Yes, well aware of it, that's actually very nice for building higher levels of the webserver.
I'd really like to have a complete forth machine dealing with everything, say on an esp32. I guess there's FreeRTOS, so I could use that network layer, but bare metal would be so much cooler. I admit I don't even understand how it would work - would I have to bit-bang the ethernet lines?
I never interface with the peripheral in an ESP32 directly. I guess I really need to read the Free-RTOS code. Micropython just uses that, last I checked.
auto_ptr was effectively split into std::unique_ptr and std::shared_ptr. The problem was that before C++11, there wasn't a way to distinguish between copy assignment and move assignment.
Correct. But the C++ language is not a language in which one should just say “screw it” and overload the assignment operator of all things while breaking its contract. Stuff like this is why many purists argue that operator overloading shouldn’t be a thing, because it can lead to shenanigans like this.
Right, metaclass is a ways off. But even without it, just the core reflection is going to save a ton of boilerplate. Half the template tricks I've written for message parsing were basically hand-rolling what `^T` will just give you.
This complaint was sent to Google, probably because the cloudinary.com URL appeared in their search results.
It's doubtful anyone at Fiverr was made aware of this - unless Google typically forwards these complaints to the actual host of the offending URL. Even then, it would go to Cloudinary who would in turn need to notify their client. Many hops with plenty of "someone else's problem" barriers for the message to overcome.
I'm glad that a term for this exists. It's always seemed so silly to me that someone would think that a group of people would all conform to the same opinion.
"Listen, regardless of which Byzantine fault tolerance protocol you pick, Twitter will still have fewer
than two nines of availability. As it turns out, Ted the Poorly
Paid Datacenter Operator will not send 15 cryptographically
signed messages before he accidentally spills coffee on the air
conditioning unit."
You can tell times have changed because nobody has tape backups these days, just a hope and a prayer that the copy of their data to a different cloud provider will still be good when The Great Oops takes out everything. Unfortunately, everything has a dependency on us-east-1, except that us-east-1 has a critical dependency on the dns servers of a small regional ISP probably somewhere in the southeast US.
You can make a Turing machine that contains self-destruct circuitry which destroys all moving parts upon halting. The resulting pattern will be a (pseudo) still life.
I don't know much about lighting, but looking at the source code of the shaders might give a clue. https://modrinth.com/discover/shaders has a lot of shaders that change the lighting. In other parts of the rendering pipeline, there are some very impressive mods utilizing GPU magic. One of them is Voxy (https://modrinth.com/mod/voxy), one that massively increases render distance with mesh shaders and level-of-detail based rendering.
Ah yeah, I was mostly interested in lighting, but that's really interesting too.
Voxy's LOD thing... so like, I guess what they do is when you're in an area so that area's high LOD assets are loaded, it computes the lower LOD and saves it, and then as you move around you get a library of more and more lower LODs? And since modifications to geometry only happen when you're nearby the LODs are static? I'd love to see a writeup of that too...