Recent submissions

Comment · 4 months ago
I've ditched M$, switched to NixOS last month and I feel like I don't hate computers again. Shouldn't have procrastinated this for so long. All other operating systems feel so silly to use now (at least when they aren't anxiety- and rage-inducing).
Comment · 6 months ago
The modern .NET runtime can get devirtualize interface calls and eliminate temporary object allocations in some scenarios. It's a bit of a black box - who knows when it actually works? - but still, it's a nice boost here and there.
Comment · 6 months ago
C# 9, but with some hacks you can bump it up to C# 10 - actually works and surprisingly stable. Can't wait for them to finally migrate to CoreCLR, though.
Comment · 6 months ago
Comment · 10 months ago
I always wonder whether C++ syntax ever becomes readable when you sink more time into it, and if so - how much brain rewiring we would observe on a functional MRI.
Comment · 10 months ago
Comment · 11 months ago
I do have an inner monologue, but I do make many decisions non-verbally. I often visualize actions and their consequences, in the context of my internal state. When I’m thirsty I consider the drinks available nearby and imagine their taste. In the morning coffee feels most tempting, unless I’ve already had a few cups - in that case drinking more would leave me feeling worse, not better. After a workout, a glass of water is the most expedient way to quench the thirst. It is similar when I write a piece of code or design a graphic. I look at the code and consider various possible transformations and additions, and prefer ones that move me closer to my goal, or at least make any sort of improvement. It’s basically a weighing of imagined possible world-states (and self-states), not a discussion.

I struggle to imagine how people can find the time to consider all of these trivial choices verbally - in my case it all happens almost instantaneously and the whole process is easy to miss. I also don’t see what the monologue adds to the process - just skip this part and make the decision!

That said, I do use an inner voice when writing, preparing what to say to someone, etc. and I feel like I struggle with this way of thinking much more.

Comment · 1 year ago
Thanks, this made my day! No wonder your pitch was a success.
Comment · 2 years ago
I've been self-hosting this for years now, works flawlessly.
Comment · 2 years ago
> Oh yeah and if the interface removed a method and you didn’t realise you might be dragging that useless methods for a long while. Then again it’s not like your Java-style interface is any different.

In C# I usually use explicit interface implementations. (They're inconvenient to type, but Rider has a macro for it.) When the interface changes or disappears, my code won't compile.

Comment · 2 years ago
Well, yes, deadlines are best practice.
Comment · 2 years ago
As a game developer, I definitely distinguish high-risk and low-risk parts of the code base.

There's code that can be allowed to fail, and furthermore, it will eventually fail due to the sheer amount of this code, the development time constraints, the number of possible game states, etc. I don't care that this code rarely fails under some arcane conditions, because this simply causes some button to stop working, some NPC to stop moving, but the game will remain playable. Even if the player notices the bug, they'll just shrug and keep playing. My aim is to make sure that the game recovers and returns to a healthy state after the level/save is reloaded. (Obviously, I'd like to fix/avoid every single possible bug, but it's impossible in practice. You'll have more luck continuously tracking in your head how dangerous the code you're working on is. Also, you rarely have the luxury of being the only programmer on the team. Bugs will happen.)

The other kind of code is the core game system stuff, the low level stuff, the error handling stuff, the memory stuff, the pointer stuff. You must pay special attention while working on this code, because failures will straight up crash the process or bring the game into an irrecoverably broken state (eg. all objects stop updating, stuck in some menu, the player never respawns...). Bugs like these are also highly prioritized by management. My update loop needs to be shiny.

Such is the reality of working on complex systems (or simple object-oriented programs ;))

Comment · 2 years ago
You can store it and move it around, but arithmetic operations are prohibitively expensive without hardware acceleration.

(Note that bfloat16 has a different range than float16, so you can't interpret one as the other)

Comment · 2 years ago
I’ll probably give DDG another go, even though their result quality would always eventually prove too annoying in practice.

By the way, I have no idea what your point is.

Comment · 2 years ago
Funny coincidence, my subscription ends today. I’m switching to self employment and won’t be able to afford the service for a while. I wish it were more affordable, because the freeing feeling of not having to rely on google is irreplaceable.

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