I’m a DevOps architect, musician, science nerd, animal lover and all-round geek. If it’s got shiny lights on it, makes loud noises or purrs when you stroke it, I’m all for it. When I’m not writing code or fiddling with computers for a living, I provide the low-end rumble and run sound for bands around West Sussex.
In Part 3 I covered the backend server processes and protocols, CI/CD pipelines and unit tests I used to build the TNFS site. In this (much shorter) part, I’d like to take a step back from the hardcore geekery, and wrap up with my thoughts on the whole thing.
In Part 2 I discussed the server environment, as well as how I built and launched the first prototype version of the site. I hit some speedbumps along the way and quickly reached the limits of what I could do with a pure client-only 1980s BASIC codebase. In this part, I’ll look at how I moved to a backend API system and how all this is deployed and tested.
In Part 1, I explored the hardware and development environment. In this article, I’ll cover the server-side components as well as coding and launching the first iteration of the site along with some of the limitations I encountered when programming on such an old system.
When I was around 8-9 years old, I received a Sinclair ZX Spectrum home computer for my birthday. One of my earliest memories I remember is sitting with my Dad, reading the manual to work out the magic commands to load the games from cassette tape. Whilst the games (Manic Miner and Starstrike II were the two I remember trying out first) were cutting-edge for a 1980s computer system and I spent many hours playing them, I was always more interested in the manual. Lik...