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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? | null | 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 | null | 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 | null | 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 |
null | 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 | null | null |
null | 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 |
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