Yo whatup

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Joined 2 years ago
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Cake day: September 28th, 2023

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  • Occasionally yes but 6 months is frankly just not worrying at all. Loads of projects rarely get updates, for example video games Operating systems, for example take Android, is Android abandoned because each update takes about a year? Obviously no, the frequency of updates doesn’t correlate to if the project is abandoned. People hassling rmayayo (albeit via a post) is not at all helpful to actually making any progress. Speaking from experience that kind of bs makes me want to stop working on my project. Obviously my work isn’t appreciated if all they care about is release speed. Look to literally any large project, especially in the OSS world and you’ll typically see pretty lengthy gaps between releases and very few patches. That means they release less frequently for higher quality, something that isn’t possible if the only thing you care about is how often you get updates


  • B-but I thought Boost was abandoned because you didn’t update it for awhile…

    On a serious note thanks for your work rmayayo I’m only on lemmy cause of you. I’m not sure how you resist making fun of those “Boost is abandoned” people, really grinds my gears as somebody who’s released stuff of my own and had people making similar claims for absolutely no reason (literally have a public git they can look at) but oh well. I’ve been extremely pleased with Boost both back on reddit and now here on lemmy your work is appreciated man



  • Stores have a obscene loss rate from workers damaging product, forgetting to scan it out, it simply coming broken and other such “Just business” costs. Theft is seriously just not a problem. I work at a Fred Myers and awhile back we locked up our soap isle and whatever. Know what we do now? We leave that shit unlocked because it’s stupid and a waste of people’s time to have to go and open it up. Know what else we did? We installed a new system for the carts which is supposed to prevent theft (if you don’t go through self checkout or a register one of the wheels locks up when you try to leave). I has been believe 3 months now. It’s either still not actually been activated or people who steel stuff don’t use carts… weird. And my final thing is how just completely irrelevant even pretty significant numbers are in the grand scheme of things. I know for a fact we’ve had 10k worth of stuff get yoinked. Good chunk of money, no debating that however how much of an impact does that actually make on the store? A single department makes more than that in a day in profit. If that doesn’t immediately seem possible that’s only 100 people spending $100 each (assuming 100% profits for simplicity). That’s like an hour ish if two registers are open and self checkout is closed.

    TLDR theft (at least for the big stores) is completely irrelevant, it’s such a small slice of the pie compared to other losses.







  • So your writing a game. This game has what I’m going to call “entities” which are the dynamic NPCs and such objects. So these objects are most easily conceptualized as mutable things. Why mutable? Well they move around, change states depending on game events ect. If this object is immutable you’d have to tie the in world representation to a new object, constantly just because it moved slightly or something else. This object is mutable not just because it’s easier to understand but there are even efficiency gains due to not needing to constantly create a new version just because it moved a little bit.

    In contrast the object which holds the position data (in this case we’ll have 3 doubles x, y, z) makes a lot of sense as an immutable object. This kind object is small making it cheap to replace (it’s just 3 doubles, so 3*64 bits or a total of 24 bytes) and it’s representing something that naturally makes sense as being immutable, it’s a set of 3 numbers.

    Now another comparison your typical dynamic array type container (this is your std::vector std::vec ArrayList and friends). These are mutable objects mainly due to efficiency (it’s expensive to copy the contents when adding new values) yet they also are easier to conceptualize when mutable. It’s an object containing a collection of stuff like a box, you can put things in, take stuff out but it’s still the same box, just it’s contents have changed. If these objects are immutable to put something into the box you must first create a brand new box, and create a copy of the old boxes contents, and then put your new item into the box. Every time. Sometimes this kind of thing makes sense but it’s certainly not a common situation.

    Some functional languages do have immutable data structures however in reality the compiler usually does some magic and ends up using a mutable type as it’s simply so much more efficient.