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zbuf
·3 ปีที่แล้ว·discuss
It's a reasonable hurdle; an employee who previously signed an NDA (or any one, for that matter) needs to be able to design new systems without regurgitating verbatim parts of an old one under NDA.

So it's really not a big ask to navigate their own NDA and come up with something interesting to talk about at an interview.
zbuf
·3 ปีที่แล้ว·discuss
Yup, the key thing is let the candidate pick -- any technical system they understand.
zbuf
·4 ปีที่แล้ว·discuss
Don't these results show a 20% slower based on the median?

Plus, the test uses a display at 120Hz, which is a substantial head start -- by making each frame of delay half as long compared to us mere mortals running at 60Hz.
zbuf
·7 ปีที่แล้ว·discuss
Yes, I feel Stripe has lost its edge with the new APIs. Interesting to hear 'demotivating' used as that's how I felt for a while. I needed many requests with Stripe support and could see the docs changing each time I returned to the task.

The interesting one for me is the way the client triggers the transaction, and the server has to asynchronously process that. I'm pretty sure I'm still having dreams at night about all the edge cases and whether I've truly covered them. Others are probably a more "that seems to work" style of development.

I was really happy with my idempotent IDs before....
zbuf
·10 ปีที่แล้ว·discuss
I'm glad someone mentioned this. There is interesting history around DVS because the first mainstream product "Final Scratch" used a modified Debian Linux OS (I believe the prototypes were on BeOS). This was in around 2000.

I publish an open source DVS called http://xwax.org/. I had the same goals as you describe; it had to be 100% stable before it did anything else. Hopefully it serves as a reasonable example of some of the advice in the article.
zbuf
·10 ปีที่แล้ว·discuss
People don't really talk 'double buffering' in audio, just 'buffering' or ring buffers. I suppose since we're already working in larger (and sometimes flexible) batches of more than two samples.

And it's already assumed but he article; it mentions it in terms of "the system has to deliver n seconds of audio data every n seconds to the audio hardware. If it doesn’t, the buffer runs dry". The article is focused on generating the content that has to go in these buffers.

Because the problem with just increasing buffering is that it adds more latency. In your triple-buffered video game example, the action is now an extra frame behind the double-buffered case.

Hence the focus of audio folks reducing buffers to the minimum; for any audio application that's acting on data from the real world.

For example a simple live audio processor, or musical instrument.

Small delays of milliseconds seem insignificant but they create various artefacts and effects when that software is used alongside others or in a 'live' scenario.

But you are rightly getting at something that is a problem -- that the knowledge of using large buffers for audio seems to have got forgotten in some software; there seems to be a modern assumption that in order to get stable audio without glitches, that realtime threading is necessary and tiny buffers for trivial playback tools. Forgetting that systems did this a long time ago with nice large ring buffers, and the ability to flush or re-fill the buffer.