for iOS or Java/Kotlin for Android.

It is important to note that the resulting platforms may vary in functionality. For example, a certain functionality can be available only for Android and iOS, but not for Web, or vice versa, depending on the native capabilities of the platform.

Configuration and updates
The configuration of native bindings is carried out through the Plugins key. For stable and safe development, it is critical to use the latest versions of React Native components and always turn to current documentation. This helps to avoid compatibility problems and use all the advantages of the latest updates.

Features of development and optimization

React Native can generate resulting projects for specific platforms (for example, Android and iOS folders). This allows the developers, if necessary, patch the files of resulting projects manually for fine optimization or specific settings, which is especially useful for complex applications that require an individual approach to performance.

For typical and simple applications, it is often enough to use EXPO Bandle with built -in native bindings. However, if the application has complex functionality or requires deep customization, it is recommended to use REACT NATIVE custom assemblies.

Eaturability of development and updates

One of the key advantages of React Native is Hot ReLoad support for Typescript/JavaScript code during development. This significantly accelerates the development process, since the code changes are instantly displayed in the application, allowing the developer to see the result in real time.

React Native also supports “Silent Update) bypassing the process of Google Play and Apple App Store, but this is only applicable to Typescript/JavaScript code. This allows you to quickly release errors or small functionality updates without the need to go through a full cycle of publication through applications stores.

It is important to understand that TS/JS Code is bandaged on a specific version of native dependencies using fingerprinting, which ensures the coordination between JavaScript/Typescript part and native part of the application.

Use of LLM in development

Although codhegeneration with LLM (Large Language Models) is possible, its suitability is not always high due to potentially outdated datasets on which the models were trained. This means that the generated code may not correspond to the latest versions of React Native or the best practices.

React Native continues to develop, offering developers a flexible and effective way to create cross -platform applications. It combines the speed of development with the possibility of access to native functions, making it an attractive choice for many projects.

Pixel Perfect: myth or reality in the era of declarativeness?

In the world of interfaces development, there is a common concept – “Pixel Perfect in the Lodge” . It implies the most accurate reproduction of the design machine to the smallest pixel. For a long time it was a gold standard, especially in the era of a classic web design. However, with the arrival of the declarative mile and the rapid growth of the variety of devices, the principle of “Pixel Perfect” is becoming more ephemeral. Let’s try to figure out why.

Imperial Wysiwyg vs. Declarative code: What is the difference?

Traditionally, many interfaces, especially desktop, were created using imperative approaches or Wysiwyg (What You See is What You Get) of editors. In such tools, the designer or developer directly manipulates with elements, placing them on canvas with an accuracy to the pixel. It is similar to working with a graphic editor – you see how your element looks, and you can definitely position it. In this case, the achievement of “Pixel Perfect” was a very real goal.

However, modern development is increasingly based on declarative miles . This means that you do not tell the computer to “put this button here”, but describe what you want to get. For example, instead of indicating the specific coordinates of the element, you describe its properties: “This button should be red, have 16px indentations from all sides and be in the center of the container.” Freimvorki like React, Vue, Swiftui or Jetpack Compose just use this principle.

Why “Pixel Perfect” does not work with a declarative mile for many devices

Imagine that you create an application that should look equally good on the iPhone 15 Pro Max, Samsung Galaxy Fold, iPad Pro and a 4K resolution. Each of these devices has different screen resolution, pixel density, parties and physical sizes.

When you use the declarative approach, the system itself decides how to display your described interface on a particular device, taking into account all its parameters. You set the rules and dependencies, not harsh coordinates.

* Adaptability and responsiveness: The main goal of the declarative miles is to create adaptive and responsive interfaces . This means that your interface should automatically adapt to the size and orientation of the screen without breaking and maintaining readability. If we sought to “Pixel Perfect” on each device, we would have to create countless options for the same interface, which will completely level the advantages of the declarative approach.
* Pixel density (DPI/PPI): The devices have different pixel density. The same element with the size of 100 “virtual” pixels on a device with high density will look much smaller than on a low -density device, if you do not take into account the scaling. Declarative frameworks are abstracted by physical pixels, working with logical units.
* Dynamic content: Content in modern applications is often dynamic – its volume and structure may vary. If we tattered hard to the pixels, any change in text or image would lead to the “collapse” of the layout.
* Various platforms: In addition to the variety of devices, there are different operating systems (iOS, Android, Web, Desktop). Each platform has its own design, standard controls and fonts. An attempt to make an absolutely identical, Pixel Perfect interface on all platforms would lead to an unnatural type and poor user experience.

The old approaches did not go away, but evolved

It is important to understand that the approach to interfaces is not a binary choice between “imperative” and “declarative”. Historically, for each platform there were its own tools and approaches to the creation of interfaces.

* Native interface files: for iOS it were XIB/Storyboards, for Android-XML marking files. These files are a Pixel-PERFECT WYSIWYG layout, which is then displayed in the radio as in the editor. This approach has not disappeared anywhere, it continues to develop, integrating with modern declarative frames. For example, Swiftui in Apple and Jetpack Compose in Android set off on the path of a purely declarative code, but at the same time retained the opportunity to use a classic layout.
* hybrid solutions: Often in real projects, a combination of approaches is used. For example, the basic structure of the application can be implemented declaratively, and for specific, requiring accurate positioning of elements, lower -level, imperative methods can be used or native components developed taking into account the specifics of the platform.

from monolith to adaptability: how the evolution of devices formed a declarative mile

The world of digital interfaces has undergone tremendous changes over the past decades. From stationary computers with fixed permits, we came to the era of exponential growth of the variety of user devices . Today, our applications should work equally well on:

* smartphones of all form factors and screen sizes.
* tablets with their unique orientation modes and a separated screen.
* laptops and desktops with various permits of monitors.
* TVs and media centers , controlled remotely. It is noteworthy that even for TVs, the remarks of which can be simple as Apple TV Remote with a minimum of buttons, or vice versa, overloaded with many functions, modern requirements for interfaces are such that the code should not require specific adaptation for these input features. The interface should work “as if by itself”, without an additional description of what “how” to interact with a specific remote control.
* smart watches and wearable devices with minimalistic screens.
* Virtual reality helmets (VR) , requiring a completely new approach to a spatial interface.
* Augmented reality devices (AR) , applying information on the real world.
* automobile information and entertainment systems .
* And even household appliances : from refrigerators with sensory screens and washing machines with interactive displays to smart ovens and systems of the Smart House.

Each of these devices has its own unique features: physical dimensions, parties ratio, pixel density, input methods (touch screen, mouse, controllers, gestures, vocal commands) and, importantly, the subtleties of the user environment . For example, a VR shlesh requires deep immersion, and a smartphone-fast and intuitive work on the go, while the refrigerator interface should be as simple and large for quick navigation.

Classic approach: The burden of supporting individual interfaces

In the era of the dominance of desktops and the first mobile devices, the usual business was the creation and support of of individual interface files or even a completely separate interface code for each platform .

* Development under iOS often required the use of Storyboards or XIB files in XCode, writing code on Objective-C or SWIFT.
* For Android the XML marking files and the code on Java or Kotlin were created.
* Web interfaces turned on HTML/CSS/JavaScript.
* For C ++ applications on various desktop platforms, their specific frameworks and tools were used:
* In Windows these were MFC (Microsoft Foundation Classes), Win32 API with manual drawing elements or using resource files for dialog windows and control elements.
* Cocoa (Objective-C/Swift) or the old Carbon API for direct control of the graphic interface were used in macos .
* In linux/unix-like systems , libraries like GTK+ or QT were often used, which provided their set of widgets and mechanisms for creating interfaces, often via XML-like marking files (for example, .ui files in Qt Designer) or direct software creation of elements.

This approach ensured maximum control over each platform, allowing you to take into account all its specific features and native elements. However, he had a huge drawback: duplication of efforts and tremendous costs for support . The slightest change in design or functionality required the introduction of a right to several, in fact, independent code bases. This turned into a real nightmare for developer teams, slowing down the output of new functions and increasing the likelihood of errors.

declarative miles: a single language for diversity

It was in response to this rapid complication that the declarative miles appeared as the dominant paradigm. Framws like react, vue, swiftui, jetpack compose and others are not just a new way of writing code, but a fundamental shift in thinking.

The main idea of the declarative approach : Instead of saying the system “how” to draw every element (imperative), we describe “what“ we want to see (declarative). We set the properties and condition of the interface, and the framework decides how to best display it on a particular device.

This became possible thanks to the following key advantages:

1. Abstraction from the details of the platform: declarative fraimvorki are specially designed to forget about low -level details of each platform. The developer describes the components and their relationships at a higher level of abstraction, using a single, transferred code.
2. Automatic adaptation and responsiveness: Freimvorki take responsibility for automatic scaling, changing the layout and adaptation of elements to different sizes of screens, pixel density and input methods. This is achieved through the use of flexible layout systems, such as Flexbox or Grid, and concepts similar to “logical pixels” or “DP”.
3. consistency of user experience: Despite the external differences, the declarative approach allows you to maintain a single logic of behavior and interaction throughout the family of devices. This simplifies the testing process and provides more predictable user experience.
4. Acceleration of development and cost reduction: with the same code capable of working on many platforms, significantly is reduced by the time and cost of development and support . Teams can focus on functionality and design, and not on repeated rewriting the same interface.
5. readiness for the future: the ability to abstract from the specifics of current devices makes the declarative code more more resistant to the emergence of new types of devices and form factors . Freimvorki can be updated to support new technologies, and your already written code will receive this support is relatively seamless.

Conclusion

The declarative mile is not just a fashion trend, but the necessary evolutionary step caused by the rapid development of user devices, including the sphere of the Internet of things (IoT) and smart household appliances. It allows developers and designers to create complex, adaptive and uniform interfaces, without drowning in endless specific implementations for each platform. The transition from imperative control over each pixel to the declarative description of the desired state is a recognition that in the world of the future interfaces should be flexible, transferred and intuitive regardless of which screen they are displayed.

Programmers, designers and users need to learn how to live in this new world. The extra details of the Pixel Perfect, designed to a particular device or resolution, lead to unnecessary time costs for development and support. Moreover, such harsh layouts may simply not work on devices with non-standard interfaces, such as limited input TVs, VR and AR shifts, as well as other devices of the future, which we still do not even know about today. Flexibility and adaptability – these are the keys to the creation of successful interfaces in the modern world.

Why do programmers do nothing even with neural networks

Today, neural networks are used everywhere. Programmers use them to generate code, explain other solutions, automate routine tasks, and even create entire applications from scratch. It would seem that this should lead to an increase in efficiency, reducing errors and acceleration of development. But reality is much more prosaic: many still do not succeed. The neural networks do not solve key problems – they only illuminate the depth of ignorance.

full dependence on LLM instead of understanding

The main reason is that many developers are completely relying on LLM, ignoring the need for a deep understanding of the tools with which they work. Instead of studying documentation – a chat request. Instead of analyzing the reasons for the error – copying the decision. Instead of architectural solutions – the generation of components according to the description. All this can work at a superficial level, but as soon as a non -standard task arises, integration with a real project or the need for fine tuning is required, everything is crumbling.

Lack of context and outdated practices

The neural networks generate the code generalized. They do not take into account the specifics of your platform, version of libraries, environmental restrictions or architectural solutions of the project. What is generated often looks plausible, but has nothing to do with the real, supported code. Even simple recommendations may not work if they belong to the outdated version of the framework or use approaches that have long been recognized as ineffective or unsafe. Models do not understand the context – they rely on statistics. This means that errors and antipattterns, popular in open code, will be reproduced again and again.

redundancy, inefficiency and lack of profiling

The code generated AI is often redundant. It includes unnecessary dependencies, duplicates logic, adds abstractions unnecessarily. It turns out an ineffective, heavy structure that is difficult to support. This is especially acute in mobile development, where the size of the gang, response time and energy consumption are critical.

The neural network does not conduct profiling, does not take into account the restrictions of the CPU and GPU, does not care about the leaks of memory. It does not analyze how effective the code is in practice. Optimization is still handmade, requiring analysis and examination. Without it, the application becomes slow, unstable and resource -intensive, even if they look “right” from the point of view of structure.

Vulnerability and a threat to security

Do not forget about safety. There are already known cases when projects partially or fully created using LLM were successfully hacked. The reasons are typical: the use of unsafe functions, lack of verification of input data, errors in the logic of authorization, leakage through external dependencies. The neural network can generate a vulnerable code simply because it was found in open repositories. Without the participation of security specialists and a full -fledged revision, such errors easily become input points for attacks.

The law is pareto and the essence of the flaws

Pareto law works clearly with neural networks: 80% of the result is achieved due to 20% of effort. The model can generate a large amount of code, create the basis of the project, spread the structure, arrange types, connect modules. However, all this can be outdated, incompatible with current versions of libraries or frameworks, and require significant manual revision. Automation here works rather as a draft that needs to be checked, processed and adapted to specific realities of the project.

Caution optimism

Nevertheless, the future looks encouraging. Constant updating of training datasets, integration with current documentation, automated architecture checks, compliance with design and security patterns – all this can radically change the rules of the game. Perhaps in a few years we can really write the code faster, safer and more efficiently, relying on LLM as a real technical co -author. But for now – alas – a lot has to be checked, rewritten and modified manually.

Neural networks are a powerful tool. But in order for him to work for you, and not against you, you need a base, critical thinking and willingness to take control at any time.

Gingerita Prototype Windows

I present to your attention fork Kate text editor called Gingerita. Why Fork, why, what is the goal? I want to add the functionality that I need in my work, so as not to wait for the correction, adding features from the Kate team, or the adoption of my corrections to the Main branch.
At the moment, a prototype version for Windows is currently available, almost vanilla version of Kate with minimal changes. For Gingerita, I have developed two plugs – an image of the images directly from the editor and the built -in browser, for debugging my web projects or for interacting with AI with assistants such as ChatGPT.

The version for Windows can be tested by the link below:
https://github.com/demensdeum/Gingerita/releases/tag/prototype