https://dev.epicgames.com/documentation/en-us/uefn/specifier...
It's a compromise between the granularity of correctness checks and readability, but IMHO it's still a big improvement over current type systems.
26 karma · joined September 15, 2020
https://dev.epicgames.com/documentation/en-us/uefn/specifier...
It's a compromise between the granularity of correctness checks and readability, but IMHO it's still a big improvement over current type systems.
Looking at the code, it seems the computations are much more involved than OkLab, especially in the HCT -> RGB direction?
If a state is passed through dozens of function calls, this may indicate that it is shared by too many parts of the code, or that it is managed at the wrong layer of the architecture. When using global state, these potential problems are difficult to spot.
I vote for kebab-case, but I didn't find any study where it was included...
In most retained-mode GUIs, this meta-state is often a copy of a significant portion of your application state, but with a very different structure. To maintain the integrity of both copies, you then need a layer of events and/or listeners on top of that, with a complex and dynamic control flow.
Retained mode optimizes for display throughput, which matters a few decades ago. Immediate mode is better for latency and consistency, which are much more important now.