archived stringclasses 2 values | author stringlengths 3 20 | author_fullname stringlengths 4 12 ⌀ | body stringlengths 0 22.5k | comment_type stringclasses 1 value | controversiality stringclasses 2 values | created_utc stringlengths 10 10 | edited stringlengths 4 12 | gilded stringclasses 7 values | id stringlengths 1 7 | link_id stringlengths 7 10 | locked stringclasses 2 values | name stringlengths 4 10 ⌀ | parent_id stringlengths 5 10 | permalink stringlengths 41 91 ⌀ | retrieved_on stringlengths 10 10 ⌀ | score stringlengths 1 4 | subreddit_id stringclasses 1 value | subreddit_name_prefixed stringclasses 1 value | subreddit_type stringclasses 1 value | total_awards_received stringclasses 19 values |
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null | BarMeister | null | It's been at 62.5 for some time now. | null | 0 | 1491151137 | False | 0 | dfqdo61 | t3_62yl50 | null | null | t1_dfqd0cx | null | 1493730473 | 5 | t5_2fwo | null | null | null |
null | nakilon | null | Programming is not easy for everyone -- people butthurt when face this fact. | null | 0 | 1491151208 | False | 0 | dfqdpzu | t3_62ul90 | null | null | t1_dfq5o3l | null | 1493730498 | -3 | t5_2fwo | null | null | null |
null | hawleyal | null | There are 2 other alternatives in Rails that are for actual applications. The client-side sessions are just to get development going quickly.
http://guides.rubyonrails.org/action_controller_overview.html#session
- ActionDispatch::Session::CookieStore
- ActionDispatch::Session::CacheStore
- ActionDispatch::Session::ActiveRecordStore | null | 0 | 1491151238 | False | 0 | dfqdqsu | t3_62ul90 | null | null | t1_dfpzg4l | null | 1493730508 | 2 | t5_2fwo | null | null | null |
null | hawleyal | null | It's a genuine problem for people who don't make applications correctly or misconfigure the frameworks they are using. | null | 0 | 1491151286 | False | 0 | dfqds2w | t3_62ul90 | null | null | t1_dfpzfme | null | 1493730525 | 1 | t5_2fwo | null | null | null |
null | hawleyal | null | Please don't put data in cookies. | null | 0 | 1491151310 | False | 0 | dfqdsq7 | t3_62ul90 | null | null | t1_dfpyd5d | null | 1493730533 | 0 | t5_2fwo | null | null | null |
null | nakilon | null | If someone says it's easier to find an issue in closed source than in open one -- that's nonsense. Five really good programmers working on proprietary closed thing easily make more reliable stuff than five hundred of codemonkeys on Github. | null | 0 | 1491151376 | False | 0 | dfqduhi | t3_62ul90 | null | null | t1_dfq61t5 | null | 1493730557 | -1 | t5_2fwo | null | null | null |
null | hubbabubbathrowaway | null | SS != DS. Nightmares. | null | 0 | 1491151384 | False | 0 | dfqdup9 | t3_62sqe6 | null | null | t1_dfp9v1n | null | 1493730560 | 2 | t5_2fwo | null | null | null |
null | dolphono | null | Almost every form of encryption hasn't been proven to work. Regular encryption being solved in polynomial time is still an open question. | null | 0 | 1491151389 | False | 0 | dfqduu4 | t3_62jpnd | null | null | t1_dfo6o9v | null | 1493730561 | 2 | t5_2fwo | null | null | null |
null | sjapps | null | How long were you in sf for? | null | 0 | 1491151485 | False | 0 | dfqdxf8 | t3_62zrgk | null | null | t1_dfq9uh4 | null | 1493730597 | 2 | t5_2fwo | null | null | null |
null | sacado | null | Ada doesn't need a replacement, it needs users. Ah, but if it's just a syntax thing...
Now, rust might appeal to some C++ devs, but I doubt it will ever eat a significant portion of C's strongest point nowadays : ubiquitous because easy to implement. There are architectures where even C++ is inexistent, despite its huge community, so I doubt we will ever see rust on those. I don't think I'll have rust code in my electric kettle or in my remote control in a near future. | null | 0 | 1491151567 | False | 0 | dfqdzkq | t3_62wye0 | null | null | t1_dfqb0xl | null | 1493730625 | 4 | t5_2fwo | null | null | null |
null | OneWingedShark | null | This is part of the reason Ada is popular in avionics: it helps enforce discipline. | null | 0 | 1491151660 | False | 0 | dfqe20y | t3_62wye0 | null | null | t1_dfq7pbs | null | 1493730658 | 6 | t5_2fwo | null | null | null |
null | progfu | null | Here's my personal experience:
Let me preface this by saying that I don't count needing this in either learning sense, or when someone just asked me to implement the algorithm. I only count when I needed it for a practical purpose, and where I could've used a library instead if there was one that fitted the use case.
Also note that some problems come up often in some areas, for example most of the tree-ish and list-ish problems come up a lot in functional languages (yes there are standard libraries, but sometimes you need to write your own for a special case).
Sometimes there was a library implementation, but I chose to do it myself for performance reasons. One example here, not mentioned in the article, is writing your own hash-map. At first it might seem stupid, given almost every language in the world has a standard library implementation. But if you have a specific problem to solve, and require performance, it sometimes comes out faster/better if you write your own. (For example std::unordered_map is hurt by being too generic.)
## Array:
- Find pair with given sum in the array - I've run into a similar problem a few times, but almost never needed an exact answer (i.e. find a pair with a given sum +- some delta)
- Maximum subarray problem (Kadane’s algorithm) - never needed this
- Longest Increasing Subsequence - I've had to implement this once or twice, but wouldn't call it that important.
## Backtracking:
- Find Longest Possible Route in a Matrix - never really needed this
- Find all Permutations of a given string - having `std::next_permutation` in the C++ standard library means I didn't have to code this one yet (other than when learning how to do it), but it definitely comes up once in a while.
## Trees
- Find next node in same level for given node in a binary tree - never really needed this particular variant, but searching for siblings definitely comes up once in a while
- Print left view of binary tree - printing trees comes up all the time
- Find diameter of a binary tree - never needed this
- In-place convert convert given Binary Tree to Doubly Linked List - never needed this
- Find ancestors of given node in a Binary Tree - doing this all the time
- Deletion from BST - tbh most of the time I use a tree I don't delete from it
## Divide & Conquer:
- Merge Sort - definitely had a few occasions when I needed to write my own merge sort working with some weird data
- Quicksort - never needed to write my own
- Find first or last occurrence of a given number in a sorted array - binary search comes up once in a while, I don't remember having to actually implement it myself more than once
- Maximum Sum Subarray using Divide & Conquer - never needed this
## Dynamic Programming:
- 0-1 Knapsack problem - never needed this
- Longest Common Subsequence | Introduction & LCS Length - yes
- Longest Palindromic Substring (Non-DP Space Optimized Solution) - never needed this
- Word Break Problem - never needed this
Note that there are lots of DP use cases not mentioned here, and there are probably a lot of cases when one solves a problem with something similar to DP without knowing it was DP. For that reason alone I'd say it's worth learning how to solve "well known" DP problems.
## BFS/DFS:
Note there are lots more graph problems that are worth knowing about and that one can run into on a semi-regular basis.
- Breadth First Search (BFS) | Iterative & Recursive Implementation - yes
- Minimum number of throws required to win Snake and Ladder game - no
- Depth First Search (DFS) | Iterative & Recursive Implementation - yes
- Find Shortest path from source to destination in a matrix that satisfies given constraints - yes
- Flood fill Algorithm - yes
- Find all occurrences of given string in a character matrix - no
## Matrix:
- Find all paths from first cell to last cell of a matrix - not all paths, but done something similar
- Find maximum sum submatrix present in a given matrix - no
## Heap:
- Merge M sorted lists each containing N elements - no
- Find K’th largest element in an array - yes, quite often
## Linked List:
- Reverse linked list - yes
- Clone given Linked List - yes
- Merge given sorted linked lists into one - yes | null | 0 | 1491151787 | False | 0 | dfqe5ea | t3_62xwba | null | null | t1_dfpwveu | null | 1493730704 | 10 | t5_2fwo | null | null | null |
null | thechao | null | I know your inbox is probably full. However, I write in machine code/assembly/C all day long. There's a *lot* of things you can do to harden your C code, many of which are easy. First, it sounds like you have unit tests; you should also use a fuzzer—American Fuzzy Lop is a great one. Second, you say you use valgrind: also use asan (address sanitizer), ubsan (undefined behavior sanitizer), and tsan (thread sanitizer—if you're multithreaded). If you have access to MacOS, also use the libgmalloc features for looking for overflows, etc. The next thing you can do is *stop using `malloc`*—this one's harder—but it pays in multiple dividends. (The less you call malloc, the less you can have memory issues; also, not calling malloc is free!) | null | 0 | 1491151832 | False | 0 | dfqe6l8 | t3_62wye0 | null | null | t1_dfpv3rn | null | 1493730721 | 8 | t5_2fwo | null | null | null |
null | BarMeister | null | While we are at it, what is Starcraft 2's approach? And what's the limit to its server's job? So far, it seems to me the game runs on a non-P2P lockstep model with client side simulation. Or am I wrong? | null | 0 | 1491151882 | False | 0 | dfqe7yp | t3_62yl50 | null | null | t3_62yl50 | null | 1493730739 | 13 | t5_2fwo | null | null | null |
null | Coolman13355 | null | I just checked the URL of the site. There isn't even a placeholder for the site anymore. The DNS records are gone. | null | 0 | 1491151906 | False | 0 | dfqe8lq | t3_60jc69 | null | null | t3_60jc69 | null | 1493730747 | 3 | t5_2fwo | null | null | null |
null | palash90 | null | Thanks for your response and constructive feedback. I've some update for the same ->
1. Non numerics are restricted now. You can not put them from UI. If you manage to do somehow, you should receive 400 Bad Request. (Same for the REST API)
2. Yes, the UI elements are populated on the fly using JS. So, not a better handle on this.
3. I did not spend much effort on bootstrap. Actually what you are seeing is the exact page of the Temperature Converter. Expecting a constructive feedback on the UI Design as well. Will try my best to incorporate.
4. Pig Latin: I am still working on it.
5. Pascal is now exposing REST. Would request you to please test that page as well. | null | 0 | 1491151929 | False | 0 | dfqe989 | t3_61gest | null | null | t1_dfeturj | null | 1493730755 | 1 | t5_2fwo | null | null | null |
null | auxiliary-character | null | >now the initial creation of the list could be made contiguous, and then left alone after that
Yep, this is exactly what I mean.
>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.
Yeah, if you just have your data inline with your links instead of having your links point to the data it works.
| null | 0 | 1491152031 | False | 0 | dfqec4t | t3_62wye0 | null | null | t1_dfq6e7w | null | 1493730794 | 1 | t5_2fwo | null | null | null |
null | [deleted] | null | [deleted] | null | 0 | 1491152064 | False | 0 | dfqed46 | t3_62yl50 | null | null | t3_62yl50 | null | 1493730807 | -11 | t5_2fwo | null | null | null |
null | pierovera | null | For clients as well? It was reported the servers ran at that, but not the clients. | null | 0 | 1491152125 | False | 0 | dfqeeuh | t3_62yl50 | null | null | t1_dfqdo61 | null | 1493730830 | 4 | t5_2fwo | null | null | null |
null | frenris | null | I wonder if there would be any advantage to type safe untagged unions. You could have the compiler track the type - and convert to a tagged Union even you need the polymorphism | null | 0 | 1491152164 | False | 0 | dfqefxm | t3_62wye0 | null | null | t1_dfpx6w0 | null | 1493730845 | 1 | t5_2fwo | null | null | null |
null | [deleted] | null | [deleted] | null | 0 | 1491152253 | False | 0 | dfqeih3 | t3_62xwba | null | null | t1_dfqang2 | null | 1493730879 | 1 | t5_2fwo | null | null | null |
null | k_stahu | null | Don't bother, it's just a fad. | null | 0 | 1491152389 | False | 0 | dfqem5y | t3_62zx67 | null | null | t1_dfqd91l | null | 1493730928 | 12 | t5_2fwo | null | null | null |
null | tkannelid | null | On the whole, I think it would be more secure to use a cryptographically secure PRNG like the Mersenne Twister. | null | 0 | 1491152414 | False | 0 | dfqemty | t3_62zhhq | null | null | t3_62zhhq | null | 1493730936 | 1 | t5_2fwo | null | null | null |
null | FUZxxl | null | Please read all of my comment. | null | 0 | 1491152449 | False | 0 | dfqenrc | t3_62hu4c | null | null | t1_dfqd2bx | null | 1493730948 | 2 | t5_2fwo | null | null | null |
null | Timbit42 | null | I agree with Alan Kay being #1 but I'd put Anders Hejlsberg nearby.
I'd also put Ken Thompson, Niklaus Wirth, Donald Knuth, John Carmack, Guy Steele and Douglas Englebart all before Matz.
Brian would be about 13th on my list.
Dennis Ritchie would be below that but above Bjarne Stroustrup. | null | 0 | 1491152554 | 1491152869 | 0 | dfqeqoc | t3_622jrw | null | null | t1_dfkc50e | null | 1493730987 | 1 | t5_2fwo | null | null | null |
null | pnewb | null | A total of 9 years. It was basically 5 years to climb from helpdesk to devops/tooling/SRE. I then worked on site for 2 years and then remotely for 2 years for one company, and then went back into the bay for another 2 years for the company I work for now and am back on the remote wagon.
I feel like it takes time to get things established and get a good rapport with my management chain and my coworkers. I previously haven't had the balls (or savings) to hold out for a position I could start remote, but instead established my drive and value and went remote even when it was directly against company policy. | null | 0 | 1491152631 | False | 0 | dfqessb | t3_62zrgk | null | null | t1_dfqdxf8 | null | 1493731017 | 7 | t5_2fwo | null | null | null |
null | cdsmith | null | NAT traversal is complicated, but ICE (for example, used in WebRTC) is able to establish a direct client-to-client connection more than 80% of the time, and fill in the gap with standard TURN relay servers for the remaining 20%. As applications like peer-to-peer video chat become more common, there will be more pressure on networks to provide better NAT traversal features. | null | 0 | 1491152649 | False | 0 | dfqet9r | t3_62yl50 | null | null | t1_dfqa71q | null | 1493731023 | 6 | t5_2fwo | null | null | null |
null | rlrgr | null | It's not OPs first language | null | 0 | 1491152673 | False | 0 | dfqetwi | t3_62yl50 | null | null | t1_dfqed46 | null | 1493731031 | 5 | t5_2fwo | null | null | null |
null | dsc__ | null | > I do hashing with salt in my own way and there is no way you crack it.
As a programmer you should know that writing your own crypto is not recommended. You ought to be using a crypto library proven to be scientifically correct and preferably open-source.
Not doing that makes you a cowboy and your 'no way you can crack it' is absolutely dismissible. | null | 0 | 1491152719 | False | 0 | dfqev7o | t3_62ul90 | null | null | t1_dfqdpzu | null | 1493731049 | 4 | t5_2fwo | null | null | null |
null | tkannelid | null | I live in an expensive city. I have identified a couple of cheaper cities that I could work in.
But here, if the startup I'm working at goes under in a year, I can find a job in a month and have three or four options to choose from. In one of those cheaper cities, I might have to relocate or take a job I dislike enough to be looking again in six months. | null | 0 | 1491152729 | False | 0 | dfqevhh | t3_62zrgk | null | null | t3_62zrgk | null | 1493731052 | 7 | t5_2fwo | null | null | null |
null | Vacster | null | Hey there, just thought I would update you. The project was finished, the control worked!
Unfortunately the frame was *way* too heavy (>1.5lbs) and it couldn't fly. But the control was there! I used a Nunchuk to control the speed of all the motors at the same time and also tested it moving around by reducing speed of certain motors based on a gyroscope and the Nunchuk's joystick.
We ended up moving the circuits to a pizza box hoping to make it fly but the motors didn't hold up straight and it failed :(
I learned a lot and the teacher gave me full marks because it was the most complex project by far though so at least it wasn't in vain. | null | 0 | 1491152733 | False | 0 | dfqevld | t3_5s0n35 | null | null | t1_ddbwt86 | null | 1493731054 | 1 | t5_2fwo | null | null | null |
null | silveryRain | null | >all the rust fans are upvoting everything rust positive and downvoting everything rust negative
Similarly to the fanbase of every other language. Golang's just happens to either be not as big or not as active anymore, possibly because golang is past its hype phase, or they simply got bored.
>I don't know what it is like to use it for years, or in large projects, because everyone over promotes the good parts and hides the bad parts.
No, the reason you don't know that is because Rust is young, so expecting it to be used in large and/or old projects as if it's a >20yo language is just plain unrealistic. You might want to consider contacting a (possibly former) Servo developer if you're serious about finding such things out, but that's the most you can get at this point in time. I'm not sure what more you expect.
>if the rust community wants to be taken more seriously they need to start talking from a more balanced perspective.
The obvious thing to do is just wait. Go used to advertise itself as a "systems language", but got more cautious with time. You can't argue with human nature, you can only accept it for what it is and adapt to it.
Overall, I don't think what you're asking for is possible today and it all sounds like a bit of a chicken-and-egg problem. You'll just have to wait for less conservative companies to adopt Rust. | null | 0 | 1491152735 | False | 0 | dfqevmt | t3_62wye0 | null | null | t1_dfq44a2 | null | 1493731054 | 4 | t5_2fwo | null | null | null |
null | Xuerian | null | So how does one get started with Ada for practical usage and learning? | null | 0 | 1491152736 | False | 0 | dfqevnr | t3_62wye0 | null | null | t1_dfqdzkq | null | 1493731055 | 1 | t5_2fwo | null | null | null |
null | [deleted] | null | [deleted] | null | 0 | 1491152799 | False | 0 | dfqexfn | t3_62ul90 | null | null | t1_dfqev7o | null | 1493731078 | 1 | t5_2fwo | null | null | null |
null | [deleted] | null | [deleted] | null | 0 | 1491152887 | False | 0 | dfqezwb | t3_62xwba | null | null | t1_dfqe5ea | null | 1493731111 | 2 | t5_2fwo | null | null | null |
null | paholg | null | [fac](http://physics.oregonstate.edu/~roundyd/fac/). It currently only works on Linux, but it's pretty awesome. | null | 0 | 1491152893 | False | 0 | dfqf02i | t3_62zk1i | null | null | t1_dfq9og4 | null | 1493731113 | 4 | t5_2fwo | null | null | null |
null | Derpscientist | null | All of them. I checked for a better implementation of iterative flood fill after. Algorithm and datastructure mastery is the difference between $80k and $350k software jobs. It might be an overvalued skill, hidden IQ test, or exercise in mental masturbation, but it is in a software engineer's financial interest to excel at it. It opens the possibility to better colleagues and challenging problems. In such an environment you are more likely to encounter exotic algorithms and datastructures. | null | 0 | 1491152902 | False | 0 | dfqf0c7 | t3_62xwba | null | null | t1_dfq367a | null | 1493731116 | 5 | t5_2fwo | null | null | null |
null | [deleted] | null | [deleted] | null | 0 | 1491152967 | False | 0 | dfqf24m | t3_62xwba | null | null | t1_dfq1rzz | null | 1493731141 | 0 | t5_2fwo | null | null | null |
null | silveryRain | null | >Ada doesn't need a replacement, it needs users.
I never said otherwise.
As for ease of implementation, it's mostly a matter of economics imo, ie. if a company really wants Rust, they'll do whatever it takes to get it working (first of all an LLVM backend, most likely). No one cares if your kettle's software crashes, but servers and space probes are a totally different ballgame where Rust may be legitimately considered. | null | 0 | 1491153078 | False | 0 | dfqf59q | t3_62wye0 | null | null | t1_dfqdzkq | null | 1493731183 | 5 | t5_2fwo | null | null | null |
null | dsc__ | null | Crazy internet person. | null | 0 | 1491153287 | False | 0 | dfqfb1w | t3_62ul90 | null | null | t1_dfqexfn | null | 1493731260 | 3 | t5_2fwo | null | null | null |
null | Vexal | null | Knowing advanced algorithmic and data structure concepts is what separates a programmer who can get something done 75% of the time from one who can get something done 90-100% of the time. Having a bunch of code-only programmers means when something unique comes up that has to scale in a complicated manner, it will have to be passed upwards to someone in a higher position, using up their time on a project that was assigned to someone they manage. It also shows that those programmers probably won't get promoted to those positions. | null | 0 | 1491153306 | False | 0 | dfqfblr | t3_62xwba | null | null | t3_62xwba | null | 1493731267 | 8 | t5_2fwo | null | null | null |
null | juvee | null | https://github.com/networkprotocol/netcode.io/blob/master/c/netcode.c
6533 lines.
I am no expert, but isn't this a bit too much for a single file | null | 0 | 1491153312 | False | 0 | dfqfbqq | t3_62z7p7 | null | null | t3_62z7p7 | null | 1493731269 | 6 | t5_2fwo | null | null | null |
null | negative_epsilon | null | It also means your game can be map-hacked, though. Since the client is aware of all state, so too can a bad actor on the client. | null | 0 | 1491153331 | False | 0 | dfqfcb4 | t3_62yl50 | null | null | t1_dfq9r07 | null | 1493731278 | 10 | t5_2fwo | null | null | null |
null | ryandiy | null | Thou shalt spell it "pheonix" rather than "phoenix" regardless of what the Oxford English dictionary tells you | null | 0 | 1491153581 | False | 0 | dfqfj93 | t3_62n15u | null | null | t1_dfpfwqy | null | 1493731371 | 2 | t5_2fwo | null | null | null |
null | uswololo | null | What you get:
- additional comments from the author that he shared when I interviewed him
- explanations on what this means to the end user
- but more generally, my endorsement/coverage of such information usually attaches my site's reputation to the event. We've been covering console hacking for 10 years, so in these circles, saying "wololo talked about it here" adds credibility to the information. We're regularly quoted by engadget, arstechnica, kotaku, eurogamer, etc. Anecdotal proof: mainstream sites/social media including here and hackernews picked up on this after I talked about it. Actually, the dev contacted me directly to bring attention to his work.
In other words, if you share this with a programmer or security researcher, better share the github link. If you share it with xbox one users, probay makes more sense to point them to something that explains a bit more.
Fair point about ads. The ads on my website have gone crazy lately, and this is not fully controlled by me, but by an external agency. I'm in touch with them to tone things down. | null | 0 | 1491153587 | False | 0 | dfqfjed | t3_62sczi | null | null | t1_dfqdk92 | null | 1493731372 | 2 | t5_2fwo | null | null | null |
null | mikedelfino | null | Agreed. The point was to compare with five really good programmers working on open source. | null | 0 | 1491153757 | False | 0 | dfqfo4u | t3_62ul90 | null | null | t1_dfqduhi | null | 1493731436 | 2 | t5_2fwo | null | null | null |
null | chrissoundz | null | Yeah if you ran the command often enough, for once off use though it's overkill. | null | 0 | 1491153793 | False | 0 | dfqfp6x | t3_62u62i | null | null | t1_dfqa3fb | null | 1493731450 | 1 | t5_2fwo | null | null | null |
null | silveryRain | null | I've never heard of a reference-counting GC get referred to as "manual" before. The usual definition of manual MM that I know is that you have to explicitly `free` or `delete` memory. | null | 0 | 1491153900 | False | 0 | dfqfs8d | t3_62wye0 | null | null | t1_dfpx12c | null | 1493731490 | 2 | t5_2fwo | null | null | null |
null | aullik | null | > **I expect them to maintain the status quo as long as youtube is the best place for** discoverability and **monetization**, ~~which shows no signs of changing.~~
Twitch is by far the best place for monetization. After this comes patreon in combination with any video platform that has "private" videos. Right now the best place for private videos is vimeo.
The best place for discovery in case of video games is twitch. In nearly every other category it is still Youtube. Reddit, twitter, facebook or other social media are catching up tho.
Youtube monetization is very bad at the moment. YoutubeRed was a way to make this better but it should have been launched world wide more then a year ago. Youtube could have implemented a patreon style system as well but they said again and again that they don't want it.
Youtube right now needs to change something. And they need to do so very fast. | null | 0 | 1491153911 | False | 0 | dfqfsj4 | t3_62zdsh | null | null | t1_dfqc140 | null | 1493731494 | 1 | t5_2fwo | null | null | null |
null | RedSpikeyThing | null | Errrr other way around. You could predict the death of another player if you got their position wrong.
Edit: also, controllable weapons like The Redeemer from Unreal Tournament. | null | 0 | 1491153930 | False | 0 | dfqft20 | t3_62yl50 | null | null | t1_dfqc3cu | null | 1493731503 | 1 | t5_2fwo | null | null | null |
null | toronto-arrow | null | What proprietary stack is this? Except for the IDE/runtime environment, Smalltalk is capable of interfacing with just about anything external...web browser (Amber, PharoJS), JVM (Redline), .NET (Essence#), Windows GUI (Dolphin, Smalltalk MT), relational databases, C libraries, GitHub (Pharo's upcoming *Iceberg*), etc.
You can even shed the IDE/runtime completely with GNU Smalltalk. | null | 0 | 1491153944 | False | 0 | dfqftfo | t3_62sm8g | null | null | t1_dfq8i6u | null | 1493731508 | 1 | t5_2fwo | null | null | null |
null | CheapBastid | null | > a very long time until it becomes cost efficient
You might look into [logarithmic scale](https://en.wikipedia.org/wiki/Logarithmic_scale) before deciding what a 'long time' means. | null | 0 | 1491153960 | False | 0 | dfqftun | t3_62weyo | null | null | t1_dfq6fci | null | 1493731513 | -2 | t5_2fwo | null | null | null |
null | G00dAndPl3nty | null | Nah, I never finished it unfortunately. Who knows what happenes to the code :( | null | 0 | 1491154016 | False | 0 | dfqfvfb | t3_62jn8i | null | null | t1_dfq9eq6 | null | 1493731534 | 1 | t5_2fwo | null | null | null |
null | silveryRain | null | >What you want is efficient and convenient string handling.
So... Perl? Maybe Ruby? | null | 0 | 1491154048 | False | 0 | dfqfwa6 | t3_62wye0 | null | null | t1_dfpsl2v | null | 1493731545 | 0 | t5_2fwo | null | null | null |
null | itsmoppy | null | It's a deterministic replay of a game created by recording timestamped control inputs. It's played back through the game client. You do have a point, but to my knowledge you don't get zero deltas between replay tick frames if there's action happening. I coudl of course be wrong - I have not looked deeply into it.
If you're interested in looking further into it you can get the file format (it's a variant of protobuf) from the Valve developer website, and the game is free on Steam. | null | 0 | 1491154099 | False | 0 | dfqfxs6 | t3_62yl50 | null | null | t1_dfq93et | null | 1493731565 | 0 | t5_2fwo | null | null | null |
null | srs1978 | null | I don't disagree in the slightest. I've spoken to some A&R people and they seem WELL aware of the untapped market, but they say the highest levels of business people are very against it. They believe specifically for the J-pop market that it would just kill their market which in the grand scheme of things is tiny. | null | 0 | 1491154123 | False | 0 | dfqfyh0 | t3_62vx64 | null | null | t1_dfq2108 | null | 1493731575 | 3 | t5_2fwo | null | null | null |
null | doom_Oo7 | null | it is | null | 1 | 1491154123 | False | 0 | dfqfyhl | t3_62z7p7 | null | null | t1_dfqfbqq | null | 1493731575 | -1 | t5_2fwo | null | null | null |
null | Jukolet | null | I'm not allowed to share the exact code I'm sorry, but I started from http://massimilianosciacco.com/spring-security-jwt-authentication.
Most of the business code is in the JWTFilter class, the rest is mostly helpers. | null | 0 | 1491154221 | False | 0 | dfqg16r | t3_62ul90 | null | null | t1_dfqdecd | null | 1493731611 | 1 | t5_2fwo | null | null | null |
null | sasmithjr | null | [Link](https://mruby.sh/201703270126.html) directly to article instead of having to go through a tweet. | null | 0 | 1491154374 | False | 0 | dfqg5h1 | t3_630kk7 | null | null | t3_630kk7 | null | 1493731669 | 2 | t5_2fwo | null | null | null |
null | 0b_0101_001_1010 | null | Yes you are right, I was just using the same "nomenclature" as in my rust playground link, `mem::size_of` is what I normally use. | null | 0 | 1491154379 | False | 0 | dfqg5m9 | t3_62wye0 | null | null | t1_dfq6rn1 | null | 1493731670 | 1 | t5_2fwo | null | null | null |
null | jlxip | null | Isn't the algorithm I'm using unpredictable enough? | null | 0 | 1491154395 | False | 0 | dfqg62i | t3_62zhhq | null | null | t1_dfqemty | null | 1493731676 | 1 | t5_2fwo | null | null | null |
null | prajo2 | null | Whoops thanks for catching that | null | 0 | 1491154457 | False | 0 | dfqg7sp | t3_630kk7 | null | null | t1_dfqg5h1 | null | 1493731700 | 1 | t5_2fwo | null | null | null |
null | silveryRain | null | CMake, Gradle, qmake, rake, scons, premake, tup. There are more, but tend to be more platform-specific (Java has several: Maven, Ant, EBuild etc.). | null | 0 | 1491154632 | False | 0 | dfqgcmy | t3_62zk1i | null | null | t1_dfq9og4 | null | 1493731765 | 10 | t5_2fwo | null | null | null |
null | mikedelfino | null | Fascinating! Thanks for sharing. | null | 0 | 1491154650 | False | 0 | dfqgd6k | t3_630cgb | null | null | t3_630cgb | null | 1493731772 | 3 | t5_2fwo | null | null | null |
null | Andernerd | null | It's 1. You could probably play Eve just fine on dialup. | null | 0 | 1491154674 | False | 0 | dfqgduw | t3_62yl50 | null | null | t1_dfq6j34 | null | 1493731781 | 15 | t5_2fwo | null | null | null |
null | dagit | null | The tiniest bit. I booted it up but didn't really know what to do. | null | 0 | 1491154695 | False | 0 | dfqgegp | t3_62wye0 | null | null | t1_dfq7unb | null | 1493731791 | 4 | t5_2fwo | null | null | null |
null | Sn0zzberries | null | The only problem with this is that you will be sending all DNS queries to a root server to be resolved, unless you configure BIND to use forwarders like Google and only use roots if they are unreachable.
By querying only roots you are slowing down your DNS resolution and making the root servers less efficient since you aren't caching as well as Google is.
Just something to keep in mind and not saying it is wrong as this is what I do. But I configure my forwarders for a pool of other DNS servers before failing over to roots. | null | 0 | 1491154803 | 1491155284 | 0 | dfqghfj | t3_62vx64 | null | null | t1_dfq6tjo | null | 1493731831 | 7 | t5_2fwo | null | null | null |
null | bengarney | null | See https://github.com/nothings/single_file_libs for a description of this genre of library. It is a lot for one file but the point is it is self contained and easy to integrate. Sometimes convenience trumps breaking a codebase into 100s of little files. If you want a broken up version go to libyojimbo. | null | 0 | 1491154850 | False | 0 | dfqgitd | t3_62z7p7 | null | null | t1_dfqfbqq | null | 1493731850 | 15 | t5_2fwo | null | null | null |
null | Anon49 | null | > since you can't always perfectly predict movement.
You never predict any non-local movements in modern games, its a terrible idea.
Interpolation isn't really "predicting". | null | 0 | 1491155083 | 1491155346 | 0 | dfqgp7j | t3_62yl50 | null | null | t1_dfq5il1 | null | 1493731935 | 0 | t5_2fwo | null | null | null |
null | Anon49 | null | Source engine replays don't work with determinism - they do not work with inputs.
You can play recent version demos with new clients as long as valve doesn't fuck it up too much. Same for every other Source game. | null | 0 | 1491155156 | 1491155707 | 0 | dfqgr89 | t3_62yl50 | null | null | t1_dfqfxs6 | null | 1493731962 | 1 | t5_2fwo | null | null | null |
null | bengarney | null | Does it support UDP-style lossy delivery? I can't tell from the API description. | null | 0 | 1491155164 | False | 0 | dfqgrgs | t3_62z7p7 | null | null | t1_dfqbcxj | null | 1493731966 | 3 | t5_2fwo | null | null | null |
null | Sn0zzberries | null | Definitely, just as with any protocol or implementation of an RFC there are always gotchas. Your comment below goes into good detail, and explains a lot more of why this isn't ideal, but it is also one of the best solutions available without adding another layer on top of the stack.
RFC 1925 Number 6 | null | 0 | 1491155171 | False | 0 | dfqgrnd | t3_62vx64 | null | null | t1_dfq0lpc | null | 1493731968 | 2 | t5_2fwo | null | null | null |
null | vansterdam_city | null | It pisses me off so much that we had in-browser UDP with Unity WebPlayer FIVE YEARS AGO and in 2017 we are in this situation. The deprecation of browser plugins set multiplayer browser games back by a decade.
Glad to see some attention being raised about this use case although I disagree that such an opinionated method is the right way (connect tokens etc). Browsers need to standardize around basic UDP connectivity as a building block and let people implement opinions on top. But maybe I'm the exception, because I implemented a similar token auth system in WebPlayer myself (again... 5 years ago). | null | 0 | 1491155192 | False | 0 | dfqgsa1 | t3_62z7p7 | null | null | t3_62z7p7 | null | 1493731976 | 5 | t5_2fwo | null | null | null |
null | Anon49 | null | Yea, Dota 2 is 30hz though. | null | 0 | 1491155202 | False | 0 | dfqgsk0 | t3_62yl50 | null | null | t1_dfq93et | null | 1493731980 | 1 | t5_2fwo | null | null | null |
null | BarMeister | null | Yes, but you can change it through a in-game setting. | null | 0 | 1491155219 | False | 0 | dfqgt0y | t3_62yl50 | null | null | t1_dfqeeuh | null | 1493731986 | 0 | t5_2fwo | null | null | null |
null | inu-no-policemen | null | http://caniuse.com/#feat=opus
Fucking Safari. :/ | null | 0 | 1491155416 | False | 0 | dfqgyof | t3_62ys2x | null | null | t1_dfq248x | null | 1493732061 | 2 | t5_2fwo | null | null | null |
null | Anon49 | null | Why would they glitch around?
With proper interpolation, you won't visually notice if the server is at 5hz until you start looking for it. The delay and reaction times will be gigantic though. | null | 0 | 1491155457 | False | 0 | dfqgzu0 | t3_62yl50 | null | null | t1_dfq5il1 | null | 1493732076 | 4 | t5_2fwo | null | null | null |
null | Anon49 | null | >Distributed Simulation Network Models
>This content is password protected. To view it please enter your password below:
The fuck is this shit? | null | 0 | 1491155506 | False | 0 | dfqh163 | t3_62yl50 | null | null | t1_dfq6avz | null | 1493732094 | 7 | t5_2fwo | null | null | null |
null | Timbit42 | null | Forth has the simplest syntax and is therefore is best. Lisps are second. | null | 0 | 1491155508 | False | 0 | dfqh18l | t3_61ojgn | null | null | t1_dfg779y | null | 1493732095 | 1 | t5_2fwo | null | null | null |
null | sirin3 | null | > "fizbuzz".reverse(()
I do not think anyone wants that answer | null | 0 | 1491155525 | False | 0 | dfqh1ph | t3_62xwba | null | null | t1_dfqang2 | null | 1493732101 | 2 | t5_2fwo | null | null | null |
null | audioen | null | I run OS X with LCD rendering disabled, that is, with AppleFontSmoothing 0. I think that all the LCD modes create unnaturally thick glyph outlines, so doing this mostly gets rid of that. I say mostly because I think OS X has gamma errors in alpha blending, but so does pretty much all software out there.
Anyway, if you happen to dislike the heavy look of the text on this platform, just turn off LCD rendering, and see if you like it that way. This is something worth trying on retina screen, where pixels are small enough so that fonts look pretty crisp even without subpixel aware rendering. [Here's a gif someone made of the font smoothing settings.](https://cloud.githubusercontent.com/assets/22373193/21126920/85eb4e16-c0ef-11e6-9c24-bd87eefdfba4.gif) | null | 0 | 1491155556 | False | 0 | dfqh2kf | t3_62qrve | null | null | t1_dfov8we | null | 1493732112 | 2 | t5_2fwo | null | null | null |
null | bik1230 | null | Quake maybe? I'm pretty sure QL servers run at 120 ticks. | null | 0 | 1491155593 | False | 0 | dfqh3pi | t3_62yl50 | null | null | t1_dfq9cg1 | null | 1493732128 | 7 | t5_2fwo | null | null | null |
null | Anon49 | null | > it don't matter that much.
Up to a point, latency is a huge factor in RTS/MOBA games. the extra latency caused by having only 10hz is not small. | null | 0 | 1491155662 | False | 0 | dfqh5nw | t3_62yl50 | null | null | t1_dfq63gg | null | 1493732154 | 2 | t5_2fwo | null | null | null |
null | ElvishJerricco | null | You can do incremental updates just fine.
data Player = Player Position
setPos :: Position -> Player -> Player
setPos pos (Player _) = Player pos
updatePlayerPos :: Map PlayerId Player -> PlayerId -> Position -> Map PlayerId Player
updatePlayerPos players playerId newPos = adjust (setPos newPos) playerId players
Given the current (immutable) map of players, you just make a new map where one player's position is different. Some compilers can optimize stuff like this to do in place mutations if it knows it's safe. But otherwise, this will often be less efficient. Luckily, languages like GHC Haskell have GCs and allocators that are explicitly designed to make work like this nearly free, or at least very cheap depending on the collections library you use
| null | 0 | 1491155791 | False | 0 | dfqh99a | t3_62yl50 | null | null | t1_dfq4yqq | null | 1493732202 | 6 | t5_2fwo | null | null | null |
null | Deadhookersandblow | null | I know that it is important to know them, but I don't think that being able to code them on a whiteboard in front of an interviewer is the same thing as it is in the workplace where you hopefully have a colleague to bounce ideas of, a working internet connection and a better environment in which you feel comfortable.
Hell even if the job requires the mastery that you speak of - someone that answers problem solving questions and is quick on his/her feet could easily pick up that knowledge in a month or so. | null | 0 | 1491155806 | False | 0 | dfqh9o5 | t3_62xwba | null | null | t1_dfqf0c7 | null | 1493732207 | 5 | t5_2fwo | null | null | null |
null | gnuvince | null | How would you have safe unions if you cannot tell which field is set? | null | 0 | 1491155880 | False | 0 | dfqhbpp | t3_62wye0 | null | null | t1_dfqefxm | null | 1493732235 | 6 | t5_2fwo | null | null | null |
null | Anon49 | null | You just don't predict such things. | null | 0 | 1491155959 | False | 0 | dfqhdwi | t3_62yl50 | null | null | t1_dfqb7ve | null | 1493732263 | 2 | t5_2fwo | null | null | null |
null | qartar | null | Midpoint displacement does not get you "realistic terrain"; interesting and compelling, sure, but not realistic. | null | 0 | 1491155969 | False | 0 | dfqhe7t | t3_630cgb | null | null | t3_630cgb | null | 1493732268 | 103 | t5_2fwo | null | null | null |
null | Anon49 | null | all FPS implementations I've seen don't predict damage. They can show a "visual effect" client-side hit, but they don't try to predict anything more than that.
all proper recent FPS games don't even use prediction for anything that isn't local inputs. They predict local movement/direction, weapon firing/switching, ammo count, but not more than that. | null | 0 | 1491156049 | 1491161828 | 0 | dfqhgfd | t3_62yl50 | null | null | t1_dfqft20 | null | 1493732297 | 6 | t5_2fwo | null | null | null |
null | SrbijaJeRusija | null | Monetization is exactly where youtube is failing ATM. Many people get false claims and get monetization removed from their videos. | null | 0 | 1491156100 | False | 0 | dfqhhsf | t3_62zdsh | null | null | t1_dfqc140 | null | 1493732316 | 6 | t5_2fwo | null | null | null |
null | necesito95 | null | I would not say its alternative. Its more like a wrapper. (which has ability to wrap alternative buildsystems) | null | 0 | 1491156105 | False | 0 | dfqhhyk | t3_62zk1i | null | null | t1_dfqa2zx | null | 1493732318 | 2 | t5_2fwo | null | null | null |
null | [deleted] | null | [deleted] | null | 0 | 1491156159 | False | 0 | dfqhjg9 | t3_62yl50 | null | null | t1_dfqgr89 | null | 1493732340 | 1 | t5_2fwo | null | null | null |
null | necesito95 | null | I think Ninija is meant as a target for generation by CMake and the like.
| null | 0 | 1491156181 | False | 0 | dfqhk2q | t3_62zk1i | null | null | t1_dfqa9aw | null | 1493732348 | 2 | t5_2fwo | null | null | null |
null | Manishearth | null | > Enums are better in exchange for being the size of the largest variant.
This is true of C unions too, though enums force you to have an additional tag.
(Nightly Rust does have the equivalent of C unions, though -- for use in FFI) | null | 0 | 1491156259 | False | 0 | dfqhm8u | t3_62wye0 | null | null | t1_dfpr0ia | null | 1493732377 | 0 | t5_2fwo | null | null | null |
null | itsmoppy | null | I think we're arguing over terminology. The control inputs are recorded as you can watch from player's perspective and see mouse movement and clicks. But yes, the replay data itself can't be JUST the clicks as that would break with patch changes. | null | 0 | 1491156279 | False | 0 | dfqhmtn | t3_62yl50 | null | null | t1_dfqgr89 | null | 1493732385 | 1 | t5_2fwo | null | null | null |
null | Anon49 | null | Blizzard are masters of "deterministic" lockstep, they never let go of this approach. Clients send only inputs to eachother.
I don't know if its pure P2P or with some confirmation server/proxy in the middle.
Its kind of annoying in Heroes Of The Storm where if you get disconnected you have to run the round from scratch (server sends you all past inputs and you "fast forward" to the present from Tick 0). They didn't implement state saving. | null | 0 | 1491156320 | False | 0 | dfqhnzx | t3_62yl50 | null | null | t1_dfqe7yp | null | 1493732401 | 19 | t5_2fwo | null | null | null |
null | Manishearth | null | > and are often inexperienced programmers who heard "rust is good" from someone they respect and then proceed to spam their new "opinion" everywhere with a comment section.
This seems spot on to me. The Rust community has a "no zealotry" rule and I have never seen recognizeable names in the community doing this. It's very much frowned upon. Often I see the opposite, with community members walking back claims made by other folks, saying that Rust doesn't actually solve problem X. | null | 0 | 1491156353 | False | 0 | dfqhoyj | t3_62wye0 | null | null | t1_dfprrsb | null | 1493732415 | 13 | t5_2fwo | null | null | null |
null | shadow31 | null | It seems to like it is actually easier. Having to track all of the memory management in my head vs having the compiler tell me when I fucked up sounds like a shit ton of work. | null | 0 | 1491156368 | False | 0 | dfqhpdr | t3_62wye0 | null | null | t1_dfpy54r | null | 1493732420 | 3 | t5_2fwo | null | null | null |
null | cjwebb | null | Do you have any more advice/links on not using malloc? I am intrigued. | null | 0 | 1491156470 | False | 0 | dfqhsd6 | t3_62wye0 | null | null | t1_dfqe6l8 | null | 1493732461 | 2 | t5_2fwo | null | null | null |
null | Anon49 | null | The mouse inputs are nothing but extra, just to show you where the player moved his mouse. I don't believe it actually records clicks too. Source replays don't *work* by recording inputs. Its just some extra information to view, as a feature.
Remember a year back when trying to watch a new demo, it loaded the old map and you could see units walking through walls?
Unlike Starcraft and Heroes of the storm. The demos there record nothing but player input, and by re-playing the player inputs they achieve the proper game state. Source wasn't designed to be deterministic. | null | 0 | 1491156636 | 1491156887 | 0 | dfqhx27 | t3_62yl50 | null | null | t1_dfqhmtn | null | 1493732524 | 1 | t5_2fwo | null | null | null |
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