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zesterer

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zesterer
·2 miesiące temu·discuss
This is largely FUD, written with the intent of sounding professional and with expertise, but in practice there are many tell-tale signs that the author doesn't really know what they're talking about.

> the biggest drawback of async is the fragmentation of the ecosystem

95% of the ecosystem uses tokio nowadays. async-std has been dead for a long while. There are other runtimes for specialist purposes, but pretty much all async libraries will work with tokio, and you should just use tokio. It's fine. It's well maintained. It's not going anywhere. It's hit a stable 1.0. There is basically no reason to not use it.

> So, if you think that you didn't have enough work solving the problems of your users, you now also need to update your toolchains, Dockerfiles, dependencies and more, every 6 weeks.

This is complete rubbish. Rust's edition system means that Rust code written back in 2015 will (largely, bar some minor soundness issues that have been found since then) still compile. You're under no compulsion to update anything, and cargo's lockfiles ensure that your builds don't suddenly break. If you want to upgrade, do so! But it's exceedingly rare that code ever needs to change when doing so. It's about a painless an upgrade experience as it's possible to have in this industry.

> Rust is betting everything on a powerful language backed by advanced theory, but it forgot that developers need more than a language to build solutions to businesses' problems.

No, it didn't. Rust's standard library is not designed to give you everything you need to build a large program. Instead, it's designed to specify the interfaces that other libraries in the ecosystem require to talk to one-another, and it's been remarkably successful at that. Take a scroll through [the docs](https://doc.rust-lang.org/std/) and you'll see that: it's almost all traits, fundamental types, and other shared abstractions that are used by the rest of the ecosystem. Any non-trivial program is supposed to end up with third-party dependencies: the critical thing is that those dependencies can talk to one-another painlessly, and that promise is largely delivered upon: everybody uses the same interface for `Future`, `Iterator`, `From/`Into`, `Allocator`, `Clone`, `Eq`/`Cmp`/`Hash`/`Ord`, `Error`, `Debug`/`Display`/`FromStr`/`ToString`, `Read`/`Write`, `Sync`/`Send`. That's the sign of a remarkably successful and well-engineered set of abstractions.
zesterer
·2 miesiące temu·discuss
You're talking about a different thing to OP. OP is talking about the OSI and the specific incarnation of 'open-source' that came with it, you are talking about the more general social pattern of open collaboration.
zesterer
·3 miesiące temu·discuss
Thanks, I'm glad to hear it :) Unfortunately I've not had much time to work on it recently for personal reasons, but the project is still very much active and receives regular updates!
zesterer
·3 miesiące temu·discuss
It is worth noting that although the result here is visually impressive for erosion aesthetics, it is also not practical for the generation of physically-plausible lakes and rivers. Proper hydrological simulation is required because non-local information is crucial, something which this shader technique doesn't attempt to simulate. Without that, you're likely to end up with rivers flow uphill and lakes that don't properly overflow from valley passes and suchlike.

Source: I'm a core dev for Veloren, which uses a very detailed hydrological simulation for its world generation. More info here: https://veloren.net/blog/devblog-43/
zesterer
·4 miesiące temu·discuss
No, nano is not my daily driver. It's what I use when I want to quickly edit a file with root access because, funnily enough, I'm not in the habit of running my primary editor with superuser permissions :) Nano is a low-hanging fruit that was the first of many tools I gradually massaged the editor into replacing.
zesterer
·4 miesiące temu·discuss
Thanks for your kind words, they mean a lot.

Frankly, I spend a lot of time feeling similarly uncomfortable about my relationship with computers and the industry at large. I think, perhaps surprisingly, I'd call myself a 'technophobe' for this reason.

I think there's a parallel universe out there in which the arc of technology bends toward a future I actually want to live in, but I'm fairly sure we aren't in that universe today. But perhaps if we talk more about how to use the darned things in a manner that enhances the human experience rather than detracts, we can get closer to it.
zesterer
·4 miesiące temu·discuss
That's fair enough!
zesterer
·4 miesiące temu·discuss
Nice work! And yes, that gradual acceleration of productivity where your fixes and tweaks from the past compound on your ability to get things done in the future is a great feeling.
zesterer
·4 miesiące temu·discuss
A thing that shocked me as I was working on the text editor was how capable modern terminal emulators are when you account for ANSI extensions. First-class clipboard access, mouse events, precise text styling, focus tracking, system notifications, key press/release events, etc. are all possible with a modern terminal emulator. There's not really anything else you need to build a very competent, ergonomic editor UI.

You can even use tools like trolley to wrap the entire application up in a ghostty-powered shim that presents the application as a native UI application: https://github.com/weedonandscott/trolley
zesterer
·4 miesiące temu·discuss
That's odd, I've not heard that reported by anybody else. If I get time I'll look into it.
zesterer
·4 miesiące temu·discuss
Yes, absolutely. I've since switched to rope-backed buffers, but I don't think the rope itself is actually adding much from a performance standpoint, even for really very large files.

We talk about big-O complexity a lot when talking about things like this, but modern machines are scarily good at copying around enormous linear buffers of data. Shifting even hundreds of megabytes of text might not even be visible in your benchmark profiling, if done right.

When benchmarking, I discovered that the `to_pos`/`to_coord` functions, which translate between buffer byte positions and screen coordinates, were by far the heaviest operation. I could have solved that problem entirely simply by maintaining a list of line offsets and binary-searching through it.
zesterer
·4 miesiące temu·discuss
Unmentioned in the post, but I have since switched to a third-party rope library (crop, not ropey). At some point I'd like to implement one myself, but for now this does the job.
zesterer
·4 miesiące temu·discuss
That is certainly true! If your target is end users, use the off the shelf solution that has been inspected by many eyeballs. The best part of building tools for yourself or a small community of people is that you only need to cover the relatively tiny subset of functionality that you actually use.
zesterer
·4 miesiące temu·discuss
Author here. Off the top of my head:

- Software is simpler than you think when you boil it down. There's a massive incentive to over-sell the complexity of the problem a solution is trying to solve, to pull in users. This is true both for proprietary products and, to a lesser degree, FOSS. You can probably replace most of the tools you use day-to-day in a weekend or two - provided you keep practising the art of just building stuff. I'm not saying that you should, but it's worth keeping in the back of your head if a tool is driving you mad.

- You can achieve 80% of the functionality with 20% of the work required to build an off-the-shelf solution. In a surprising number of cases, you can do the same with 20% of the integration cost of an off-the-shelf solution. A lot of software is - to put it quite bluntly - shit (I include a lot of my own libraries in this list!). There are probably only a few hundred really valuable reusable software components out there.

- Aggressively chase simplicity and avoid modularity if you want to actually achieve anything. The absolute best way to never get anything useful out of a project is to start off by splitting it into a dozen components/crates/repositories. You will waste 75% of your time babysitting the interfaces between the components rather than making the thing work.

- Delete code, often. If you look at the repo activity (https://git.jsbarretto.com/zesterer/zte/activity/code-freque...) you'll see that I'm deleting code almost as much as I'm adding it, especially now that I've got the core nailed down. This is not wasted effort: your first whack at solving a problem is usually filled with blunders so favour throwaway code that's small enough to keep in your head when the time comes to bin it and make it better.

- It is absolutely critical that you understand the fundamental mode of operation of the code you've already written if you want to maintain development velocity. As Peter Naur said, programming is theory-building and the most important aspect of a program is the ineffable model of it you hold in your head. Every other effort must be in deference to maintaining the mental model.
zesterer
·6 miesięcy temu·discuss
Yeah, it's a pretty blatant cult masquerading as a consensus - but they're all singing from the same hymn sheet in lieu of any actual evidence to support their claims. A lot of it is heavily quasi-religious and falls apart under examination from external perspectives.

We're gonna die, but it's not going to be AI that does it: it'll be the oceans boiling and C3 carbon fixation flatlining that does it.
zesterer
·6 miesięcy temu·discuss
(they are all wrong)

A fun property of S-curves is that they look exactly like exponential curves until the midpoint. Projecting exponentials is definitionally absurd because exponential growth is impossible in the long term. It is far more important to study the carrying capacity limits that curtail exponential growth.
zesterer
·7 miesięcy temu·discuss
I'm slowly preparing it to be released, I just have a lot of IRL stuff going on!