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kllrnohj
searching PlanetScale…
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841.
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kllrnohj
3y ago
Consider how GPUs & CPUs actually use memory: On a GPU, the memory access patterns are often very wide & easily controlled, such as fetching a block of texture memory. This is like streaming reads for a disk, where you can actually
842.
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kllrnohj
3y ago
> Intel will go the Apple way though Hmm, curious what the "Apple way" is here.. > simpler cores Apple's cores are very far from simple. They are much larger than the other ARM CPUs on the market, and this is also why t
843.
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kllrnohj
3y ago
The larger the workload per connection the better thread-per-connection performs relative to the alternatives. So it'd do the exact opposite of break down under the workload you've outlined.
844.
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kllrnohj
3y ago
> The JVM has shown that copying the stackframes can be magnitudes more efficient then context switching via separate threads. ...when there's literally no work in those threads whatsoever, that is. Unless you have something more su
845.
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kllrnohj
3y ago
> The alternative concurrency model people want is structured concurrency via stackful coroutines and channels on top of a work stealing executor. I mean why not just use a thread per connection and not bother with anything fancier at al
846.
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kllrnohj
3y ago
Because it is still massive. The 6" Nexus 6 is 3.3in wide whereas the 6.7" Pixel 8 Pro is only 3" wide. Even omitting the bezels, the Nexus 6 has a screen width of 2.94" vs. the 8 Pro's 2.75"
847.
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kllrnohj
3y ago
I'd argue the equivalent of iPhone/Android on the PC side would have been Windows 95, when things really became consumer focused and had their revolutionary explosion take off. That was "only" 28 years ago now
848.
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kllrnohj
3y ago
That was definitely the idea behind the rebranding, and we're seeing that with increasingly more Google-controlled stuff like the SoC. But at first it wasn't that different from Nexus practically speaking.
849.
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kllrnohj
3y ago
Nexus was just re-branded to Pixel, they didn't abandon Nexus at all during that branding change. You can see the full OTA history for every device going all the way back to the Nexus S: https://developers.google.com/an
850.
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kllrnohj
3y ago
Pixel 6 & 7 are still both Google's SoC. The 5 was the last "off the shelf" SoC (Snapdragon 765G)
851.
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kllrnohj
3y ago
They're on year 8 of Pixel (and 13 years of selling phones directly) and year 15 of Android. These aren't exactly likely candidates for killedbygoogle.com anymore
852.
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kllrnohj
3y ago
Google doing it puts competition pressure on others to do it if it turns into sales results (aka, if people actually care about this when it comes time to fork over money).
853.
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kllrnohj
3y ago
The game Rimworld uses XML for describing all of its game objects and it makes modding a fantastically wonderful system as you can modify/replace parts of the object using XPath. The end result is mods rarely conflict as they are able
854.
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kllrnohj
3y ago
It's the same syntax shape as HTML and React's JSX, yet rarely do people complain about how "unreadable" they are?
855.
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kllrnohj
3y ago
> Do you mean non-json types? Because the supported types seem pretty straightforward. (besides perhaps supporting null bytes in strings in things like postgresql) What is a "number"? Is it a float? int? short? double? BigDecim
856.
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kllrnohj
3y ago
> For human-edited files, pick almost literally anything else. I'd still take XML over JSON for human-edited files. At least XML supports comments. > For serialization, JSON handles the common cases Counter-point, JSON sucks and
857.
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kllrnohj
3y ago
> since Unreal was developed first as an engine for a flagship game and only later licensed out. I was more referring to "modern" Unreal. Like UE4 didn't have any flagship game associated with it, at least not at launch. T
858.
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kllrnohj
3y ago
C# has a pretty good FFI system that can call into C++ code. Unity itself does that, after all, it's not entirely written in C#
859.
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kllrnohj
3y ago
I'd expect it to be equivalent since the task the engines are doing is well within both of their respective capabilities. The engine is not simulating any of the factory logistics, that's all going to be bespoke code by the game d
860.
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kllrnohj
3y ago
Unreal is the best comparison but the original statement isn't entirely bullshit. What Unity did (as does Unreal) is make the game engine more as a platform as the goal in and of itself. That is, wide feature set, mostly stable APIs,
861.
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kllrnohj
3y ago
Oxygen Not Included is a _significantly_ more complex simulation than Satisfactory is as ONI is doing gas movement & thermal transfer mechanics across a large 2D grid. Now compare Satisfactory to its actual genre-appropriate competitor,
862.
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kllrnohj
3y ago
Part of that is going to be iOS where Apple simply bans anything not using the OS provided webkit. Filter to desktop share and the number drops to 13% https://gs.statcounter.com/browser-market-share/desktop/worl...
863.
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kllrnohj
3y ago
But your computer was usable for nearly the entire time, right? I don't care how long updates take if I can still keep doing things with it in the meantime. MacOS updates are the only thing that makes me sit and watch a progress bar fo
864.
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kllrnohj
3y ago
> The entire mindset of opening holes in the language specification to allow compilers to optimize without thinking hard is just wrong. I would counter that 2's compliment overflow is a worse design in practice as easily 99% of the
865.
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kllrnohj
3y ago
No, it still isn't true. Consider things like a web browser. Huge codebases where damn near the entire thing is "hot." Or OS's like iOS and Android - again, huge codebases where everything is "hot" (everything
866.
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kllrnohj
3y ago
Yes it is, see x86 example in https://youtu.be/yG1OZ69H_-o at about the 40 minute mark for a real world example
867.
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kllrnohj
3y ago
It would be fascinating if you could give any such comparison examples. The only time I've seen JVM come anywhere close to C++ in normal usage is if the C++ code was written like it was Java - that is, lots of shared_ptr heap allocatio
868.
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kllrnohj
3y ago
Exceptions cost performance when thrown whereas return values always cost performance. If all you care about is outright performance, having the option for exceptions is easily the superior choice. The binary does get bigger but those are
869.
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kllrnohj
3y ago
The idea that only a tiny portion of code is "hot" is just not true. But you're also missing the entire idea anyway. It's not about bounds checking, it's about at what point overflow occurs. `int` is a sized type, s
870.
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kllrnohj
3y ago
> So the compiler is proving that the array is being overflowed and rather than emitting a warning to that effect <source>:5:13: warning: unsafe buffer access [-Wunsafe-buffer-usage] 5 | if (table[i] == v) return
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