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How to draw

I am okay at drawing. That means: I am probably better at drawing than a random person walking down the street but I'm far, far behind the type of artists that regularly post in Instagram. I am also mostly self-taught: I took some initial lessons via mail from the well-known (at the time) Modern Schools, gave up for a couple years, and picked it back up in my late teens when I needed something to do besides programming and not having friends. Some of my drawings have been published, and one in particular has been stolen countless time by people who thinks copying things from the internet without attribution is fine.

I was recently asked what I would recommend to someone who wants to learn how to draw. This question took me by surprise for two reasons: one, because I was never asked this before, and two, because my answer was surprisingly useless even to me:

Any tutorial you find online will give you the right steps. But you'll only understand them after you already know how to draw.

This is a pointless answer, which also happens to be 100% correct. This post is my attempt at giving a slightly clearer answer, explaining why anyone would think that my advice makes sense and hopefully give beginners some good points on where to start.

Note 1: this post contains links to drawings of naked people. If you are not comfortable with drawn nudity, you should probably not follow the links and definitely reconsider whether figure drawing is good for you.

The boring advice

All drawing is, at its core, more or less the same. Whether you are interested into realistic drawing, comic drawing, manga drawing (a term I hate), webcomics or editorial cartoons, the art of representing human figures in 2D is based on 90% the same rules. Sure, US comics have more muscles and japanese manga characters have no nose, but the fundamentals are the same. A typical drawing curriculum should include:

  • How to sketch a human figure. This guide is relatively good, while this one sucks for reasons I'll explain later on. If you've seen those wooden figures, they are useful for getting the hang of this step.
  • The proportions of the human body. More specifically, this guide on how many heads you need to draw a full body.
  • The proportions of the face. This is annoying enough that it often warants a section on its own.
  • How perspective works. One, two, and three points perspective are the typical ones.
  • How shadows work. Getting it perfect will take a long time, but "dark part is dark" will get you far with little effort.

Once you reach this point, you can either start learning about muscles and improve your anatomy (have you ever stopped to think about how weird knees look?), or become a caricaturist and call it a day.

The number of books and tutorials out there convering all these points is virtually infinite, and therefore any book you choose it's going to be probably fine. If you want some more specific advice, multiple generations of artists have learned with Andrew Loomis' books, which are freely available on the Internet Archive. You should start with Figure drawing for all it's worth, follow up with Drawing the head and hands, and fresh up your perspective with the first half of Successful drawing.

Practical advice I: Keep drawing

There are two extra pieces of advice worth discussing.

The standard advice says "keep drawing until you become good at it", which is technically true but only barely. The full, honest version should say:

Start with one drawing. It will suck, and that's fine. Once you're finished, look at it objectively and enumerate its defects. For your next drawing, focus on solving those defects. Repeat until you consider yourself good enough1.

In other terms: you can draw circles all day and all night for years, but that won't make you any better at drawing squares. If you want to get better at drawing, you first need to be aware of what's there to improve.

That doesn't mean that you can't be happy about something you just drew. Few things are as rewarding as putting your art supplies to the side, looking at your drawing, and admiring something knowing that you made it. All I'm saying is: you need to know what your blind spots are. If you are like me and your eyes are always sliiiiightly out of alignment, it is perfectly fine to still be happy about that portrait you just made. But if you are not honest and accept that yes, that one eye looks weird, then you will never learn how to fix it2.

Practical advice II: Copy other people

As the quote goes, "Good artists copy, great artists steal". Therefore, it is your duty as aspiring artist to copy as much as you can. Most self-taught artists I know started the same way, copying drawings over and over until they felt comfortable enough to start doing their own.

My suggestion: find an artist you like. Pick one of their drawings and copy it. Add the final work to your sketch folder. Repeat. This exercise serves several purposes:

  • It will improve your pencil grip, make your lines stronger, and improve your technique overall.
  • It allows you to focus on a sub-part of the problem (drawing a figure) without having to worry about the complicated stuff - you don't need to think about perspective, shadows or posture because the artist already did it for you.
  • It helps you to build your personal portfolio. It will help you visualize your progress, and gives you something to brag about whenever someone learns you are drawing and asks you to see something you've done. Plus, it's not like you wanted to throw those drawings away, right?
  • It will help you answer questions you didn't know you had. Do you want to know how to draw a feminine-looking nose? Copy one of Phil Noto's illustrations. Would you like to know how does a professional go from zero to done? You can watch professionals like Jim Lee do a couple pieces in real time online and even explain their process as they go. Are you wondering how much attention to pay to clothes and background? Once you notice that classical painters couldn't care less about whatever is below your shoulders, maybe you won't lose your sleep about it either.

Eventually, you'll start noticing that different artists have different skills to offer. Maybe that guy draws cool hands, that other artist draws clothes very well, and that third other one has very expressive faces. Copying their work helps you understand the tricks they are using, and adding them to your repertoire helps you develop your own style.

Rest of the owl

The final point is both super important and really difficult to explain to beginners.

Are you familiar with the how to draw an owl meme? This picture is very popular in amateur art circles because it goes straight to the core issue: that most tutorials will take your hand and guide you step-by-step, but then they will let go at a critical step and you'll fall down a metaphorical cliff.

The root of the problem, I think, is that one step where the book tells you to "do what feels natural" or to "just keep going". What these people forget, however, is that learning what feels natural takes a lot of practice!

This tutorial I mentioned above is as bad as it gets: the instructions tell you to "Draw some vertical and horizontal lines to plan your drawing", which is completely useless advice that only makes sense once you know which lines to draw and where. Whoever wrote that guide has forgotten what it was to be a beginner, and their advice is really not helping.

When that happens, you have two choices. You can look for a better tutorial, or you can keep going, and see how far you make it. There is no shame in trying and failing, and who knows? maybe you'll still make it. Truth be told, there is a point at which no tutorial can help you and all that's left for you to do is to just draw. But that only applies for specific, advanced tutorials. It is the sad truth that, as a beginner, you will often recognize bad tutorials only once you are stuck in them.

Nobody said the life of an artist was easy.

Closing remarks

This guide ended up being longer than I intended, and half as long as it should be. That's always going to be a problem: the average artist does not let structure get in the way of their vision, and any attempt at a "formal" answer will stop halfway (as I have complained before). That said, if you would still appreciate a more structured approach, I have heard good things about Betty Edward's book Drawing on the right side of the brain.

And finally: have fun. All of this advice is useful for when you want to get objectively better, but there's a lot to be said in favor of simply drawing because you enjoy it.

Happy drawing!

Footnotes

  1. Fair warning: in my experience, most artists never feel that they are "good enough". This is a well-known bug of art.

  2. I believe the process of "find defect, correct defect, repeat" is why most artists I know are never happy about their work. Seriously, go to an artist and tell them you like a particular drawing of them - there's a good chance that they'll give some excuse for why the drawing sucks.

Why programming is hard

I have been giving programming languages a lot of thought recently. And it has ocurred to me that the reason why (reportedly) lots of people fail at learning how to program is because they are introduced to it at entirely the wrong level.

If you as a beginner search "Python tutorial" right now, you will get lots of very detailed, completely correct, very polished tutorials that will teach you how to program in Python, but that will not teach you how to program. Conversely, if you search for "how to program", the first results will be either completely useless advice such as "decide what you would like to do with your programming knowledge" or they ask you to choose a programming language. You might choose Python, in which case you are now back to square one.

One of the founding principles of my field is that "Computer Science is no more about computers than astronomy is about telescopes". In other words, programming is a skill that it's expressed typicall using programming languages, but it's not exclusively about them. And programming, the skill underlying all of these programming languages, is hard.

To be a good programmer, you need to master three related skills:

  1. Understand how to convert messy real-life problems into a clearer version with less ambiguities.
  2. Understand what the best practical approach to this problem is, and choose one as a possible solution.
  3. Understand how to use programming languages and data structures to implement that solution.

Mastering the first skill requires an analytical mind, and in particular forces you to see the world in a different way. If someone asks you for a program to keep track of how many people are inside a room, you need to stop thinking in terms of people and rooms and think in terms of numbers and averages. You also need to account for badly-defined situations: if a woman gives birth inside the room, is your solution good enough to increase the room count by one?

This part alone is quite hard. Some people make a living out of it as software requirements engineers, meeting with clients and discussing some approaches that would make sense. It also requires at least a surface level understanding of the type of solutions that one could realistically employ. If you ever wondered why your high-school math teacher always asked you to turn apples and trains into equations and solving for x, well, this is why: they were teaching you how to solve real-world problems with simpler methods.

In order to master the second skill "choose a viable solution", you need to read a lot about which problems are easy and which ones are hard. There are some problems that a programmer solves daily, and some problems for which the best known solution would still take thousands of years. If you think that finding new solutions to problems is interesting, I encourage you to go knock at the Math department of your nearest university. They do this for a living, and will be very excited to have you around.

Finally, the third and last skill "implement a solution" requires you to write it down in a way that computers can understand. Half the job requires understanding common concepts for structuring programs (variables, databases, data structures, networks, and so on), and the other half requires learning the syntax of your preferred programming language.

And here we reach the core of this post's answer. If you type "Python tutorial" right now, what you'll get are very detailed guides on how to acquire the second half of the third skill, also known as "the unimportant one". Sure, programmers love discussing which programming language is better and how not to write code, but here's a little secret: in the larger scale of things, it rarely matters. Some programming languages are better suited for specific tasks, true, but the best programming language is not going to be of any help if you don't know what you are trying to build.

At its core, programming is learning how to solve problems with a specific set of tools. And while you do need to understand how to use those tools, they are completely useless if no one explains to you how to solve problems with them. If knowing how to use a pen doesn't make you a writer, and knowing how to use a wrench doesn't make you a mechanic, teaching you a programming language and expecting you to become a programmer overnight is just going to leave you confused and frustrated. But remember: it's not you, it's them.

Appendix I: what does problem solving looks like?

Let's say someone asks me to "write a program to know who I have been in contact with in any given day", a problem known as contact tracing that has been in the news in the past weeks. How would the skills above come into play?

(Note: for the sake of simplicity, I am going to solve this problem badly. It's a toy example, so don't @ me!)

The first step is to model this situation in a formal, more structured way. Real people are difficult to work with, but luckily we don't care about most things that make them human - all we care about is where they have been at any point in time. Therefore, we replace those real people with "points", keep track of their GPS coordinates at all times, and throw all of their remaining attributes away.

We have now turned our problem into "tell me which GPS coordinates (i.e., points) have been close to my GPS coordinates at any given time". We can simplify the problem further by defining what "close to me" means, and we turn the problem into "give me a list of points that have been 1 meter or closer to me at any given time".

Next, we need to find a way to efficiently identify which points have been close enough to our coordinates. Since there is a lot of people in the world, we start by crudely removing all points that are more than 10km. away from me - this can be done very quickly, and it probably won't affect our results too badly.

We now need to refine our search, and therefore we take a dive into the geometry literature. After a quick look, I decided that building a Quadtree is the best solution for what I want to build. Note that I only have a passing knowledge of what Quadtrees are, but that's fine: once I have a hint of where the solution might be, I can search further and learn the details as I go.

And finally we get down to writing code. If our programming language doesn't already include an implementation of a Quadtree data structure, we might have to do it ourselves. If we choose Python, for instance, we need to understand how to create a class, how to use lists of objects, and all those other implementation details that our Python tutorial has taught us. Similarly, storing the list of points will probably require a database. Each database has a different strong point but, as I said earlier, knowing which database to use is not as important as knowing that some database is the right tool.

Let's now picture the same exercise in revers: imagine I come to you and say "Write me a program to know who I have been in contact with in any given day. Here's a guide on how to use Quadtrees in Python". You wouldn't find that last bit of any use, would you?

Moon landing in Basic

As many other people around my age, I learned programming from a book. In particular, I started programming with a 3-books series called Computación para niños (Computers for kids). Volume 3 was dedicated to programming in BASIC, and it opened the door to what is now both my profession and hobby.

That said, that book was also the source of a 25-ish-years-long frustration, and that story is the point of today's article.

In the ancient times known as "the 90s", it was still common to get printed code for games that you had to to type yourself. This book, in particular, included a game called "Lunar rocket" in which you were supposed to (surprise!) land a rocket on the moon. For context, this is how the game was sold to me:

Picture of a book page, showing
illustrations of how to play the game

And this is what the code looks like:

Picture of a book page,
showing BASIC code for a program

Suffice to say, the program never worked and I couldn't understand why. I spent weeks trying to tweak it to no avail, getting different errors but never making a full run. And no matter how hard I tried, I could never get a single picture to show on screen. Eventually I gave up, but the weeks I spent trying to understand what I did wrong have been on my mind ever since.

That is, until last Sunday, when I realized that I should go back to this program and establish, once and for all, whose fault all of this was.

Problem number one was that the book shows pretty pictures, but the program is text-only. That one is on me, but only partially. Sure, it was too optimistic of me to expect any kind of graphics from such a short code. But I distinctly remember giving it the benefit of the doubt, and thinking "the pictures are probably included with BASIC, and one or two of these lines are loading them". That was dead wrong, but I'll argue that young me at least had half of a good idea. A few years later I would learn that the artwork and the game rarely had anything to do with each other, a problem that has not entirely gone away.

Now, problem number two... That code I showed above would never, ever work. My current best guess is that someone wrote it in a rush leaving some bugs in, and someone else typed it and introduced a lot more. In no particular order,

  • Syntax errors: Line 130 has a typo, the variable name "NÚMERO" is invalid because of the accent, and line 150 is plain wrong. The code also uses ";" to write multiple instructions in a single line, but as far as I know that's not valid BASIC syntax.
  • The typist sometimes confuses "0" with "O" and ":" with ";" and " ". This introduced bugs on its own. Line 150 (again) shows all mistakes at once.
  • Error handling is a mess: if you enter the wrong input, you are simply asked to enter it again. No notification of any kind that you did something wrong.
  • The logic itself is very convoluted. GOTOs everywhere. Line 440 is particularly bad, and could be easily improved.
  • Some of the syntax may be valid, but it was definitely not valid in my version of Basic. And seeing how my interpreter came included with the book, I feel justified in not taking the blame for that one.

And so I set out to get this to run once and for all. The following listing shows what a short rewrite looks like:

LET DISTANCE=365000
LET BARRELS=100
LET MASS=1000
LET TIME=60
LET A0=0
LET VO0=0
LET V0=0
LET EO0=0
LET E=0
LET F=0
LET THROWS=0
DO WHILE BARRELS>0 AND E<=364900 AND THROWS <= 30 
    LET REMAINING=DISTANCE-E
    PRINT "DISTANCE SO FAR="; E
    PRINT "DISTANCE TO GO="; REMAINING
    PRINT "SPEED"; V
    PRINT "BARRELS LEFT="; BARRELS
    PRINT "THROWS LEFT(MAX 30)="; THROWS
    PRINT "-----"
    INPUT "NUMBER OF BARRELS?"; NUMBER
    INPUT "DO YOU WANT TO BRAKE (Y/N)"; RESP$
    IF NUMBER>BARRELS THEN
        PRINT "NOT ENOUGH BARRELS!"
    ELSEIF RESP$ <> "Y" AND RESP$ <> "N" THEN
        PRINT "INVALID INPUT!"
    ELSE        
        LET THROWS=THROWS+1
        LET BARRELS=BARRELS-NUMBER
        IF RESP$="N" THEN
            LET F=(F+NUMBER*1000)*0.5
        ELSE
            LET F=(F-NUMBER*1000)*0.5
        END IF
        LET A=F/MASS
        LET V=VO+A*TIME
        LET E=EO+VO*TIME+0.5*A*TIME*TIME
        LET EO=E
        LET VO=V
    END IF
LOOP
IF BARRELS <= 0 THEN PRINT "MISSION FAILED - NOT ENOUGH FUEL"
IF THROWS > 30 THEN PRINT "MISSION FAILED - NOT ENOUGH OXYGEN"
IF E>364900 THEN
    IF V<5 THEN
        PRINT "MISSION ACCOMPLISHED. ROCKET LANDED ON THE MOON."
    ELSE
        PRINT "MISSION FAILED. ROCKET CRASHED AGAINST THE MOON SURFACE."
    END IF
END IF

I think this version is much better for beginners. The code now runs in a loop with three clearly-defined stages (showing information, input validation, and game status update), making it easier to reason about it. And now that the GOTOs are gone, so are the line numbers. However, and in order to keep that old-time charm, I kept all strings in uppercase and added no comments whatsoever.

I also added some input validation: the BASIC interpreter I'm using (Bywater Basic) will still crash if you enter a letter when a number is expected, but that's outside what I can fix. At least you now get a message when you use too many barrels and/or you choose other than "Y" or "N".

It is only fair to point out something that I do like about the original code: that the variable names are descriptive, and in particular that the physics equations use the proper terms. If you are familiar with the physics involved here, those equations will jump at you immediately.

If I had time, I would still tie a couple loose ends in my version. A proper rewrite would ensure that the new code behaves exactly like the old one, bugs and all. And there's a good chance that I have introduced some new bugs too, given that I barely tested it. I also feel like making a graphical version, using the original artwork and adding some simple animations on top.

But even then, I finally feel vindicated knowing that younger me had no chance of making this work. Even better: the next exercise, a car race game, just gave you a couple pointers on how to draw something on the screen, and then left you on your own. That one would take me some time today.

Next on my list: finally read the source code of Gorilla.bas. I know I tried really hard to understand it when I was 10, so maybe I should get closure for that one too.

Move fast and break things. In particular, cars.

Once again, and as seen on this video, a Tesla car driving alone on its lane on a clear day runs straight into a 100% visible, giant overturned truck. I say "once again" because Tesla had already made the news in 2018 when one of its self-driving cars ran into a stopped firetruck.

This is not an unknown bug - this is by design. As Wired reported back then, the Tesla manual itself reads:

Traffic-Aware Cruise Control cannot detect all objects and may not brake/decelerate for stationary vehicles, especially in situations when you are driving over 50 mph (80 km/h) and a vehicle you are following moves out of your driving path and a stationary vehicle or object is in front of you instead.

The theory, as it goes, is that a giant stationary truck stopped in the middle of a highway is so an unlikely event that the system considers it a misclassification and ignores it. If your car is a 2018 Volvo, it may even accelerate.

There is a popular argument that often surfaces when people try to point out how completely ridiculous this situation is: that the driver should always be alert, and that they should be prepared to take control of the vehicle at any time. And if your car is equipped with "lane assist", then that's fine: the name of the feature itself is telling you that the technology is only there to ensure that you stay in your lane, and anything else that might happen is your responsibility.

But when your promotional materials have big, bold letters with the words "Autopilot" and your promotional video shows a man prominently resting his hands on his legs, you cannot hide behind a single sentence saying "Current Autopilot features require active driver supervision and do not make the vehicle autonomous". Why? First, because we both know this is a lie - if you weren't intending on deceiving people into believing their car is autonomous, you wouldn't have called the feature "Autopilot" and you wouldn't have made such a video. Second, and more important, virtually the entire literature on attention will tell you that the driver will not be in the right state of mind to make a split-second decision out of the blue. No one believes that someone will activate their Autopilot™ and remain perfectly still and attentive their entire time, because human attention simply doesn't work like that.

Hopefully, some Tesla engineer will come up with a feature called "do not run into the clearly-visible obstacle at full speed" in the near future. Until then, all of you people drinking and/or sleeping in your moving cars should seriously consider not doing that anymore.

Write-only code

The compiler as we know it is generally attributed to Grace Hopper, who also popularized the notion of machine-independent programming languages and served as technical consultant in 1959 in the project that would become the COBOL programming language. The second part is not important for today's post, but not enough people know how awesome Grace Hopper was and that's unfair.

It's been at least 60 years since we moved from assembly-only code into what we now call "good software engineering practices". Sure, punching assembly code into perforated cards was a lot of fun, and you could always add comments with a pen, right there on the cardboard like well-educated cavemen and cavewomen (cavepeople?). Or, and hear me out, we could use a well-designed programming language instead with fancy features like comments, functions, modules, and even a type system if you're feeling fancy.

None of these things will make our code run faster. But I'm going to let you into a tiny secret: the time programmers spend actually coding pales in comparison to the time programmers spend thinking about what their code should do. And that time is dwarfed by the time programmers spend cursing other people who couldn't add a comment to save their life, using variables named var and cramming lines of code as tightly as possible because they think it's good for the environment.

The type of code that keeps other people from strangling you is what we call "good code". And we can't talk about "good code" without it's antithesis: "write-only" code. The term is used to describe languages whose syntax is, according to Wikipedia, "sufficiently dense and bizarre that any routine of significant size is too difficult to understand by other programmers and cannot be safely edited". Perl was heralded for a long time as the most popular "write-only" language, and it's hard to argue against it:

open my $fh, '<', $filename or die "error opening $filename: $!";
my $data = do { local $/; <$fh> };

This is not by far the worse when it comes to Perl, but it highlights the type of code you get when readability is put aside in favor of shorter, tighter code.

Some languages are more propense to this problem than others. The International Obfuscated C Code Contest is a prime example of the type of code that can be written when you really, really want to write something badly. And yet, I am willing to give C a pass (and even to Perl, sometimes) for a couple reasons:

  • C was always supposed to be a thin layer on top of assembly, and was designed to run in computers with limited capabilities. It is a language for people who really, really need to save a couple CPU cycles, readability be damned.
  • We do have good practices for writing C code. It is possible to write okay code in C, and it will run reasonably fast.
  • All modern C compilers have to remain backwards compatible. While some edge cases tend to go away with newer releases, C wouldn't be C without its wildest, foot-meet-gun features, and old code still needs to work.

Modern programming languages, on the other hand, don't get such an easy pass: if they are allowed to have as many abstraction layers and RAM as they want, have no backwards compatibility to worry about, and are free to follow 60+ years of research in good practices, then it's unforgivable to introduce the type of features that lead to write-only code.

Which takes us to our first stop: Rust. Take a look at the following code:

let f = File::open("hello.txt");
let mut f = match f {
    Ok(file) => file,
    Err(e) => return Err(e),
};

This code is relatively simple to understand: the variable f contains a file descriptor to the hello.txt file. The operation can either succeed or fail. If it succeeded, you can read the file's contents by extracting the file descriptor from Ok(file), and if it failed you can either do something with the error e or further propagate Err(e). If you have seen functional programming before, this concept may sound familiar to you. But more important: this code makes sense even if you have never programmed with Rust before.

But once we introduce the ? operator, all that clarity is thrown off the window:

let mut f = File::open("hello.txt")?;

All the explicit error handling that we saw before is now hidden from you. In order to save 3 lines of code, we have now put our error handling logic behind an easy-to-overlook, hard-to-google ? symbol. It's literally there to make the code easier to write, even if it makes it harder to read.

And let's not forget that the operator also facilitates the "hot potato" style of catching exceptions1, in which you simply... don't:

File::open("hello.txt")?.read_to_string(&mut s)?;

Python is perhaps the poster child of "readability over conciseness". The Zen of Python explicitly states, among others, that "readability counts" and that "sparser is better than dense". The Zen of Python is not only a great programming language design document, it is a great design document, period.

Which is why I'm still completely puzzled that both f-strings and the infamous walrus operator have made it into Python 3.6 and 3.8 respectively.

I can probably be convinced of adopting f-strings. At its core, they are designed to bring variables closer to where they are used, which makes sense:

"Hello, {}. You are {}.".format(name, age)
f"Hello, {name}. You are {age}."

This seems to me like a perfectly sane idea, although not one without drawbacks. For instance, the fact that the f is both important and easy to overlook. Or that there's no way to know what the = here does:

some_string = "Test"
print(f"{some_string=}")

(for the record: it will print some_string='Test'). I also hate that you can now mix variables, functions, and formatting in a way that's almost designed to introduce subtle bugs:

print(f"Diameter {2 * r:.2f}")

But this all pales in comparison to the walrus operator, an operator designed to save one line of code2:

# Before
myvar = some_value
if my_var > 3:
    print("my_var is larger than 3")

# After
if (myvar := some_value) > 3:
    print("my_var is larger than 3)

And what an expensive line of code it was! In order to save one or two variables, you need a new operator that behaves unexpectedly if you forget parenthesis, has enough edge cases that even the official documentation brings them up, and led to an infamous dispute that ended up with Python's creator taking a "permanent vacation" from his role. As a bonus, it also opens the door to questions like this one, which is answered with (paraphrasing) "those two cases behave differently, but in ways you wouldn't notice".

I think software development is hard enough as it is. I cannot convince the Rust community that explicit error handling is a good thing, but I hope I can at least persuade you to really, really use these type of constructions only when they are the only alternative that makes sense.

Source code is not for machines - they are machines, and therefore they couldn't care less whether we use tabs, spaces, one operator, or ten. So let your code breath. Make the purpose of your code obvious. Life is too short to figure out whatever it is that the K programming language is trying to do.

Footnotes

  • 1: Or rather "exceptions", as mentioned in the RFC
  • 2: If you're not familiar with the walrus operator, this link gives a comprehensive list of reasons both for and against.