arendjr

joined 1 year ago
[–] arendjr@programming.dev 7 points 2 days ago

That’s fair, although technically you could catch SIGSEGV and release resources that way too.

Also, given that resources will be reclaimed by the OS regardless of which kind of crash we’re talking about, the effective difference is usually (but not always) negligible.

Either way, no user would consider a panic!() to be not a crash because destructors ran. And most developers don’t either.

[–] arendjr@programming.dev 4 points 2 days ago (3 children)

“An abrupt exit”, more commonly known as a “crash”.

If you’re going to argue that an exit through panic!() is not a crash, I will argue that your definition of a crash is just an abrupt exit initiated by the OS. In other words, there’s no meaningful distinction as the result is the same.

[–] arendjr@programming.dev 2 points 1 week ago

I don’t understand why you’re getting downvoted. While I don’t share your conviction, I do admit it’s certainly a possibility.

The advantage of doing things that way is that code becomes much more portable. We may finally reach the goal of “write once, run anywhere”, because the AI may write all the platform specific code.

It does make a big assumption that the AI output is reliable enough though. At times people will want to tweak the output, so how are they gonna go about that? Maybe if the language is based on Markdown, you can inject snippets of code where necessary. But if you have to do that too often, such a language will lose its appeal.

There’s a lot of unknowns, but I see why it’s a tempting idea.

[–] arendjr@programming.dev 2 points 1 month ago* (last edited 1 month ago) (2 children)

You know, as a full-time Linux user, I think I rather have game developers continue to create Windows executables.

Unlike most software, games have a tendency to be released, then supported for one or two years, and then abandoned. But meanwhile, operating systems and libraries move on.

If you have a native Linux build of a game from 10 years ago, good luck trying to run it on your modern system. With Windows builds, using Wine or Proton, you actually have better chances running games from 10 or even 20 years ago.

Meanwhile, thanks to Valve’s efforts, Windows builds have incentive to target Vulkan, they’re getting tested on Linux. That’s what we should focus on IMO, because those things make games better supported on Linux. Which platform the binary is compiled for is an implementation detail… and Win32 is actually the more stable target.

[–] arendjr@programming.dev 4 points 1 month ago (1 children)

tsc is (very) slow and there are also no convenient ways to interact with it from Rust.

So it saves a lot development and CI time to roll our own. The downside is that our inference still isn’t as good as tsc of course, but we’re hopeful the community can help us get very close at least.

 

cross-posted from: https://programming.dev/post/32376875

Biome is a formatter and linter for web languages: JavaScript, TypeScript, CSS, HTML, JSON, and GraphQL.

Version 2 adds type-aware lint rules and it is the first TypeScript linter that does not require tsc. Other new features include:

  • Monorepo support
  • GritQL Plugins
  • Revamped, configurable import sorting
  • Linter domains
  • Bulk suppressions
  • Analyzer assists
  • Many new lint rules
 

cross-posted from: https://programming.dev/post/32376875

Biome is a formatter and linter for web languages: JavaScript, TypeScript, CSS, HTML, JSON, and GraphQL.

Version 2 adds type-aware lint rules and it is the first TypeScript linter that does not require tsc. Other new features include:

  • Monorepo support
  • GritQL Plugins
  • Revamped, configurable import sorting
  • Linter domains
  • Bulk suppressions
  • Analyzer assists
  • Many new lint rules
 

Biome is a formatter and linter for web languages: JavaScript, TypeScript, CSS, HTML, JSON, and GraphQL.

Version 2 adds type-aware lint rules and it is the first TypeScript linter that does not require tsc. Other new features include:

  • Monorepo support
  • GritQL Plugins
  • Revamped, configurable import sorting
  • Linter domains
  • Bulk suppressions
  • Analyzer assists
  • Many new lint rules
[–] arendjr@programming.dev 9 points 1 month ago (1 children)

I see this argument repeated here every now and then, but it’s not true: https://aoav.org.uk/2020/the-effects-of-strategic-bombing-in-wwii-on-german-morale/

To summarise: Bombing had a profound effect on depressing morale through inducing defeatism, fear and apathy. Bombing did not harden popular resolve against the US. The hate and anger it aroused was directed against the Nazi regime, not the Allies.

[–] arendjr@programming.dev 3 points 1 month ago (1 children)

That’s still a very major achievement! Do I understand correctly this means all target architectures supported by GCC are now unlocked for Rust too?

[–] arendjr@programming.dev 5 points 1 month ago

It’s that the compiler doesn’t help you with preventing race conditions. This makes some problems so hard to solve in C that C programmers simply stay away from attempting it, because they fear the complexity involved.

It’s a variation of the same theme: Maybe a C programmer could do it too, given infinite time and skill. But in practice it’s often not feasible.

[–] arendjr@programming.dev 5 points 1 month ago (3 children)

I’m not saying you can’t, but it’s a lot more work to use such solutions, to say nothing about their quality compared to std solutions in other languages.

And it’s also just one example. If we bring multi-threading into it, we’re opening another can of worms where C doesn’t particularly shine.

[–] arendjr@programming.dev 27 points 1 month ago (8 children)

I would argue that because C is so hard to program in, even the claim to machine efficiency is arguable. Yes, if you have infinite time for implementation, then C is among the most efficient, but then the same applies to C++, Rust and Zig too, because with infinite time any artificial hurdle can be cleared by the programmer.

In practice however, programmers have limited time. That means they need to use the tools of the language to save themselves time. Languages with higher levels of abstraction make it easier, not harder, to reach high performance, assuming the abstractions don’t provide too much overhead. C++, Rust and Zig all apply in this domain.

An example is the situation where you need a hash map or B-Tree map to implement efficient lookups. The languages with higher abstraction give you reusable, high performance options. The C programmer will need to either roll his own, which may not be an option if time Is limited, or choose a lower-performance alternative.

[–] arendjr@programming.dev 1 points 2 months ago (1 children)

Of course, but it needn’t be black and white. You can also diversify, make yourself less reliant on a single platform. And by doing so, enable your audience to follow you elsewhere. Or diversify into different activities altogether. And when it’s no longer half your income on the line, then switch.

But doing nothing and saying, “but half my income!”? That’s not only a choice, but also complacency.

[–] arendjr@programming.dev 7 points 2 months ago (3 children)

Great points, except:

People can’t leave for anything smaller.

They can and some do. It’s still a choice.

 

Biome is an integrated linter/formatter for JavaScript/TypeScript, CSS, HTML and GraphQL.

We are now in the process of implementing TypeScript-like inference (not full type checking!) that allows us to enable type-informed lint rules. This is similar to typescript-eslint except instead of using tsc we attempt to implement the inference ourselves.

This post describes our progress thus far, with a detailed overview of our type architecture.

 

Biome is a formatter and linter for JavaScript, TypeScript and other web languages.

With this partnership, we aim to develop TypeScript-compatible type inference that works out of the box for use in our lint rules.

10
Biome v2.0 beta (biomejs.dev)
submitted 4 months ago* (last edited 4 months ago) by arendjr@programming.dev to c/webdev@programming.dev
 

Biome lead here, so feel free to ask anything!

Biome is an integrated linter and formatter with support for JavaScript, TypeScript, CSS, and more.

Highlights of the release:

  • Plugins: You can write custom lint rules using GritQL.
  • Domains: Domains help to group lint rules by technology, framework, or well, domain. Thanks to domains, your default set of recommended lint rules will only include those that are relevant to your project.
  • Multi-file analysis: Lint rules can now apply analysis based on information from other files, enabling rules such as noImportCycles.
  • noFloatingPromises: Still a proof-of-concept, but our first type-aware lint rule is making an appearance.
  • Our Import Organizer has seen a major revamp.
  • Assists: Biome Assist can provide actions without diagnostics, such as sorting object keys.
  • Improved suppressions: Suppress a rule in an entire file using // biome-ignore-all, or suppress a range using // biome-ignore-start and // biome-ignore-end.
  • HTML formatter: Still in preview, this is the first time we ship an HTML formatter.
  • Many, many, fixes, new lint rules, and other improvements.
 

Recent events in #politics triggered me to write a manifesto on the values of #Democracy and what we can to do preserve them.

 

Recent events in #politics triggered me to write a manifesto on the values of #Democracy and what we can to do preserve them.

 

Biome project lead here, so feel free to ask questions!

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