This is my biggest annoyance with c#. I've always wanted to try to add jsdoc or something in the compiler. Little more annoying than having to use > and < in a comment
That's a bit of a letdown. This exhibition was the first major introduction of wet folding which allowed curved structures and opened up a whole world of possibilities. You can find plenty of images from Yoshizawa but I can't seem to find any from this in particular.
It is worth noting that as the length of data increases it becomes extremely unlikely that the index and length of the sequence within pi would actually be smaller than the data.
Transparency in a flag is new to me. It's surprisingly effective here. Could this be done with just cloth without synthetics by using thinner threads or thread count?
Note those only apply to scene_sad which is used for scene change detection and freeze detection and a few other things like mpdecimate -- it's a very specific use case
This is why I like things like React and Astro, for the most part it is just JavaScript in the end. Other than JSX which is already familiar from using HTML and has applications beyond React
The same concept applies to anything with two loops as well. You can use it to quickly and easily tie together garbage bag loops, or grocery bag loops etc.
Migrate off vite to what exactly? I just migrated a personal project to vite and it simplified the existing webpack thing drastically, I was very impressed.
Excited to see Resolve continue to improve. Hopefully this encourages more improvement in the wider ecosystem as well. Adobe really could do some amazing stuff with Premiere and After Effects.
Finally, tee in the command prompt. I want to like powershell but the way it handles [] in filenames has bitten me so many times and fixing it turns simple things into verbose LiteralPath incantations
note that floating point audio very often exceeds [-1.0, 1.0] within the pipeline, just to be tamed at the very end of the mix to fit within those bounds. this is pretty much why every modern DAW uses floating point these days.
I believe SQLite3 uses a somewhat different implementation:
> A variable-length integer or "varint" is a static Huffman encoding of 64-bit twos-complement integers that uses less space for small positive values. A varint is between 1 and 9 bytes in length. The varint consists of either zero or more bytes which have the high-order bit set followed by a single byte with the high-order bit clear, or nine bytes, whichever is shorter. The lower seven bits of each of the first eight bytes and all 8 bits of the ninth byte are used to reconstruct the 64-bit twos-complement integer. Varints are big-endian: bits taken from the earlier byte of the varint are more significant than bits taken from the later bytes.
The one you linked for SQLite4 (abandoned project) is probably a better approach. I recall that the author has said that SQLite3's varint implementation is regretful.
Well, I'm interested, will be neat to see what the actual result is. For context, they are an established artist with a very interesting style https://en.wikipedia.org/wiki/David_OReilly_(artist) maybe most well known by people here for the video game Everything (and the Adventure Time episode _A Glitch Is a Glitch_)
Personally I think the whole emoji thing is a triumph of Unicode. Being able to convey more subtext through emoji makes communication so much easier especially across language boundaries.
React is great honestly. It's a simple mental model. Hooks are fun and compose well. JSX makes sense: Astro is a great example of how something that is certainly not react still has react-like syntax and is immediately accessible to anyone with react experience.
Oh this is great to know! I actually used this before when writing an arena allocator, since it seemed to be relevant and was already built into a system that was relying on WIN32 and HRESULT errors to begin with. I always had fun trying to find existing error codes among Windows' header files to use for other things.