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too.

(sorry)


Computers haven't presented an accurate model of how computers actually work for decades. Compare the surface ISA of anything mainstream since the mid 90s versus all of the superscalar and out-of-order execution happening under the hood.

Deliberate efforts to surface this deeper layer back to the programmer-facing ISA (VLIW, notably Itanium) failed spectacularly outside of niche applications. C and its contenders can't simply hop over the CPU abstraction presented to them without having to map backward from some lower-level model to the surface ISA it's forced to target then having the rug pulled every few years due to microarchitectural changes. It has managed to evolve surprisingly gracefully over decades from tiny 16 and 18-bit machines, sometimes segmented, to 32 and 64 bit machines, and even accommodating SIMD reasonably gracefully via intrinsics (which is about the best we can do at present, as CPUs continue to diverge wildly in this area, though I'm begrudgingly impressed by what modern compilers can do via autovectorization to optimize simple loops).


Do you really need a central directory? The tar and cpio file formats basically append files serially with a small header preceeding each one, and for most use cases this is sufficient.


You don't need one, but it's convenient for listing the files in the archive without having to scan through it.


3 MB is still pretty big... try a rewrite in C.


Seems to be a tradition rooted in the original Maniac Mansion. In Thimbleweed Park the multiple characters became tedious due to having to walk multiple people all over and pass items between them, though I enjoyed being able to see the world through the different lenses of how Ray and Reyes vs. Ransome vs. Delores react to things.

Day of the Tentacle (which coincidentally I've replayed in the past week) executed the multiple characters mechanic the best I've seen, since each character was confined to their own area (past/present/future) and you could instantly pass items between them.


But how much time per week does an SWE actually spend writing code?


another one, this is 2nd most frequent thing people write here, not sure how to even approach answering :)

so I’ll do what I was thought in first grade to never do and answer a question with a question - how much time per week does a brick layer spend laying bricks? they are looking at these new “robots” laying bricks automatically and talking on BrickLayerNews “man, the brick laying has not been a bottleneck for a long time.”

But to answer your question directly, a lot of time if other people do their job well. Last week I had about 7 hours of meetings, the rest of the time I was coding (so say 35 hours) minus breaks I had to take to stretch and rest my eyes


Interesting! I guess it really varies between jobs, roles, and companies.

Thats never been my experience but I have an odd skill set that mixes design and dev.

I’ve always spent a lot of time planning, designing, thinking, etc.

How detailed are the tickets if you spend all your time coding? You never have to think through architecture, follow up on edge cases the ticket writers didn’t anticipate, help coworkers with their tasks, review code, etc.?


i think this is it. you're a bricklayer. No, the bottleneck for erecting buildings is not bricklaying.

Without taking all the time to write a dissertation to try to convince you, because why; how about we just start with even zoning laws and demographic analysis preclude the laying of the bricks.

is it so unreasonable to think it is not about the laying of the bricks?


I think you comparing software development to brick laying says all anyone needs to hear about your approach to software development.

It's like saying the bottleneck in mathematics is arithmetic.


writing software, if you know what you are doing, is very similar to laying bricks. write smallest possible functions that do one thing and do it well and then compose them, like bricks, to make a house (which is what brick layers do).

comments like this come from places where it is more like bunch of chefs in a italian restaurant making spaghetti pasta (code) :)


No, thats a common mechanistic view of building software but it's not really accurate. Unlike with bricks, the way you arrange your components and subcomponents has an effect on the entire system. It's a complex phenomenon.

Of course your view is quite common especially in the managerial class, and often leads to broken software development practices and the idea that you can just increase output by increasing input. One step away from hiring 9 pregnant women to make a baby in a month.


boy I am glad I had good fortune in my 30 years hacking to not work with people like you :)


Every government is an attacker.


This was really frustrating me. YT started recommending this channel and I could recognize the voice as an AI impersonation but had no way to know if it was at least reading something really written by Feynman. Eventually I concluded it wasn't, but there wasn't clear criteria under which I could report the channel. I'm not sure it's even against YT's TOS.


I think you're not technically wrong, but you're defining NAT differently than the majority of people you're arguing with (those who assume NAT also implies a firewall blocking inbound connections), and the remaining minority (the "on the WAN subnet" crowd) are dismissing outright the idea as a reasonable attack vector that an attacker close enough to be able to send packets destined for non-internet routable addresses to your router.

Is the latter something that was/is actively exploited?


There's an implicit trust of ISPs in the comments that I find concerning


It's there in the name - "Rust graphics community" as opposed to simply "the graphics community". Language fetishization above the end goal - or, rather, the language fetish is the real goal.


If you want heavy concurrency, to get some value out of all those CPUs on a desktop, you need all the help you can get from the language. Unity and Unreal pushed it through in C++, but both required huge efforts.


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