Sr. Content Developer at Microsoft, working remotely in PA, TechBash conference organizer, former Microsoft MVP, Husband, Dad and Geek.
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Microsoft Quantum Development Kit (QDK) Installation

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From: Microsoft Developer
Duration: 8:39
Views: 86

Learn how to install the Microsoft Quantum Development Kit (QDK) on Windows, macOS, and Linux.

In this video, Bill Ticehurst, Software Engineer at Microsoft Quantum, walks through setting up the QDK VS Code extension,
Python packages, virtual environments, Jupyter notebooks, and QDK Chemistry so you can start building quantum applications
quickly.

Whether you're new to quantum computing or setting up a complete development environment, this tutorial covers everything
you need to get started with Q#, OpenQASM, Azure Quantum, quantum simulation, Copilot development, resource estimation,
and more.

Subscribe for more QDK tutorials, Microsoft Quantum updates, quantum computing walkthroughs, Q# guides, QDK Chemistry
content, and developer-focused learning resources from the Microsoft Quantum team.

Chapters:
00:00 Introduction
00:25 Quick QDK Setup Overview
01:26 Installing the QDK Python Packages
02:06 Installing QDK Chemistry
02:28 Full Setup Walkthrough
02:42 Installing VS Code
04:00 Installing Python
05:49 Creating a Virtual Environment
06:33 Installing QDK and Jupyter Support
07:18 Configuring VS Code Extensions
08:04 Testing Your QDK Installation
08:27 Ready for Quantum Development

šŸ”— QDK: https://aka.ms/qdk
šŸ”— QDK Copilot: https://aka.ms/qdk.copilot
šŸ”— QDK Chemistry: https://aka.ms/qdk.chemistry
šŸ”— Microsoft Quantum: https://quantum.microsoft.com
šŸ”— Quantum Development Kit (QDK) source code: https://github.com/microsoft/qdk
šŸ”— Azure Quantum Documentation: https://learn.microsoft.com/azure/quantum
šŸ”— Windows Subsystem for Linux (WSL): https://aka.ms/wsl
šŸ”— Visual Studio Code: https://code.visualstudio.com

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Cortex 182: Reporting on the World’s Most Secretive Tech Company, with Mark Gurman

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Subtitle: State of the Workflow

Myke talks to Mark Gurman of Bloomberg about his workflow for reporting on Apple, building and verifying sources, balancing speed with accuracy, and how publishing a scoop can uncover the next part of the story.

This episode of Cortex is sponsored by:

  • Fitbod: Get stronger, faster with a fitness plan that fits you. Get 25% off your membership.
  • Squarespace: Save 10% off your first purchase of a website or domain using code CORTEX.
  • Sentry: Mobile crash reporting and app monitoring. New users get $100 in Sentry credits with code cortex26.

Guest Starring:

Mark Gurman

Links and Show Notes:

Get Moretex – More Cortex, with no ads.
Check out the Cortex Brand store – Premium Productivity Tools
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Mark Gurman – Bloomberg
Power On by Mark Gurman – Bloomberg
Things
The new iPhone... - 9to5Mac – Mark's First Big Scoop
Apple's next major Mac revealed: the radically new 12-inch MacBook Air - 9to5Mac
Apple's Successors for CEO Tim Cook, Other Top Executives - Bloomberg
Apple’s John Ternus Profile: The Likely Successor to Tim Cook as CEO – Bloomberg
Who Will be Apple’s Next CEO After Tim Cook? - Bloomberg
Cortex #178: The Process of Investigative Reporting, With Jason Schreier - Relay




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Random.Code() - Handling Recursive Type Models in Rocks

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From: Jason Bock
Duration: 0:00
Views: 1

I've got a problem that I need to solve: types that refer to each other. At least I think I have an issue. I'll determine whether or not I do first, and then tackle the issue if I do.

https://github.com/JasonBock/Rocks/issues/424

#dotnet #csharp

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Using Cycle Time As A Storyteller, Not A Scorecard In Agile Retrospectives | Joshua McDonald

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Joshua McDonald: Using Cycle Time As A Storyteller, Not A Scorecard In Agile Retrospectives

Read the full Show Notes and search through the world's largest audio library on Agile and Scrum directly on the Scrum Master Toolbox Podcast website: http://bit.ly/SMTP_ShowNotes.

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"Metrics is not about telling people do better. It's about telling that story." - Joshua McDonald

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Joshua brings cycle time as his biggest current coaching challenge. The problem is familiar: when a Scrum Master points to a story with high cycle time, developers can feel blamed, even when the intent is learning. Joshua reframes the metric as a storyteller. Instead of asking why someone took too long, he asks what journey the story went through, where it changed hands, where it waited, and what the team now knows that it did not know at the start. He also describes practical tactics: warn people in advance before discussing specific stories, keep the language gentle, avoid forcing people to explain themselves publicly, and sometimes skip the metric conversation entirely when the team needs encouragement more than analysis. Metrics matter because they move coaching away from gut feeling and toward observable patterns. Used well, cycle time becomes a barometer for stress, bottlenecks, missing product owner review, and places where the team needs support.

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Self-reflection Question: How do you introduce metrics so the team becomes curious about the system instead of defensive about individual performance?

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[The Scrum Master Toolbox Podcast Recommends]

šŸ”„In the ruthless world of fintech, success isn't just about innovation—it's about coaching!šŸ”„

Angela thought she was just there to coach a team. But now, she's caught in the middle of a corporate espionage drama that could make or break the future of digital banking. Can she help the team regain their mojo and outwit their rivals, or will the competition crush their ambitions? As alliances shift and the pressure builds, one thing becomes clear: this isn't just about the product—it's about the people.

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🚨 Will Angela's coaching be enough? Find out in Shift: From Product to People—the gripping story of high-stakes innovation and corporate intrigue.

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Buy Now on Amazon

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[The Scrum Master Toolbox Podcast Recommends]

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About Joshua McDonald

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Joshua is endlessly curious about better ways of working. He helps teams grow by blending experimentation, creativity, and AI with practical coaching. When a meeting feels routine, he's already testing a new approach to make it more valuable. Energetic and inventive, he turns everyday collaboration into opportunities for team growth.

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You can link with Joshua McDonald on LinkedIn.





Download audio: https://traffic.libsyn.com/secure/scrummastertoolbox/20260819_Joshua_McDonald_W.mp3?dest-id=246429
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Nick Bostrom: Worries About AI Existential Risk Just Became More Concrete

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Nick Bostrom is an AI philosopher and the author of Superintelligence and Deep Utopia. Bostrom joins Big Technology to discuss whether the rise of autonomous AI agents is making the technology’s existential risks more concrete. Tune in to hear his assessment of the alignment problem, recursive self-improvement, and humanity’s chances of steering superintelligence toward a positive outcome. We also cover whether we have reached AGI, the case for a precisely timed AI pause, biological threats, AI consciousness, and the moral status of digital minds. Hit play for a clear-eyed conversation about AI’s greatest dangers and its potential to radically improve human life.

---

Enjoying Big Technology Podcast? Please rate us five stars ⭐⭐⭐⭐⭐ in your podcast app of choice.

Watch the full documentary here: https://www.gravitee.io/ai-agent-documentary

Want a discount for Big Technology on Substack + Discord? Here’s 25% off for the first year: https://www.bigtechnology.com/subscribe?coupon=0843016b

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Download audio: https://pdst.fm/e/tracking.swap.fm/track/t7yC0rGPUqahTF4et8YD/pscrb.fm/rss/p/traffic.megaphone.fm/AMPP7525828311.mp3
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If you make 100 games, do you have 100% chance of success?

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Hello and Welcome, I’m your Code Monkey!

My advice is how you should make more games, because every game you make gives you knowledge and skills which increases the odds of success in your next game.
Based on that advice one funny comment I've seen is: ā€œIf every game I make gives me knowledge and skills that increase the odds of success on the next one by 1%, then I only need to make 100 games to make a $1million game!ā€

And honestly, while that might sound slightly silly I think it's actually true! If you make 100 games you will gain an insane amount of knowledge where it's basically impossible for game #101 to be bad!

Part of the reason that really helped me in becoming a successful game dev was the 5 years that I spend making Flash games. In that time I made over 40(!) games, that’s a lot! I truly believe that is what gave me an insane amount of experience that then helped me find success when I moved on to making proper Steam games.

This is also yet another reason why I recommend you make small games. (what is a small games?)Ā If each of your games takes 2 years, then in 20 years you can literally only make 10 games. That’s not a huge gain in experience. Whereas if you make games in 6 months then in 20 years you can make 40 games! Imagine that.

Do you think you could be successful on your 41st game? I think so!

And of course in the beginning if you’re making games just for learning you can definitely build something in just 1-4 weeks. I recommend for beginners to start by remaking classic games like Flappy Bird and Lunar Lander. I covered that in my roadmap here.

So yup if you're the kind of person who suffers from analysis paralysis hearing all sorts of advice on how to find success with gamedev, then perhaps just following this advice can help you. Just focus on making 100 games, and only worry about success after doing that. Chances are by the end of this "exercise" you will already be successful and won't need any more advice.

Thanks for reading! Best of luck in your game dev journey!



Get Rewards by Sending the Game Dev Report to a friend!

(please don’t try to cheat the system with temp emails, it won’t work, just makes it annoying for me to validate)

Thanks for reading!

Code Monkey



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