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charlotte-fyi

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charlotte-fyi
·2 mesi fa·discuss
I feel in a really weird position where I both really dislike what AI is doing to the experience and practice of writing code, to the point where I want a job doing literally anything else besides using the computer, but also think that these tools are extremely powerful and only getting better.

I think Mitchell's point is well taken -- it's possible for these tools to introduce rotten foundations that will only be found out later when the whole structure collapsed. I don't want to be in the position of being on the hook when that happens and not having the deep understanding of the code base that I used to.

But humans have introduced subtle yet catastrophic bugs into code forever too... A lot of this feels like an open empirical question. Will we see many systems collapse in horrifying ways that they uniquely didn't before? Maybe some, but will we also not learn that we need to shift more to specification and validation? Idk, it just seems to me like this style of building systems is inevitable even as there may be some bumps along the way.

I feel like many in the anti camp have their own kind of reactionary psychosis. I want nothing to do with AI but I also can't deny my experience of using these tools. I wish there were more venues for this kind of realist but negative discussion of AI. Mitchell is a great dev for this reason.
charlotte-fyi
·9 mesi fa·discuss
I agree with you in that I think there's a better programming model out there. But using a buffer in a CUDA kernel is the simple case. Descriptors exist to bind general purpose work to fixed function hardware. It's much more complicated when we start talking about texture sampling. CUDA isn't exactly great here either. Kernel launches are more heavyweight than calling draw precisely because they're deferring some things like validation to the call site. Making descriptors explicit is verbose and annoying but it makes resource switching more front of mind, which for workloads primarily using those fixed function resources is a big concern. The ultimate solution here is bindless, but that obviously presents it's own problems for having a nice general purpose API since you need to know all your resources up front. I do think CUDA is probably ideal for many users but there are trade-offs here still.
charlotte-fyi
·9 mesi fa·discuss
The last supported version they ship doesn't support compute, which is a pretty big limitation.
charlotte-fyi
·9 mesi fa·discuss
This comparison is kind of sloppy, though. OpenGL on the desktop needs to be compared to a concrete WebGPU implementation. While it still lags behind state of the art, `wgpu` has many features on desktop that aren't in the standard. For example, they've started working on mesh shaders too: https://github.com/gfx-rs/wgpu/issues/7197. If you stick to only what's compatible with WebGL2 on the desktop you'd face similar limitations.
charlotte-fyi
·2 anni fa·discuss
Many people consider what you refer to as "the dirty work" as precisely the point of creative practices.
charlotte-fyi
·2 anni fa·discuss
Yeah, these all made me feel incredibly nauseous. I was trying to figure out what aspect of the motion was triggering this (bad parallax?) but couldn't. The results are impressive but it's still amazing to me how little defects like this can trigger our sense of not just uncanniness but actual sickness.