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deadfa11

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deadfa11
·last year·discuss
I was working on a zig project recently that uses some complex comptime type construction. I had bumped to the latest dev version from 0.13, and I couldn't believe how much improvement there has been in this area. I am very appreciative of really fast iteration cycles.
deadfa11
·last year·discuss
Ahh this has a name! I started doing this years ago and figured this must be used frequently because it’s so simple, elegant and can be done lock free. Thanks for calling it the name!
deadfa11
·2 years ago·discuss
Yep, 100%
deadfa11
·2 years ago·discuss
Zombo.com really had everything, way ahead of its time. It's been a while... maybe since the last time I lost the game.
deadfa11
·2 years ago·discuss
Ooh very cool! I really like the logo :)
deadfa11
·2 years ago·discuss
I've been using the Sabrent one for a year or so. It's worked quite reliably once I got the cables sorted. I was unintentionally using one TB3 cable in the mix, and that made it pretty flakey. It has been pretty solid since swapping that for a TB4 cable.
deadfa11
·3 years ago·discuss
Eh, this one seems a reasonable trade-off to me at this point. If you try to handle every potential issue upfront, you'll never release, and this seems entirely fixable down the road. Persistent coroutines is a pretty challenging area to explore (tried this with Lua in a previous venture), and this seems a pretty minor point in that overall complexity. I'm curious, what else have you come across that justifies the "really brittle" conclusion?