Longwelwind
Joined 10 years ago
Joined 10 years ago
Minors and hotfixes allow you to release a new version for an older release (like if you released 3.7 but you found a bug present in 3.4, you can release 3.4.1 which would be newer than 3.7), making it possible to have multiple supported versions at the same time.
If you want to use that for unit testing, then I think it would be better to mock the calls to AWS services. That way you test only your implementation, in an environment you control.
If you want to use that for local development, then I think it would be better to provision a test environment (using Terraform or any other IaC tool). That way you don't run the risk of a bug slipping into prod because the emulator has a different behaviour than the real service.
The fairest system would be for each human being to have an equal amount of pollution they are allowed to emit.
If you build a software that you distribute so people can deploy it themselves (a library, a self-hostable solution, ...), then you most likely semantic versioning. In that case, the best model is to use what semantic release offers.
I sometimes ask Claude to read some code and generate a process diagram of it, and it works surprisingly well!
This feels funny to read, for some reasons.
For actions that require secret information, you would filter the actions sent to the client of any secret information and make sure the code handling the action can handle both the action and the filtered actins.
For actions involving RNG, make all randomness rely on a seed. This seed would be stored server-side and passed along the action when sent to the client. This makes sure the clients can deterministically reproduce the update.
You'd represent this kind of choice as a child node. When the user has made their choice, the code can return to the parent node with the choice being made so it can continue with the next "step" of the game.
If you implement the deterministic update pattern to handle state synchronisation you can add "event" inside the logic that handles updates that pause the processing allowing your animations to be played. In JS, for example:
async function handleUpdate(update) {
if (update.type == "sell-items") {
this.player.inventory[update.itemId] -= 1;
await emitEvent("itemSold");
this.player.money += 10;
await emitEvent("moneyGain");
}
}
Server-side, "emitEvents" would be a no-op. Everything would resolve synchronously.Client-side, the UI can listen to those events to pause the updating of the game state to see the intermediary state of the game and play animations. When the animation is done, it can resolve the promise, resuming the game updating logic.
If an update arrives while an update is being handled, it can be queued so it can be played after the current update finishes.
* You can't make have variables in an import block (for example, to specify a different "id" value for each workspace)
* There is no explicit way to make a resource conditional based on variables. Only a hacky way to do that using "count = foo ? 1 : 0"
* You can't have variables in the backend configuration, making it impossible to store states in different places depending on the environment.
* You can't have variables in the "ignore_changes" field of a resource, making it impossible to dynamically ignore changes for a field (for example, based on module variables).
* The VSCode extension for HCL is slow and buggy. Using TS with pulumi or TFCDK makes it possible to use all the existing tooling of the language.
I really like this sentence because it perfectly encapsulates a mistake that, I think, people do when considering using MongoDB.
They believe that the schemaless nature of NoSQL database is an advantage because you don't need to do migrations when adding features (adding columns, splitting them, ...). But that's not why NoSQL database should be used. They are used when you are at a scale when the constraints of a schema become too costly and you want your database to be more efficient.
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