crafting good stuffs

Joined June 2024
I seriously don't understand why people want AOT so much, we already have so many compiled languages with BS performance, JIT is so nice tbh.
i genuinely think good AOT JS/TS with full ecosystem compatibility would be the most exciting thing to happen to JavaScript since Node
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Ericoolen retweeted
Behold, the ESP32 ball.
Readers added context they thought people might want to know
This is a popular product on AliExpress, TikTok shop and others. It was not invented by this user. It retails for about $55 USD on AliExpress. a.aliexpress.com/_mr4TNcR Beware potential drop-shipping scams.
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Why Jai is still not available? plz
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Too useful to be real.
I've published a new, general-purpose terminal specification that gives any program a way to tell the terminal what it's doing: idle, working, waiting, finished, or failed, and why. It is easy to implement on both sides. I've written more about why: mitchellh.com/writing/progra… The problem this solves is generic and applies in compelling ways to all sorts of use cases (e.g. package managers, build tools), but it really rears a hideous head when it comes to AI and the "agentic inbox" problem. I found over 250 different agent orchestrators (with various goals) that all individually implement a heuristic based approach to detecting whether things like Claude Code are working, blocked, done, etc. If you look at @herdrdev's commit history, you can see around 10 compatibility changes to detect Claude Code within just the past 3 months. (This isn't a dig at Herdr! They're doing great work with what they have, and everyone else is doing the same thing). Heuristics are not the way. And over-indexing on agentic use cases isn't the way, because this problem is really interesting for other tools too: Homebrew, Terraform, Cargo, etc. etc. Proprietary protocols and out of band APIs are not the way. They have an O(N) integration problem and require extra work to work over SSH or within local VMs/containers. The program status specification (OSC 7501) solves this in a reliable, deterministic way that is general-purpose and can be easily adopted by the entire industry. Read more: mitchellh.com/writing/progra…
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为什么解决方案不是做一个 rust 解释器,开发过程中只用这个解释器,release 再 build
Replying to @LinearUncle
冷知识:Rust编译时间从 Rust 正式发布之后一直在优化,距今十年了。编译时间、性能和编译大小是不可能三角,需要根据项目来权衡。
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Ericoolen retweeted
the most beautiful thing I’ve ever seen
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crazy, x-platform 3d
What if the same game could feel native on every machine you love? PSP. PS Vita. Nintendo 3DS. iPod touch. Old Android. PocketJS is going 3D. Introducing Pocket3D.
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Syntax used to reveal semantic design direction and taste, which we won't need in the future also.
Good news: we finally settled down that syntax is not that important
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正确的
对我而言,体感上 Rust 的所有权机制有些负优化,手感也不及智能指针。至少在系统编程和高性能编程中,C++ 或许仍然是更稳妥、也更自由的方案。 核心问题在于,Rust 并不总是方便表达复杂的引用关系。实际工程中最后仍然会出现 "Rc>" 一类组合,用引用计数和运行时借用检查来绕开静态借用系统难以表达的关系;而这又引入了额外的引用计数、间接寻址和运行时状态维护成本。 更重要的是,借用检查器并非只影响代码写法,它还会影响数据结构选型。对于图、树、对象网络等结构,Rust 往往更鼓励 arena + index / handle 一类游标式实现,因为它们更容易满足借用规则。但指针结构和连续数组本来各有自己的性能与修改成本权衡:前者更适合稳定地址和拓扑修改,后者更利于局部性和连续访问。如果语言的安全模型使其中某些表示显著更难表达,那么安全机制实际上已经开始介入 representation choice,而不再只是验证既定实现。 从更一般的角度看,编译器优化和静态验证都依赖于可获得的信息,也就是通过减少不确定性来证明更多性质。但程序员掌握的大量信息——例如某个容器级生命周期约束、阶段性不可变约定、地址稳定性或者并发协议中的全局不变量——并不能总被 Rust 的所有权与借用系统完整表达。因此,无法形式化进去的信息最终可能以额外间接层、运行时机制,乃至数据结构选型偏好的形式重新出现。 所以我认为 Rust 所有权真正值得讨论的成本,并不只是“borrow checker 很烦”,而是它的安全证明模型会对底层数据表示产生偏置。对于 representation 本身就是算法一部分的系统编程,这个副作用并不干净。
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Ericoolen retweeted
Have been playing bedrock with my kids for a bit for Minecraft, but it occurred to me you can do so many insane things with java edition... It doesn't have controller support on Linux ootb? Cool, I'll add it. Just one prompt. Syncing mods across tailscale, cool one prompt. Custom UI that doesn't suck for controllers, ok that's a lot of prompts but possible. MAKING A TANK THAT SHOOTS TNT AFTER MY SON ASKS FOR IT, priceless (ok well I do know the token cost but you know what I mean) So hilarious, made winged pink unicorn with purple horn. So sick. My daughter was freaking out. Gonna build quests and a bunch of stuff. So funny
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一些特别的游戏:星际战士 2 swarm 引擎转为大量单位优化。noita 全粒子引擎。老一辈吹哥的游戏,fez,mc,泰拉瑞亚小丑牌都不是通用游戏引擎。 当然threejs 大概率不会是最后所有人的选择,还有 raylib 也是异军突起啊,但是通用游戏引擎肯定是不会好过
其实通用游戏引擎从来都没有那么通用过,曾经我玩过最好的独立游戏都不是 ue unity 做的,真的大厂也都会用自己的引擎。游戏引擎同时是一个创作工具和 game runtime,这意味着你大概率要 payfor 各种不一定用到的东西,不管是使用体验还是性能。
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其实通用游戏引擎从来都没有那么通用过,曾经我玩过最好的独立游戏都不是 ue unity 做的,真的大厂也都会用自己的引擎。游戏引擎同时是一个创作工具和 game runtime,这意味着你大概率要 payfor 各种不一定用到的东西,不管是使用体验还是性能。
我相信通用游戏引擎会被 ThreeJS 淘汰。现在日常刷屏的酷炫 web 游戏 demo,正是 AGI 时代内容创作的起点。 通用引擎是软件产能匮乏时代的产物:定制太贵,只能将能力不断堆进一个大而全的系统。AI 正在让垂直引擎和专用渲染管线变得廉价,很多所谓引擎能力拆开看,无非是可以按需重建的 pipeline。
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我不知道为什么大家会默认编译型语言总是高性能的,今天还刷到 bun 作者说 ts 需要 aot 才会更适合后端,不知道 graavlvm 在哪发财呢
But of course faster languages without any framework overhead are also vastly more verbose! Rust is more than 10x the LOC of the Rails version (and 100x as ugly). That mattered greatly when expensive human programmers had to write the code. Now the math is different!
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约等于山东人敬酒敬到地下室
ボーダーコリーとオーストラリアン・シェパードが、互いに脅威ではないことを伝え合っている様子、これは微笑ましい...☺️
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啥玩意怎么这么快就 6.1 sol 了,是 6 的后训练出问题了吗
GPT-6.1 is a good model. And it’s unbelievably efficient. Included in all paid plans and on the API today.
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Ericoolen retweeted
またこれを見せる。
ハァハァ…子犬のときの写真みせて…
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