43,656 karma · joined August 22, 2009
I do have to say, however, that BSN syntax isn't good and is getting worse. There are too many sigils, and -- to separate list elements (!) is an indication that it's been designed into a corner. The fact that it's not LR(1) should have been an indication that it was misdesigned. The scene format should be redesigned to be editor-first, with ease of VCS merging as a paramount consideration.
Or, you know, they could come up to you in a San Francisco public library while your computer is unlocked and logged into your account, slap handcuffs on you, and image the contents of the laptop's RAM, establishing proof beyond a reasonable doubt that you had access to the Monero account in question. Just like they did with Ross Ulbricht.
If there's anything you should learn from the history of state actions in this space, it's that the USG is very good at overturning naive assumptions about the real-world anonymity of these technologies.
Eh, I'm with Apple on this one: we can just use Ghostscript. Apple's move effectively forces the few applications that need to use PostScript on macOS to migrate from a proprietary PostScript implementation to an OSS one, which strikes me as ultimately a good thing.
Also note that apps like Pythonista allow you to write programs that call arbitrary Objective-C APIs without permission from Apple. This means that you have a Turing-complete language running unsigned code that can do anything a signed app can do. Your programs do, however, execute slowly.
By the way, since the article mentions ellipse distance approximations, the fastest way to approximate distance to an ellipse is to use a trick I came up with based on a paper from 1994 [1]: https://github.com/servo/webrender/blob/c4bd5b47d8f5cd684334... Unless it's changed recently, this is what Firefox uses for border radius.
Every generation has its hype cycle; it's nothing new.
Anyway, Rust was still the "most admired" language in 2024 [2].
[1]: https://github.blog/developer-skills/programming-languages-a...
[2]: https://survey.stackoverflow.co/2024/technology#admired-and-...
I don't really care to have an argument as to whether "Rust has peaked" or not. Rust is the same language now as it was in 2023, and 2022, and 2021, etc., and developers liked it then. That's all.
One of the downsides of comptime over generics is that, because it's low-level and procedural instead of high-level and declarative, things like automatically inserting coercions become harder.
I mean, Rust keeps winning the "most loved" language contest on GitHub, so it seems someone likes it.
I never thought I'd live to see the day when someone would say this. The first 5 years of Rust were all "this is interesting for hobby projects but nobody will ever adopt this in industry".
Bevy entity IDs are opaque and you have to try really hard to do arithmetic on them. You can technically do math on instance IDs in Unity too; you might say "well, nobody does that", which is my point exactly.
> You don't need to deal with the game life cycle AND the memory life cycle with a GC.
I don't know what this means. The memory for a `GameObject` is freed once you call `Destroy`, which is also how you despawn an object. That's managing the memory lifecycle.
> In Unity they free the native memory when a game object calls Destroy() but the C# data is handled by the GC. Same with any plain C# objects.
Is there a use for storing data on a dead `GameObject`? I've never had any reason to do so. In any case, if you really wanted to do that in Bevy you could always use an `EntityHashMap`.