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null
ThisIs_MyName
null
Doesn't look that bad to me. Maybe they could get rid of the BIND servers in the middle, but everything else is necessary.
null
0
1491136878
False
0
dfq5aax
t3_62vx64
null
null
t1_dfppu5m
null
1493726426
1
t5_2fwo
null
null
null
null
FUZxxl
null
But the effect is exactly the same as in IEEE 754 floating point math if you map IEEE 754's +/-0 to Posit's +/- “near zero” and IEEE 754's +/- infinity to Posit's +/- “near infinity.”
null
0
1491137286
False
0
dfq5g35
t3_62hu4c
null
null
t1_dfpz7wl
null
1493726503
1
t5_2fwo
null
null
null
null
sicp4lyfe
null
Pass the world with an optimization to tx only the changes made to a persistent data structure
null
0
1491137330
False
0
dfq5gpx
t3_62yl50
null
null
t1_dfq4yqq
null
1493726513
93
t5_2fwo
null
null
null
null
WittyAdrian
null
How noticeable would it be if the server ran on say 10/20 ticks per second, while the clients would run on the regular 60? It always feels to me like that would be so obvious as a player, since you can't always perfectly predict movement. So inevitably you should see some enemies/teammates glitching around a bit. But I believe Battlefield runs at 20 ticks and I never noticed it there so there must be some way to do it. Never could really wrap my head around that though...
null
0
1491137457
False
0
dfq5il1
t3_62yl50
null
null
t3_62yl50
null
1493726538
27
t5_2fwo
null
null
null
null
__Cyber_Dildonics__
null
I don't understand the replacement instructions. For the first, wouldn't the increment make hl hold a different address? For the second, why not use a noop or something other than decrementing the address which then might be used elsewhere (unless checking to see where the register is next overwritten).
null
0
1491137793
False
0
dfq5nl7
t3_62t4jt
null
null
t3_62t4jt
null
1493726604
2
t5_2fwo
null
null
null
null
jlxip
null
Source code: https://github.com/jlxip/SecurePasswordGenerator/
null
0
1491137820
False
0
dfq5o0e
t3_62zhhq
null
null
t3_62zhhq
null
1493726609
1
t5_2fwo
null
null
null
null
dsc__
null
/me notes: write your own crypto and don't use open-source frameworks. Goodluck to you buddy!
null
0
1491137826
False
0
dfq5o3l
t3_62ul90
null
null
t1_dfq51x1
null
1493726611
6
t5_2fwo
null
null
null
null
nyarlathocat
null
Huh, ok. That's kinda what I expected you to say, and after writing out my comment, it seems much less daunting to me now too. I guess I'll consider doing that then! Basic code walker DSL and syntax objects shouldn't be too hard, and because lots of my code is very DSL-ish already, it'll be pretty easy to adapt it. Out of curiosity, have you done something like that for Emacs specifically yourself? Like, I have a pretty extensive Emacs setup, but so far I've been able to make everything work well enough using just Emacs macros. The latest thing I'm working on is a better project/workspace module, and that requires a lot more robustness than usual, and it needs to deal with tricky global-ish state everywhere, so for the first time I'm really tempted to put in the effort of retro-fitting a better static system. If it weren't for this one module, I'd probably be able to make do with the existing meta-language without too much pain. (I'll also have a closer look at both Shen and mbase for how to bootstrap a much better system.)
null
0
1491138033
False
0
dfq5r78
t3_62ixbc
null
null
t1_dfq3det
null
1493726653
2
t5_2fwo
null
null
null
null
LtAramaki
null
We call this "optimization" imperative code. :-)
null
0
1491138159
False
0
dfq5t3b
t3_62yl50
null
null
t1_dfq5gpx
null
1493726681
130
t5_2fwo
null
null
null
null
kylotan
null
It's not noticeable, it's standard. The latency imposed by running at fewer ticks is usually overwhelmed by the latency imposed by transmitting state changes across the internet and having to buffer changes to cope with network jitter.
null
0
1491138206
False
0
dfq5tvn
t3_62yl50
null
null
t1_dfq5il1
null
1493726692
7
t5_2fwo
null
null
null
null
fjorst
null
I think clientside interpolation is the key here. The client estimates the game state between server updates and with consistent network connection this works pretty good, but can be seen as hiccups on slower/more unstable connections
null
0
1491138236
False
0
dfq5ueu
t3_62yl50
null
null
t1_dfq5il1
null
1493726699
13
t5_2fwo
null
null
null
null
kyonz
null
Speaking as a gamer it is actually quite noticable, for this reason ~60 tick servers are typical in most competitive PC games (Overwatch, CSGO for example), competitive CS often runs at higher tickrates (~120) in fact and with the ability to adjust both client tickrate and server tickrate in CS you can easily see the differences. Battlefield 4 used a tickrate of 30 but due to player complaints have increased this (from what I can tell reading anyway) http://www.playstationlifestyle.net/2016/02/08/battlefield-4-tickrate-increased-ps4-xbox-one/ my apologies if this is not correct information, I haven't personally vetted it.
null
0
1491138277
False
0
dfq5v2c
t3_62yl50
null
null
t1_dfq5il1
null
1493726708
58
t5_2fwo
null
null
null
null
lx45803
null
Well, Minecraft runs on 20 tps, and it's not exactly a smooth experience if you're used to Source games, which usually run 66 tps (except for the Left 4 Deads, which are 30 tps to allow more time for AI calculations). It's not uncommon to see people walking around corners just slide through the wall. Some Googling pulls up people claiming BF4 runs at 30, but nothing definitive.
null
0
1491138379
False
0
dfq5wo1
t3_62yl50
null
null
t1_dfq5il1
null
1493726729
1
t5_2fwo
null
null
null
null
GinjaNinja32
null
Yeah. JWT is good when you don't want to track the sessions on the server side, but it does introduce the issue of not being able to revoke specific tokens or see what tokens exist.
null
0
1491138401
False
0
dfq5wzy
t3_62ul90
null
null
t1_dfq494i
null
1493726734
3
t5_2fwo
null
null
null
null
sp4mfilter
null
Interpolation and dead reckoning.
null
0
1491138425
False
0
dfq5xdm
t3_62yl50
null
null
t1_dfq5il1
null
1493726739
8
t5_2fwo
null
null
null
null
AbishekAditya
null
If ruby dies, I want crystal to carry out its legacy. (It will still be on my to-do list though)
null
0
1491138454
False
0
dfq5xt5
t3_62dmeu
null
null
t3_62dmeu
null
1493726745
1
t5_2fwo
null
null
null
null
AbishekAditya
null
MongoDB is webscale
null
0
1491138559
False
0
dfq5zh5
t3_629c35
null
null
t1_dflkqwe
null
1493726768
1
t5_2fwo
null
null
null
null
sp0ng3w0rthy
null
Very nice, you can easily make this mobile-friendly by adding touch, swipe and drag events, gj.
null
0
1491138609
False
0
dfq6098
t3_62zhhq
null
null
t3_62zhhq
null
1493726778
2
t5_2fwo
null
null
null
null
mikedelfino
null
> It's a problem of opensource and 'using popular frameworks'. I do hashing with salt in my own way and there is no way you crack it I couldn't spot it as sarcasm, so I'm chiming in real quick to point ou that proprietary, closed source software are cracked quite often as well. Security by obscurity isn't always as effective as it looks. > (...) it's beautiful that the whole world sees the source code of libraries you use, but that does not make sense. The rationale is that some developers looking at the code do contribute and make it safer for everyone. Sure, some do find bugs and just keep exploiting them themselves, but this would inevitably happen to closed source software as well, sooner or later. When you have a solid solution, it doesn't matter that it's open. And chances are that a solid solution is a product of the looks and hands of many, not just a single developer.
null
0
1491138707
False
0
dfq61t5
t3_62ul90
null
null
t1_dfq51x1
null
1493726799
2
t5_2fwo
null
null
null
null
markusmeskanen
null
Depends on the game. You can totally see the difference in a competitive FPS like CS:GO, but for something like Minecraft or even MOBA games like LoL it don't matter that much. The more precision and action the game requires, the more it matters.
null
0
1491138814
1491140689
0
dfq63gg
t3_62yl50
null
null
t1_dfq5il1
null
1493726821
4
t5_2fwo
null
null
null
null
alex_newkirk
null
Good questions! So on the first, ld (hl),a actually doesn't load anything into HL. It loads the value of A into the _address pointed to_ by HL. This is denoted by parens around HL. So we increment A from 1 to 2, then load the value 2 into 0xC241. I replaced the load with a load increment, to make room for inc a For the second, the instruction ldd (hl),a is similar to the first, but it's actually a _load decrement_. The value of A gets loaded into the address pointed to by HL, then HL is decremented. We replace it with a simple decrement precisely _because_ it's likely used elsewhere; we're only omitting the write to memory.
null
0
1491138938
1491139259
0
dfq65ff
t3_62t4jt
null
null
t1_dfq5nl7
null
1493726848
2
t5_2fwo
null
null
null
null
Apterygiformes
null
Good read for bargainers
null
0
1491138967
False
0
dfq65vl
t3_62yl50
null
null
t1_dfq3dza
null
1493726854
-28
t5_2fwo
null
null
null
null
lx45803
null
There's [an excellent article](https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking) on how the Source engine's networking system works. Discusses a lot of the problems with networked gaming and how Source handles them.
null
0
1491138993
False
0
dfq66ak
t3_62yl50
null
null
t3_62yl50
null
1493726861
192
t5_2fwo
null
null
null
null
karottenreibe
null
Exactly my view on the subject. These tools are just giving you a big load of BS ;-) my colleague wrote a post in the same vein with a slightly different view on the topic: [https://www.cqse.eu/en/blog/technical-debt-metaphor/](https://www.cqse.eu/en/blog/technical-debt-metaphor/)
null
0
1491139037
False
0
dfq66zx
t3_62yxur
null
null
t3_62yxur
null
1493726870
3
t5_2fwo
null
null
null
null
SloppyStone
null
Hey, that's me! Sweet!
null
0
1491139093
False
0
dfq67ws
t3_62yl50
null
null
t1_dfq3dza
null
1493726883
16
t5_2fwo
null
null
null
null
dym3k
null
Can't argue with that. Update: http://eattheworldbook.com/content.html#exp4
null
0
1491139132
False
0
dfq68jg
t3_62szbn
null
null
t1_dfpzimr
null
1493726891
3
t5_2fwo
null
null
null
null
urvll
null
Why not `tmake` or even `make`? `task` is already taken by taskwarrior.
null
0
1491139141
False
0
dfq68oa
t3_62zk1i
null
null
t3_62zk1i
null
1493726893
4
t5_2fwo
null
null
null
null
seahorsedolphinwhale
null
This guy has some really excellent articles on networked physics: http://gafferongames.com/networked-physics/introduction-to-networked-physics/ Read about snapshot interpolation
null
0
1491139277
False
0
dfq6avz
t3_62yl50
null
null
t1_dfq5il1
null
1493726923
22
t5_2fwo
null
null
null
null
jackmott2
null
when you have custom memory management that keeps a linked list contiguous, you have exactly the same thing as a growable array. the same instructions will be happening, with the same properties.insertion is only O(1) still if you ignore the memory management that would need to periodically rearrange things. now the initial creation of the list could be made contiguous, and then left alone after that, which is better than nothing, and many allocators strive to do it. i've seen .net manage it at times. but then the linked list still is a contiguos list of pointers rather than a contiguous list of data, so you still get worse performance. Though you could work around that with custom data structures.
null
0
1491139481
False
0
dfq6e7w
t3_62wye0
null
null
t1_dfpy2cg
null
1493726967
5
t5_2fwo
null
null
null
null
[deleted]
null
Hmm... I didn't know it was already taken. Maybe I should think about an alias, but don't know how to do that.
null
0
1491139509
False
0
dfq6ep7
t3_62zk1i
null
null
t1_dfq68oa
null
1493726973
1
t5_2fwo
null
null
null
null
jakkarth
null
The only reason that `make` is googlable is because of its extensive history. Even now, Make magazine is encroaching, along with the generic use of the term. `task` has all of the disadvantages as a name, with none of the history to help it gain visibility.
null
0
1491139510
False
0
dfq6eq0
t3_62zk1i
null
null
t1_dfq68oa
null
1493726973
9
t5_2fwo
null
null
null
null
oldsecondhand
null
> Two More Words: Neural Networks. It takes a supercomputer to simulate several magnitudes less neurons than what a human has. We might get there one day, but it's a very long time until it becomes cost efficient to replace humans for tasks that require human level adaptability.
null
0
1491139547
False
0
dfq6fci
t3_62weyo
null
null
t1_dfppcru
null
1493726982
2
t5_2fwo
null
null
null
null
skulgnome
null
Without implying that you shouldn't: why?
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0
1491139550
False
0
dfq6fe4
t3_62zk1i
null
null
t3_62zk1i
null
1493726983
22
t5_2fwo
null
null
null
null
WellAdjustedOutlaw
null
No. I mean the protocol. Not the service you buy.
null
0
1491139657
False
0
dfq6h67
t3_62vx64
null
null
t1_dfq48e5
null
1493727006
2
t5_2fwo
null
null
null
null
itsmoppy
null
Eve Online runs 1 or 2 ticks per second on the server side. https://imperium.news/understanding-eve-online-server-tick/
null
0
1491139777
False
0
dfq6j34
t3_62yl50
null
null
t1_dfq5il1
null
1493727032
14
t5_2fwo
null
null
null
null
[deleted]
null
I dislike Makefile syntax. Today, I kind of understand how to write one, but I took much time to learn, and I think it's a pain to learn and write for beginners. I think simpler alternatives should exist. EDIT: typo
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0
1491139783
1491140683
0
dfq6j6k
t3_62zk1i
null
null
t1_dfq6fe4
null
1493727033
5
t5_2fwo
null
null
null
null
[deleted]
null
[deleted]
null
0
1491139923
False
0
dfq6ljl
t3_62yl50
null
null
t1_dfq63gg
null
1493727065
1
t5_2fwo
null
null
null
null
staticassert
null
I think you're making a lot of assumptions. Criticism is almost never downvoted in /r/rust unless it's unconstructive. When people have problems or are frustrated the community takes note. There have been a handful of times where people have *aggressively* disliked Rust, and have been pretty wrong in their assessment, and the reaction was "how do we teach these things better?" because obviously they'd missed something. Once you get to /r/programming that changes. More people interacting - I think a lot of people are probably 'into' rust without being very involved in the language or the community, and they're probably the ones upvoting/ downvoting aggressively.
null
0
1491140004
False
0
dfq6mv7
t3_62wye0
null
null
t1_dfq44a2
null
1493727082
11
t5_2fwo
null
null
null
null
itsmoppy
null
For the record, Dota 2 is 30 Hz (information obtained from parsing replays) and you will notice a lower rate. Dota 2 places very high demands for mechanical speed and accuracy on its players.
null
0
1491140127
False
0
dfq6oy0
t3_62yl50
null
null
t1_dfq63gg
null
1493727110
5
t5_2fwo
null
null
null
null
echo-ghost
null
> Criticism is almost never downvoted in /r/rust subreddits surrounding a thing are not useful sources of information when you want to know why something is bad (and everything is bad in certain situations, nothing is perfect). i want to know why rust is a bad idea, i want people who have used it for years to tell me to stay the hell away because this happens to every language and rust is certainly not going to break that trend. Until that happens there is every chance that I will end up being that person simply because I didn't have enough information
null
1
1491140196
False
0
dfq6q4w
t3_62wye0
null
null
t1_dfq6mv7
null
1493727125
2
t5_2fwo
null
null
null
null
wtf_apostrophe
null
Did you create an account just to bash Glenn Fiedler?
null
0
1491140214
False
0
dfq6qge
t3_62z7p7
null
null
t1_dfq56pt
null
1493727130
8
t5_2fwo
null
null
null
null
Thecodingteacher
null
That is indeed a big limitation of node. It's also hugely overblown. Just don't write anything above O(n) on the back end. It's not that hard. If migrating python to async is so easy, why are companies going to node and go instead?
null
0
1491140264
False
0
dfq6rbq
t3_62wvfa
null
null
t1_dfq2orc
null
1493727142
0
t5_2fwo
null
null
null
null
red75prim
null
Nitpick. It will compile only in a root module. ::std::mem::size_of:: ... or use std::mem; mem::size_of:: ... compiles everywhere.
null
0
1491140284
False
0
dfq6rn1
t3_62wye0
null
null
t1_dfq2wrx
null
1493727146
2
t5_2fwo
null
null
null
null
editor_of_the_beast
null
Yea I got a little rant-y in the middle there. I'm sure that's what bothers people. What sparked me was really thinking about the state of software in 2017, really nothing to do with languages. I just feel that in other industries, the quality of the product, i.e. it not breaking and needed to be rebuilt frequently, is treated with more importance. However we solve _that_ problem is what I really care about.
null
0
1491140313
False
0
dfq6s5i
t3_62wye0
null
null
t1_dfq049h
null
1493727153
4
t5_2fwo
null
null
null
null
orangecodeLol
null
It talked about how predictions could be wrong based on other player input, so what if the clients send data to the other clients in addition to the server? So before a client received a state update, its predictions could​ be supported by input updates from other clients.
null
0
1491140356
False
0
dfq6sve
t3_62yl50
null
null
t3_62yl50
null
1493727162
9
t5_2fwo
null
null
null
null
[deleted]
null
[deleted]
null
0
1491140393
1492910886
0
dfq6tjo
t3_62vx64
null
null
t1_dfq39jb
null
1493727171
9
t5_2fwo
null
null
null
null
Thecodingteacher
null
Do you know what machine learning actually is? Machine learning is trash. Imagine if you had to show a toddler 4 billion pictures of cats before it learned to visually recognize one. That's what machine learning is. It is basically useless without human guidance. What makes humans more suited than this is that they can just go up and do it. A machine cannot as of yet just create an intelligent algorithm on its own. Humans can adapt essentially immediately whereas it takes years of data gathering and engineering to build an AI engine for some activity. I think you misunderstand what a neural network is...
null
0
1491140446
False
0
dfq6ufo
t3_62weyo
null
null
t1_dfppcru
null
1493727183
7
t5_2fwo
null
null
null
null
editor_of_the_beast
null
Idk. Try not focusing on the vocal minority? People are gonna blindly repeat other people's opinions everywhere, and yea the less someone knows the more likely they are to be vocal a lot of times. Try and separate the forest from the trees though.
null
0
1491140657
False
0
dfq6y5r
t3_62wye0
null
null
t1_dfq1e0c
null
1493727232
8
t5_2fwo
null
null
null
null
picklednull
null
> People too stupid to read security guidelines deserve to be hacked You mean like this [GitHub Enterprise](http://exablue.de/blog/2017-03-15-github-enterprise-remote-code-execution.html) remote code execution, for which a whitehat got $18k?
null
0
1491140845
False
0
dfq71kg
t3_62ul90
null
null
t1_dfpnt0l
null
1493727279
2
t5_2fwo
null
null
null
null
iomonad2
null
Here you go: http://www.reenigne.org/misc/bench.zip . This is a bit of code from an early prototype of one of the effects in 8088 MPH. My (crude but usually accurate enough for this kind of thing) simulator (included) shows the Watcom-compiled binary (optimized with -ox) taking about 19% longer to run than the GCC-compiled binary (optimized with -O2). This is isn't cherry-picked, it's just the first piece of code I tried after getting my simulator to run an .exe file generated by Watcom. I did, however, deliberately stick to integer code (I expect Watcom has some carefully tuned assembly code for FP emulation but the FP emulation code in IA16 GCC is written in C and suffers greatly from lack of a register-based calling convention).
null
0
1491140878
False
0
dfq724q
t3_62sqe6
null
null
t1_dfpt0q3
null
1493727286
3
t5_2fwo
null
null
null
null
ineedmorealts
null
> This account has been terminated due to multiple or severe violations of YouTube's policy against spam, deceptive practices, and misleading content or other Terms of Service violations. Looks like it was either flagged down by someone or hacked and started pushing out spam. I'd imagine it will be back up in a few days
null
0
1491140974
False
0
dfq73rc
t3_62zdsh
null
null
t3_62zdsh
null
1493727308
29
t5_2fwo
null
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null
null
editor_of_the_beast
null
> I keep my technical decision strictly technical. Man, wish I could send 3 up votes for this. Lots of anti-Rust sentiment here is about a vocal minority and all about people issues.
null
0
1491141065
False
0
dfq75fj
t3_62wye0
null
null
t1_dfq50up
null
1493727330
14
t5_2fwo
null
null
null
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buaya91
null
I am the author of the article, I wrote this article when developing a multiplayer snake https://github.com/buaya91/scalajs-snake It's written in scala & scalaJS, the backend is pretty pure, where state changes happens in an Actor, using some FSM pattern. However client side is full of mutable state, I think it's better to make the mutation clear than to hide them in some functional structure.
null
0
1491141101
False
0
dfq764i
t3_62yl50
null
null
t1_dfq4yqq
null
1493727340
58
t5_2fwo
null
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bayswagger
null
I completely understand. I've done this a lot in the past and sometimes I'm still guilty of doing it, but I have found myself to be less productive when I do. I try to spend more time planning a design pattern up front and just make sure it's readable, testable, and reusable at the start.
null
0
1491141199
False
0
dfq77vs
t3_62dmf4
null
null
t1_dfnw00v
null
1493727363
2
t5_2fwo
null
null
null
null
buaya91
null
I think it depends on game, specifically how fast are things moving around, if the fastest object in game world only move very little in 1 tick, I'd imagine it hardly matters
null
0
1491141287
False
0
dfq79id
t3_62yl50
null
null
t1_dfq5il1
null
1493727384
3
t5_2fwo
null
null
null
null
Letmesleep69
null
The same way the haskell state monad works, not really state but functions the same way.
null
0
1491141369
False
0
dfq7b1n
t3_62yl50
null
null
t1_dfq4yqq
null
1493727405
9
t5_2fwo
null
null
null
null
piginpoop
null
Run a coverity scan. They're free for opensource aren't they? If not you can find cracked Coverity on the dark corners of the Chinese internet. What /u/hogg2016 is mostly pointing out are issues of the type: "you-did-this-here-but-not-there". In my experience static analysis (coverity in my case) does an excellent job of find such issues. Although I did not see your code quality...kudos for writing in C. Most people hate you because they're incompetent.
null
1
1491141452
False
0
dfq7cll
t3_62wye0
null
null
t1_dfppx38
null
1493727426
0
t5_2fwo
null
null
null
null
buaya91
null
Hi, I am the author of the article, a beginner in game programming. Your suggestion sounds like a good idea, this way server can still be authority, but clients can get more info for predictions. However, this P2P communication will not completely solve the problem as there will be some latency between client communications so every player will still see other players in the past, so we probably still need lag compensation, but with higher accuracy of prediction outcome. https://developer.valvesoftware.com/wiki/Lag_compensation
null
0
1491141687
1491145398
0
dfq7gx0
t3_62yl50
null
null
t1_dfq6sve
null
1493727483
9
t5_2fwo
null
null
null
null
kankyo
null
Sending changes is a lot simpler in a functional world actually. At least in Clojure.
null
0
1491141886
False
0
dfq7kta
t3_62yl50
null
null
t1_dfq5t3b
null
1493727536
51
t5_2fwo
null
null
null
null
jlxip
null
Thanks for the advice! I'll improve it tomorrow.
null
0
1491141898
False
0
dfq7l0u
t3_62zhhq
null
null
t1_dfq6098
null
1493727539
2
t5_2fwo
null
null
null
null
Eirenarch
null
This also means that you will get a lot of false negatives which you can only allow if you are one of the best companies in the area and do not suffer from qualified candidates shortage.
null
0
1491141944
False
0
dfq7lx9
t3_62xwba
null
null
t1_dfq4paf
null
1493727551
2
t5_2fwo
null
null
null
null
editor_of_the_beast
null
It's a chicken and egg problem though, I'm sure you understand that. There was a time when there was only one supported architecture in C too.
null
0
1491142006
False
0
dfq7n36
t3_62wye0
null
null
t1_dfq1fa1
null
1493727566
13
t5_2fwo
null
null
null
null
kankyo
null
General competence on irrelevant matters. Might as well ask about plumbing standards.
null
1
1491142013
False
0
dfq7n8f
t3_62xwba
null
null
t1_dfpzpfj
null
1493727569
4
t5_2fwo
null
null
null
null
htuhola
null
I don't find syntax of yours any more pleasing. Using YAML doesn't really remove all of the language to learn. The thing to learn just transforms into how you use the YAML to represent the make rules. I suggest just learn the make syntax and join the legion using it. It really requires more than a syntax change to come up with better make.
null
0
1491142018
False
0
dfq7nb2
t3_62zk1i
null
null
t1_dfq6j6k
null
1493727570
22
t5_2fwo
null
null
null
null
fromscalatohaskell
null
I think functional reactive programming would be great fit for such case. There are some toy multiplayer games made with Rx (which is not even in FRP ballpark but you get the idea)
null
0
1491142024
False
0
dfq7nf3
t3_62yl50
null
null
t1_dfq4yqq
null
1493727571
5
t5_2fwo
null
null
null
null
kankyo
null
Citation needed.
null
0
1491142033
False
0
dfq7nld
t3_62xwba
null
null
t1_dfq4paf
null
1493727574
13
t5_2fwo
null
null
null
null
piginpoop
null
> buffer overflows pageheap, _crtcheckmemory, /GS or --fstack-protector, valgrind, asan etc. > memory leaks I like jemalloc lg_prof flag because its reports are easy to read. ~ These days it's easy to code in C.
null
0
1491142071
False
0
dfq7obf
t3_62wye0
null
null
t1_dfq1yow
null
1493727583
4
t5_2fwo
null
null
null
null
kaeedo
null
Cool, thanks
null
0
1491142076
False
0
dfq7of0
t3_62vx64
null
null
t1_dfq6tjo
null
1493727585
3
t5_2fwo
null
null
null
null
WittyAdrian
null
Thanks, I'll give it a read!
null
0
1491142115
False
0
dfq7p5p
t3_62yl50
null
null
t1_dfq6avz
null
1493727594
1
t5_2fwo
null
null
null
null
editor_of_the_beast
null
A very small, disciplined subset of our industry that we should know more about and take inspiration from.
null
0
1491142123
False
0
dfq7pbs
t3_62wye0
null
null
t1_dfq18v8
null
1493727596
28
t5_2fwo
null
null
null
null
editor_of_the_beast
null
Haskell sux not much more to say
null
0
1491142196
False
0
dfq7qr1
t3_62wye0
null
null
t1_dfq50vm
null
1493727616
-6
t5_2fwo
null
null
null
null
fromscalatohaskell
null
Not using imperative-mutabe code doesnt mean its shuffled away or hidden under carpet. You can instead write it in different computation model. It can even be more explicit (and IMO it usually is).
null
0
1491142225
False
0
dfq7rbt
t3_62yl50
null
null
t1_dfq764i
null
1493727623
13
t5_2fwo
null
null
null
null
__Cyber_Dildonics__
null
It seems that in both scenarios there were compound instructions that could be used or replaced with non-compound instructions that would work out to the same amount of bytes. Is that typically easy to do?
null
0
1491142241
False
0
dfq7rml
t3_62t4jt
null
null
t1_dfq65ff
null
1493727627
2
t5_2fwo
null
null
null
null
editor_of_the_beast
null
By flawless I mean, it prevents what it says it prevents. Not necessarily well.
null
0
1491142272
False
0
dfq7s70
t3_62wye0
null
null
t1_dfpydj1
null
1493727635
2
t5_2fwo
null
null
null
null
editor_of_the_beast
null
Have you checked out [Redox](https://github.com/redox-os/redox)?
null
0
1491142402
False
0
dfq7unb
t3_62wye0
null
null
t1_dfq16yw
null
1493727667
2
t5_2fwo
null
null
null
null
tso
null
I recall bumping into the site of an Argentinian company selling such emulators. And that, plus certain experiences in recent years have lead me to suspect that why FOSS have a hard time cracking certain markets (desktop among them) is that most developers involved are loath to stick with a project beyond the 1.0 phase. Or they may stick with the project in name, but keep starting over from scratch every 5 years or so (breaking all APIs and ABIs in the process).
null
0
1491142431
False
0
dfq7v6u
t3_62sqe6
null
null
t1_dfpe5zv
null
1493727674
2
t5_2fwo
null
null
null
null
doom_Oo7
null
> I think simpler alternatives should exist. What makes you think they don't ?
null
0
1491142581
False
0
dfq7y6b
t3_62zk1i
null
null
t1_dfq6j6k
null
1493727714
4
t5_2fwo
null
null
null
null
combinatorylogic
null
> Out of curiosity, have you done something like that for Emacs specifically yourself? No, for performance reasons I prefer to interact with Emacs in a Slime-like way - a very thin emacs client talking to an external process that does all the heavy lifting, with a protocol that may even include sending executable s-expressions back to Emacs.
null
0
1491142682
False
0
dfq808z
t3_62ixbc
null
null
t1_dfq5r78
null
1493727742
1
t5_2fwo
null
null
null
null
HotlLava
null
Linked lists are useful when whenever you can't move around the linked objects in memory. For example, basically every memory allocator is utilizing a linked list of free buffers.
null
0
1491143076
False
0
dfq883r
t3_62xwba
null
null
t1_dfpxpyx
null
1493727848
11
t5_2fwo
null
null
null
null
[deleted]
null
[deleted]
null
0
1491143077
False
0
dfq8849
t3_62yyo8
null
null
t3_62yyo8
null
1493727848
1
t5_2fwo
null
null
null
null
ryankearney
null
Let's not cherry pick which steps we document and which ones get ignored. You could easily write the session token one as such * Take the token from the session * sanitize the token to prevent sql injections * pass the token to your sql statement that joins the user table to the session table * create a temp table in memory because you're joining * return the single row * remove the temp table from memory
null
0
1491143164
False
0
dfq89ww
t3_62ul90
null
null
t1_dfq3hma
null
1493727871
0
t5_2fwo
null
null
null
null
tragomaskhalos
null
This takes me back to hacking games on the ZX Spectrum; the standard "infinite lives" trick was to look for DEC A or DEC (HL) instructions (on the basis that one of these was likely to be the code that reduced your lives by one), and replace it with a NOP. Run game, rinse, repeat until you hit the right one. Happier, simpler times
null
0
1491143165
False
0
dfq89x7
t3_62t4jt
null
null
t3_62t4jt
null
1493727871
2
t5_2fwo
null
null
null
null
staticassert
null
> subreddits surrounding a thing are not useful sources of information when you want to know why something is bad (and everything is bad in certain situations, nothing is perfect). Have you looked in /r/rust? As I said, criticism exists and is often rewarded with lots of upvotes. > i want to know why rust is a bad idea, i want people who have used it for years to tell me to stay the hell away because this happens to every language and rust is certainly not going to break that trend. Until that happens there is every chance that I will end up being that person simply because I didn't have enough information I would highly recommend laying out your constraints (what you want to do, how, etc) and then asking why rust wouldn't be a good fit in /r/rust . I think you're likely to get some good responses. I can tell you right now that a coworker asked me if they should do something in Rust or Go. I told them Go, it fit the use case better. I've seen the same thing on /r/rust multiple times when Rust was a poor fit.
null
0
1491143178
False
0
dfq8a6x
t3_62wye0
null
null
t1_dfq6q4w
null
1493727875
14
t5_2fwo
null
null
null
null
toronto-arrow
null
"I'm very impressed every time I see them building stuff using modern technologies even though they have such a small community to implement current protocols or file formats etc." This is precisely because, with or without Cincom's extensive libraries, Smalltalk is most incredibly productive. Credit goes to the live coding/debugging IDE/runtime environment, which is unmatched by anything else in the programming world today.
null
0
1491143231
False
0
dfq8b9t
t3_62sm8g
null
null
t1_dfpyxxz
null
1493727890
2
t5_2fwo
null
null
null
null
kankyo
null
Why did you need to?
null
0
1491143328
False
0
dfq8ddq
t3_62xwba
null
null
t1_dfq0eb3
null
1493727917
2
t5_2fwo
null
null
null
null
simspelaaja
null
I don't understand. You want experienced Rust users to tell you not to use it, because it "happens to every language"? You don't know anything about Rust, and you're not going to try it or learn about it until someone tells you not to use it (???).
null
0
1491143377
False
0
dfq8egi
t3_62wye0
null
null
t1_dfq6q4w
null
1493727932
3
t5_2fwo
null
null
null
null
buaya91
null
Fair point, the main problem I had with functional style when coding is that it is clunky to describe many unrelated state like gameState, intermediate user input, intermediate predictions ect in one single global compound state, and then manipulate part of them. Very likely using something like redux would solve this problem, thanks for the corrections though =)
null
0
1491143440
False
0
dfq8ftq
t3_62yl50
null
null
t1_dfq7rbt
null
1493727950
12
t5_2fwo
null
null
null
null
ReallyGene
null
That's spectacular.
null
0
1491143494
False
0
dfq8gze
t3_62sqe6
null
null
t1_dfq237b
null
1493727966
1
t5_2fwo
null
null
null
null
FireReadyAim
null
lmfao. "If some open source software doesn't suit you, you better not have any fucking opinions about that fact—just change the code yourself, because we are all experts in all languages!"
null
0
1491143544
False
0
dfq8i14
t3_62ul90
null
null
t1_dfq4ngr
null
1493727981
-1
t5_2fwo
null
null
null
null
ellicottvilleny
null
Being stuck in a proprietary stack in 2017 doesnt impress me at all. It makes me feel sorry for them. If they cant fix pharo and centralize around it then smalltalk died long ago.
null
0
1491143551
False
0
dfq8i6u
t3_62sm8g
null
null
t1_dfpyxxz
null
1493727983
1
t5_2fwo
null
null
null
null
FireReadyAim
null
I'm sorry that you missed the point so badly that you would even ask this question.
null
0
1491143611
False
0
dfq8jhm
t3_62ul90
null
null
t1_dfpxzb6
null
1493728000
-4
t5_2fwo
null
null
null
null
echo-ghost
null
never did I say that I do not know anything about rust. I said that I want feedback from people who after experiencing it for long periods of time, after deploying it in critical places - have found issues I'm not committing anything to technologies everyone sings the praises of because just like golang before it, there will be dragons hiding that everyone complains about in three years but no one speaks up about today
null
1
1491143723
False
0
dfq8lts
t3_62wye0
null
null
t1_dfq8egi
null
1493728031
3
t5_2fwo
null
null
null
null
GYN-k4H-Q3z-75B
null
YouTube is dying because the content reporting system is *systematically* being abused for trolling and politics. It's probably just a false take down. Google needs to figure this out ASAP.
null
0
1491143788
False
0
dfq8n3o
t3_62zdsh
null
null
t3_62zdsh
null
1493728048
62
t5_2fwo
null
null
null
null
Zarutian
null
This of course assumes that the server runs the game simulation and then sends the updates to the players clients. What about architecture where the server only acts like an rebroadcast point for player inputs? Then the player clients are running the game simulation with player inputs from all. The server can be running the game simulation too and kick players that try to cheat in certain ways. This of course is more applicable to games that have huge and complex game states.
null
0
1491143802
False
0
dfq8new
t3_62yl50
null
null
t3_62yl50
null
1493728052
5
t5_2fwo
null
null
null
null
GYN-k4H-Q3z-75B
null
Site cannot be reached? Is it offline?
null
0
1491143829
False
0
dfq8nzr
t3_62zdw7
null
null
t3_62zdw7
null
1493728060
3
t5_2fwo
null
null
null
null
BarMeister
null
Can you elaborate on the difference between the two? I always thought they meant the same thing.
null
0
1491143829
False
0
dfq8nzw
t3_62yl50
null
null
t1_dfq5xdm
null
1493728060
1
t5_2fwo
null
null
null
null
kenmacd
null
The reason to store data in the cookie is that that pushes your memory requirements down to the client. They store the data, and provided it's properly signed, the data can be trusted. Instead storing just a 'token' in the session means you have to store the data associated with that token somewhere yourself. So if I can generate sessions then I can increase your memory usage. You can also end up with issues if you have to replicate that session, and fetch it from an external source.
null
0
1491144044
False
0
dfq8sge
t3_62ul90
null
null
t1_dfpzfrt
null
1493728120
2
t5_2fwo
null
null
null
null
GYN-k4H-Q3z-75B
null
I live in an expensive city because I like it here (coincidentally I also grew up here) and because my salary as a dev allows me to do so without thinking twice. Simple as that.
null
0
1491144143
False
0
dfq8ujd
t3_62zrgk
null
null
t3_62zrgk
null
1493728147
12
t5_2fwo
null
null
null
null
buaya91
null
Curious, what is the benefit of this approach? I can imagine the client code might be simpler as now it does not need to handle server state update, there will only be input update. Performance wise I think it's the same
null
0
1491144302
False
0
dfq8y09
t3_62yl50
null
null
t1_dfq8new
null
1493728194
3
t5_2fwo
null
null
null
null
saijanai
null
> The server can be running the game simulation too and kick players that try to cheat in certain ways. > This of course is more applicable to games that have huge and complex game states. Thanks for that last. It may help with some of the issues that arise over using the Croquet/Cobalt model to run an MMO game.
null
0
1491144312
False
0
dfq8y86
t3_62yl50
null
null
t1_dfq8new
null
1493728196
2
t5_2fwo
null
null
null