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tomlu
searching PlanetScale…
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13 ms
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61.
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tomlu
10y ago
And hopefully somewhat mitigated by modules once they land and (if it happens) everyone migrates.
62.
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tomlu
11y ago
It's even the same button. The old photos launcher opened the photos page of G+, the new launcher opens a separate app.
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tomlu
11y ago
> it has little to do with the tool itself (vim vs. whatever) I don't know about that. I've been proficient in other editors too, but I found that vim's modal editing mode confers unique advantages when it comes to staying
64.
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tomlu
12y ago
You'd use interfaces (or a similar behaviour-indirection mechanism like function pointers). In Rust I suppose you'd use a trait.
65.
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tomlu
12y ago
Solution: Don't inherit from GameObject. Make GameObject "final" and simply be a container of components. Move all object-specific behaviour into the components.
66.
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tomlu
12y ago
The article is correct, but it's not true that nobody can't tell the difference between an MP3 and a FLAC. I've personally done blind A/B testing in my (then) studio to discover the point at which I can't distinguis
67.
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tomlu
12y ago
They refer to the complexity of the compiler and language, not to user code complexity. Any given language has a complexity budget and they wish to expend it elsewhere. (Note that I am in disagreement - I do think generics should be added).
68.
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tomlu
12y ago
Then it has to have its own build system, with its own descriptor files, so you're maintaining two build systems anyway. Might as well pick one of the existing ones.
69.
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tomlu
12y ago
I wonder if you could apply it to higher-quality (i.e. already pretty stable) input to approach a steadycam though?
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tomlu
12y ago
> Also hard upper limits on GC time are very helpful for those cases where allocations can't be reduced any further Yes, but 10ms is too long to be useful for games. I'd rather take 1ms every frame than 10ms sometimes.
71.
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tomlu
12y ago
I have never heard of those problems, what are they? Hardware bugs?
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tomlu
12y ago
No physics engine is stable in that sense. Neither is the real world. You need full determinism to do what lmm is saying. Source: Worked on this exact thing for commercial multiplayer games.
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tomlu
12y ago
It definitely has to be 2x the desired maximum frequency if you don't want aliasing. They probably capture higher frequencies by making assumptions about the input signal, but this will inevitably lead to aliasing when these assumption
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tomlu
12y ago
How do you pin a dependency to a particular version or git sha? I can't find anything in the FAQ or docs that implies that it's possible.
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tomlu
12y ago
I'm assuming OP means structural typing, which Objective-C does not support.
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tomlu
12y ago
> Last friday I lost a commit using git reset --HARD You don't lose a commit just because you use git reset --hard. The author either doesn't know how git branches work and/or how to use reflog, or he means to say he lost
77.
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tomlu
12y ago
If you include Vim's direct lineage, which may or may not be fair, you can add another decade and change to that.
78.
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tomlu
12y ago
There usually are dependencies between the game and its assets, but sure, these dependencies can be managed. Historically I've dealt with the problem by keeping code and assets in separate repositories (using different version control
79.
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tomlu
12y ago
Those are interesting, and git has some similar large file extensions too. However during some years of experimentation I have become convinced that these features have to be part of core or they will always be second-rate citizens and not
80.
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tomlu
12y ago
> There is opportunity for a powerful tool to handle the very common bad practice of including giant binary blobs which don't belong in version control Why do you say it's bad practice? Game assets come to mind, these aren'
81.
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tomlu
12y ago
I feel like Mercurial still has a chance to become a real force if it can provably solve some of the real issues with git. It won't do to just have a nicer CLI since most people are used to git by now. Here are some of git's rea
82.
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tomlu
12y ago
As it becomes more famous Google will learn that it's a programming language and that you're a programmer. The first search result for "View" is the Android documentation for me.
83.
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tomlu
12y ago
Why do you need to synchronize class methods? Global state mutation?
84.
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tomlu
13y ago
Ever since the PS3 games are very good at taking advantage of multiple cores due to extensive use of data oriented design. Consequently in my experience single-threaded performance isn't as important as you might think.
85.
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tomlu
13y ago
I find that's not necessarily true. Laptops have a more diverse set of hardware, so things like sleep/hibernation sometimes don't work out of the box.
86.
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tomlu
13y ago
It has worked on PS3 + Xbox360 for some years now and is significantly faster than vanilla Lua. I've no idea why more games haven't picked it up.
87.
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tomlu
13y ago
I think its niche is performance-sensitive and/or memory constrained applications where seamless use of C + scripting language is important. Games is an obvious one, but I'm sure there are others.
88.
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tomlu
13y ago
This is partially because of difficulty of debugging a completely ad-hoc pipeline. When you have 50 moving parts and the final image doesn't look right, it's hard to know where the problem is. Instead, you try to make each part ad
89.
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tomlu
13y ago
You can try Hacker News Enhancement Suite if you're using Chrome.
90.
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tomlu
13y ago
Yeah for sure. Mercurial is great too. I was thinking of SVN which does store its commits as diffs, which makes it brittle (anyone that has tried to use the svn admin tools to rewrite the repository will know what I mean).
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