I was today years old when I realized VS Code is basically a browser
It’s a client that sends our code (what we type) to a Language Server using the Language Server Protocol (LSP)
like a mini internet inside my PC
The Language Server (e.g. TypeScript server) reads that code, analyzes it (types, errors, hints, autocomplete…),
and sends results back all locally, no internet involved
It’s literally a client-server architecture without network just process-to-process chat happening inside your machine
VS Code shows the squiggly lines, errors, and smart suggestions instantly
all thanks to that invisible “local server” running in the background
That’s what we mean by compile time in TypeScript this whole path is how your code gets checked before actually running.
TypeScript won’t even let it execute if there’s a type mismatch or syntax error,
because it’s constantly talking to the TypeScript server to validate everything in real time.
And imagine… this happens every time you press a key.
Every keystroke triggers this tiny local “client-server” check inside your machine 🤯
It’s a client that sends our code (what we type) to a Language Server using the Language Server Protocol (LSP)
like a mini internet inside my PC
The Language Server (e.g. TypeScript server) reads that code, analyzes it (types, errors, hints, autocomplete…),
and sends results back all locally, no internet involved
It’s literally a client-server architecture without network just process-to-process chat happening inside your machine
VS Code shows the squiggly lines, errors, and smart suggestions instantly
all thanks to that invisible “local server” running in the background
That’s what we mean by compile time in TypeScript this whole path is how your code gets checked before actually running.
TypeScript won’t even let it execute if there’s a type mismatch or syntax error,
because it’s constantly talking to the TypeScript server to validate everything in real time.
And imagine… this happens every time you press a key.
Every keystroke triggers this tiny local “client-server” check inside your machine 🤯
design thinking. by David kalle,
a friend of Steve jobs.
https://youtu.be/GYkb6vfKMI4?si=N5RFwbJGsWyq7r-Z
a friend of Steve jobs.
https://youtu.be/GYkb6vfKMI4?si=N5RFwbJGsWyq7r-Z
JavaScript Async Flow & Promises
JavaScript is single-threaded, meaning only one thing executes at a time on the call stack. When we call an async function like fetch(), the function itself runs briefly on the call stack, immediately returning a pending Promise, so the synchronous code continues without waiting. The actual async work (e.g., network request, timer) happens outside the JS thread in the browser or Node environment.
Once the async task completes, the engine marks the Promise as fulfilled or rejected. Any .then() or .catch() callbacks attached to the promise are pushed into the microtask queue, not executed immediately. The event loop continuously checks: when the call stack is empty, it drains the microtask queue, moving each callback back onto the call stack for execution.
In short, Promises + event loop + microtasks allow JS to handle async operations without blocking the main thread, ensuring smooth execution. Immediate promises like Promise.resolve(10) simulate this behavior instantly, while real-world async tasks like fetch() take time but follow the same flow.
JavaScript is single-threaded, meaning only one thing executes at a time on the call stack. When we call an async function like fetch(), the function itself runs briefly on the call stack, immediately returning a pending Promise, so the synchronous code continues without waiting. The actual async work (e.g., network request, timer) happens outside the JS thread in the browser or Node environment.
Once the async task completes, the engine marks the Promise as fulfilled or rejected. Any .then() or .catch() callbacks attached to the promise are pushed into the microtask queue, not executed immediately. The event loop continuously checks: when the call stack is empty, it drains the microtask queue, moving each callback back onto the call stack for execution.
In short, Promises + event loop + microtasks allow JS to handle async operations without blocking the main thread, ensuring smooth execution. Immediate promises like Promise.resolve(10) simulate this behavior instantly, while real-world async tasks like fetch() take time but follow the same flow.
❤3
I came across a post and its comments that really made me think.... [The post] and this tech nerd post too [the post] .......
For a long time, I’ve been hesitating to make this channel public.
But now I understand something simple:
"If you wait until you feel confident, you’ll never start anything."
Let’s grow together😊 . If u are senior kindly request to guide me and review my work through the progress too.
https://t.me/code4Lifee
For a long time, I’ve been hesitating to make this channel public.
But now I understand something simple:
"If you wait until you feel confident, you’ll never start anything."
Let’s grow together😊 . If u are senior kindly request to guide me and review my work through the progress too.
https://t.me/code4Lifee
Telegram
Learning Log
Documenting my learning journey.
A2SVian.
Sharing my Projects
A2SVian.
Sharing my Projects
Do you know this? 🦖
The dinosaur in the Chrome Dino, the little game that appears when you're offline, is meant to say That u are in the dinosaur era..... 😒
and now I'm in a situation with poor connection… so I'm playing it 😭
BTW, you can also play it even when you're online.
Just type this in your browser: chrome://dino. 😁
The dinosaur in the Chrome Dino, the little game that appears when you're offline, is meant to say That u are in the dinosaur era..... 😒
and now I'm in a situation with poor connection… so I'm playing it 😭
BTW, you can also play it even when you're online.
Just type this in your browser: chrome://dino. 😁
Forwarded from JavaScript
In CSS is DOOMed, Niels Leenheer shows off how he implemented a version of 1993's Doom using purely CSS rendering (with the game logic in JavaScript). Play it for yourself or check out the code.
JavaScript
In CSS is DOOMed, Niels Leenheer shows off how he implemented a version of 1993's Doom using purely CSS rendering (with the game logic in JavaScript). Play it for yourself or check out the code.
Do u think css is just for styling?
All walls, enemies, gunfire, and effects are built using CSS properties.
👉 old Doom used JS + Canvas/WebGL.
👉 this version uses JS + CSS as the drawer, fully playable! Use arrows of Your pc to play it if u like OG.
All walls, enemies, gunfire, and effects are built using CSS properties.
👉 old Doom used JS + Canvas/WebGL.
👉 this version uses JS + CSS as the drawer, fully playable! Use arrows of Your pc to play it if u like OG.
👀2
I built a very little game too😁. Open it in Ur browser. If u score more than $20, drop Ur account in the comments.
😭1