• 11 Posts
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Joined 6 years ago
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Cake day: May 31st, 2020

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  • Yeah, I always plead for as much as possible to be automated offline. Ideally, I’d like the CI/CD job to trigger just one command, which is what you’d trigger offline as well.

    In practice, that doesn’t always work out. Because the runners aren’t insanely beefy, you need to split up your tasks into multiple jobs, so that they can be put onto multiple runners.
    And that means you need to trigger multiple partial commands and need additional logic in the CI/CD to download any previous artifacts and upload the results.
    It also means you can restart intermediate jobs.

    But yeah, I do often wonder whether that’s really worth the added complexity…


  • I always thought openSUSE’s package manager zypper has quite a few neat ideas:

    • It offers two-letter shorthands for subcommands, so zypper installzypper in, updateup, removerm.
    • When it lists what packages it will install or remove, it will list them with the first letter highlighted in a different color, kind of like so: fish git texlive
      This makes it really easy to visually scan the package list, and since it’s sorted alphabetically, it also makes it easier to find a particular package you might be looking for.
      And while there’s separate lists for packages to be added vs. updated vs. removed, they also color those letters in green vs. yellow vs. red, so you can immediately see what’s what.
    • When it lists items (other than packages), it prints an ID number, too.
      So, zypper repos gives you a list of your repositories, numberered 1, 2, 3 etc., and then if you want to remove a repo, you can run zypper removerepo 3.
    • When you run a zypper search, it prints the results in a nicely formatted table.

    Documentation: https://doc.opensuse.org/documentation/tumbleweed/zypper/



  • Yeah, this is one of those issues that I feel separates the seniors from the, uh, less experienced seniors. (Let’s be real, as a junior, you know jackshit about this.)

    Knowing when to use an ORM, when to use SQL vs. NoSQL, all of that is stuff you basically only learn through experience. And experience means building multiple larger applications with different database technologies, bringing them into production and seeing them evolve over time.

    It takes multiple years to do that for one application, so you need a decade or more experience to be able to have somewhat of an opinion.
    And of course, it is all too easy to never explore outside of your pond, to always have similar problems to solve, where an SQL database does the job well enough, so a decade of experience is not a guarantee of anything either…


  • Don’t think the original LISP is used much anymore, but there’s various dialects like Scheme, Racket and Clojure.

    Some examples where it’s used, off the top of my head:

    • Lilypond for when you need your sheet music to be turing-complete. Uses Scheme.
    • Emacs, for configuring the whole editor. (Has an own dialect, Elisp.)
    • GNU Guix, which uses Scheme for configuring the entire operating system.

    Obviously, you can also use them for general software development. A few years ago, I read of some project that used Clojure for a larger backend service, with the author gushing all over the place.
    Some folks are really passionate about the LISPs, but yeah, not terribly popular in the corporate world…





  • Will it smooth out a wall that is supposed to look like it can be destroyed?

    Yeah, at the very least, it will throw a whole bunch of details into the general area, which will make it harder to tell what’s interactable.

    We’ve had photorealistic games before, by taking literal photographs and using those as point-and-click levels. You practically don’t see that anymore these days, because not being able to tell what’s interactable was a major weakness.

    Doesn’t mean that DLSS 5 or the like will strictly have the same problem, but it certainly feels like these companies are trying to throw in photorealism again, with no regards for the cost.


  • I mean, yeah, but you’re kind of saying what the others here were saying, too, in that when something fits the anywhere close to the “old hag” category, that the probabilities will shove it entirely towards “old hag”.

    That it’s somewhat fitting for this character, I would expect to be coincidence. Like, maybe they did actually give the image generator somewhat of a system prompt for this demo, that it should make her look extra wrinkly.
    But yeah, shoving all depictions of women either towards young model or old hag is quite emblematic of these image generators, so personally, I don’t think, it was even necessary…



  • Never cared for realism in games to begin with, so don’t particularly care to comment on how it looks, but I’ve been thinking that I genuinely find it creepy.

    Not just Uncanny Valley material, but also having these faces stare at you, always fully lit, it just gives me the creeps, kind of like a panopticon situation.
    I don’t fucking know, if that’s my own trauma playing into that, where for the longest time, people looking at me generally meant they’re about to bully me.

    But either way, I’m about to head to bed and genuinely feel like there’s a 20% chance I’ll have a mild nightmare from that shit.
    This whole AI craze has been a wild ride of all kinds of nightmare fuel, from depictions with missing/additional limbs to the weirdest warping of objects+limbs in those fucking generated videos. And the worst part is that some folks seem to just not see it or not want to see it, so they keep using the nightmare generators.


  • Everything I implement at work is open source because I don’t want to wait for a purchase approval.

    Just to say, though, I feel like 99% of the software we deploy is open-source for that exact reason. Projects generally start out small, where you try to evaluate some concept. You’re not gonna spend months to go through the purchase process of some proprietary tool, if you can help it…