namingthingsiseasy

joined 2 years ago

I bet he takes a bath in a swimsuit

This has been very obvious to a lot of people since mobile devices were originally invented. The notion that you are sold a product that you "own" but is still 100% controlled by the vendor - anyone who thought about it for more than a second knew that it would eventually come to this. Of course, nobody gave even that tiny amount of thought about it. Or they were too naïve to think that a corporation could ever be evil.

I miss the times when spyware was considered uncoool. Mobile devices are the undoubtedly the worst invention of the information age. (And social media is probably the second worst.)

[–] namingthingsiseasy@programming.dev 7 points 2 weeks ago (4 children)

I enjoy it. It's a relaxing, peaceful game. I just wish there were more objectives. The idea of just exploring and finding things doesn't appeal to me all that much. The game has a lot of potential for combat, both in the spaceship and as a FPS, but both of these areas feel like they could be expanded a bit. Overall, I just wish that there were more combat-focused missions after completing the main storyline.

But it's still pretty good and I enjoy it when I want to relax.

According to Wikipedia, it seems that the current scientific explanation is that the runaway greenhouse effect was caused by the evaporation of oceans (caused by the brightening of the sun). The presence of vapor in the atmosphere led to the runaway greenhouse effect.

https://en.wikipedia.org/wiki/Runaway_greenhouse_effect?useskin=monobook#Venus

I wrote a program that scanned object files (compiled from a large C++ project) to see how they were interdependent. It was pretty useful for detecting cycles in the shared libraries that we were compiling from them, but the biggest benefit was it enabled me to very easily rewrite the build system from scratch.

It was surprisingly simple - most ELF parsers can read a file and dump the symbol tables in them. (In this context, a symbol means a defined function, so if a C/C++ source file has int main() in it, the corresponding .o file will have a main symbol in it.) They also include information about which symbols are defined in the .o file, as well as which symbols it depends on which are undefined. This allows you to figure out a dependency graph, which you can easily visualize using graphviz or use to autogenerate build files for CMake or any other build system you may wish to use.

In my case, I wrote this kind of program twice in two separate jobs. Both of them had a very janky build system using custom Makefiles. I used this program to rewrite the build systems in CMake. The graphviz dependency graphs are also just generally helpful to have as project documentation. CMake can do this natively, by the way - here's the documentation for it: https://cmake.org/cmake/help/latest/manual/cmake.1.html#cmdoption-cmake-graphviz

I fell for it. It's crazy to think how heavily I've been trained to believe everything I see is wrong in the most embarrassing and laughable way possible. That's pretty depressing if you think about it.

[–] namingthingsiseasy@programming.dev 3 points 1 month ago (1 children)

Yeah, I’ve seen a lot of those videos where they do things like {} + [], but why would anyone care what JS does in that case? Unless you’re a shit-ass programmer, you’re never going to be running code like that.

By this same logic, memory safety issues in C/C++ aren't a problem either, right? Just don't corrupt memory or dereference null pointers. Only "a shit-ass programmer" would write code that does something like that.

Real code has complexity. Variables are written to and read from all sorts of places and if you have to audit several functions deep to make sure that every variable won't be set to some special value like that, then that's a liability of the language that you will always have to work around carefully.

[–] namingthingsiseasy@programming.dev 8 points 1 month ago (2 children)

It's a very interesting question. In terms of which game I'd rather play, it's SMW. But in terms of technical achievement, SMB3 is unquestionably better (in my opinion of course).

SMB1 was a watershed moment for gaming - perhaps the biggest that there ever was. SMB3 was a revolutionary improvement on top of that. In light of that, SMW almost feels like a bland port. This isn't to say it's bad by any means, but in terms of the impact that it had on gaming as a whole, it's not very significant and just feels like an iterative improvement.

SMW is still a great game! And if I could only play one for the rest of my life, I would choose it over SMB3. But in terms of historical impact on gaming, I would say that SMB1, Mario64 and SMB3 were more revolutionary.

Yoshi's Island is my favorite however.

"Straight up, nobody wants this"

And they don't fucking care. They're going to do it anyways.

You can either do something about it, or just bend over and let them fuck you. That's what you get for depending on someone else's platform.

I'm not worried about who comes next after Linus. What I am worried about is who comes after GKH....

The Linux Foundation currently lists 6 total fellows (4 not including Torvalds and GKH). I have never even heard of any of them before. I know there are lots of developers on the Linux project, but it's also a very political position, so I wonder who would take that mantle. Probably nothing to worry about too much, but interesting to think about.

I don’t even know where to start to make vim or neovim do all that. If it can’t do that seamlessly and just as well, vimlike editors will never be a replacement for a proper IDE. It’s fast, capable single file and small scope editor for me.

If you're interested in learning how to do it, I found this guide extremely helpful for getting started. it's in both blog and video format, and it shows how to install Lazy (a package manager for vim), and which plugins to install to get LSP working (which is what would provide all the hotkeys that you were mentioning above).

It's definitely not a task for the faint of heart, but I found it very rewarding once I figured out how to work with the plugin systems because it's so powerful and easy to customize. I found it helpful to just watch the video a few times to see everything working, then slowly started building up my own configuration (which was a bit more minimal than the linked guide I provided - I only installed about 30-40% of the plugins he listed on that page).

Another alternative is Lazyvim, which provides an out-of-the-box configuration experience for you. It installs a lot of plugins and most things should work out of the box with very little configuration. It is a massive beast though, but still pretty good for a first start.

[–] namingthingsiseasy@programming.dev 2 points 1 month ago* (last edited 1 month ago)

I completely agree. For basic things, it is very good. But for productivity, it leaves a lot to be desired, because they (the developers) simply cannot accept that different people work in different ways and they refuse to accommodate that.. I prefer environments that can be adapted to my workflows - I don't want an environment that forces me to adapt to it. And it doesn't help that extensions tend to break on upgrades.

 

I've used a US-QWERTY keyboard layout my entire life. I've seen other layouts that do things like reduce the size of the enter/backspace keys, move the pipe operator (|) and can't wrap my head around how I would code on those.

What are your experiences? Are there any layouts that you prefer for coding over US English? Are there any symbols that you have a hard time reaching ($ for example)?

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