quacker
Joined 16 years ago
Joined 16 years ago
Admitting the status of his original shares is not a good look either way. Either he sold, and the additional shares aren't technically worth $1B because he'd have sold them too. Otherwise he held, and is another unsatisfied greedy billionaire in the world.
The idea is: the package maintainer pushes a final version of the old package that is a shim, and which has a deprecation notice. The shim imports the new package, and forwards all calls to the new package (and I suppose type aliases and variable aliases as well). The shim includes `//go:fix inline` annotations on all exported symbols, so that when users run `go fix` it rewrites their code to use the new package, by inlining their usages of the old package (which is now simply a shim that references the new package).
Not perfect. There is still a bit of a discoverability problem. Not all tooling warns on deprecated packages/functions (go toolchain doesn't, but gopls and staticcheck do). And users need to know to run `go fix`.
1: https://go.dev/blog/inliner#example-renaming-ioutilreadfile
What actually is it and what value do I get out of it?
Reading the linked blog posts: It's a layer on top of git for CRDT-based collaborative editing that captures addressable code deltas + agent conversations. I could have real-time collaborative humans + agents development and can resume any agent conversation from any point in history, because it is all stored (powered by DeltaDB). I guess?
I actually might want this, but wouldn't know it from the landing page.
I don’t need “a varied sense of taste” to budget and do simple math to determine the membership is worth it.
Babies don’t need “a varied sense of taste” to use diapers purchased from Costco in bulk at a great price.
Do I lack a “varied sense of taste” when I buy ingredients from Costco, like chicken thighs and rice and eggs and olive oil, and cook them at home?
And delisting a game from a store isn't a license pull. Delisting prevents new purchases of the game, but owners of a game prior to delisting can still download and play[2]
For example, even though Sony is closing the PS3 store to new purchases after 20 years, existing owners of digital games can still download their digital copies. So my entire PSN digital library for the past 20 years is still downloadable and playable. Same for Steam.
I love GOG, and prefer a DRM-free digital copy for PC that I can backup redundantly, as it is the most future-proof option, IMO. Physical media can get damaged or lost and digital storefronts won't last forever (even Steam could shut down one day). Even my hard drives can fail and lose data. But even so, when I purchase a digital license for a game, I have good confidence it will be playable for years and years to come.
---
1. Of course, many online multiplayer games have had their servers shut down, after which the game becomes effectively unplayable. But this is a separate problem that isn't solved by choosing physical over digital media.
2. As long as the digital storefront exists and as long the console hardware still works, if I purchased it for a console.
The revision must be an ancestor of one of the module repository’s branches or tags. This prevents attackers from referring to unapproved changes or pull requests.
No, they are usually pinned to a git tag, which is usually a version string representing a released version. And the tag is locked to a hash to detect if the tag is later modified.
Reasons: The Python 2->3 transition, asyncio package, async/await function coloring, abysmal package management, the GIL and poor performance, breakage from version to version. I'm ambivalent on type hints. I regret nothing, especially after seeing how the GC and JIT projects have been handled.
Golang addresses all of my problems with Python. Native code, good performance, an exceptional toolchain, a built-in package solution, great concurrency support, and they prioritize compatibility across versions. AI is good at writing Golang (as good as any other language I've tried), and AI benefits a lot from static types.
Ballparking: 200 events/workflow, 200 workflows/per day and assuming 1 event = 1 cloud action[1], that is 1.2M or so actions per month. The $100/month plan includes 1M actions each month, and even the pay-as-you pricing when you exceed that is $50 per 1M actions[2].
Temporal Cloud seems extremely cheap for your use case, even if I'm off by a factor of 10. Is there a catch? You still need infra to run your Temporal workers, and I assume there are storage and other costs, but I assume action usage is the majority of it.
1. Not sure exactly what constitutes an "Action". At a glance, seems like most events have a corresponding action(?) and a subset of those actions are actually billable(?)
2. https://docs.temporal.io/cloud/pricing#payg-action-pricing
But consider “tiler” (someone who lays tiles on a floor) vs “tiller” (someone who tills farmland). The single or double ‘l’ results in a long or short ‘i’ in the pronunciation.
Or “hater” vs “hatter”. “Hoping” vs “hopping”. “Later” vs “latter”. Etc