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I write C++ daily and I really can't take seriously arguments how C++ is safe if you know what you're doing like come on. Any sufficiently large and complex codebases tend to have bugs and footguns and using tools like memory safe languages limit blast radius considerably.

Smart pointers are neat but they are not a solution for memory safety. Just using standard containers and iterators can lead to lots of footguns, or utils like string_view.


It's not as bad as the first previews but ugly nonetheless and overall accessibility nightmare.

All I hope is that the design language stays contained in Apple ecosystem and does not spread.


Accessibility hasn't changed at all, and it remains trivial to turn off visual effects that present a problem. https://imgur.com/a/Vw55f8V

I've had similar experiences when working on non-web tech.

There are parts in the codebase I'd love some help such as overly complex C++ templates and it almost never works out. Sometimes I get useful pointers (no pun intended) what the problem actually is but even that seems a bit random. I wonder if it's actually faster or slower than traditional reading & thinking myself.


I have the same issue. I've disabled "Find My" feature and uninstalled everything that kept showing up as battery draining apps. My iPad loses about 20-25% of battery every night and there is nothing showing up in battery details anymore.

I'm pretty sure the problem would go away with a factory reset. Just like it with old Windows installations, except you had a better change debugging those...


That's scary. I have an old Steam account with tons of games and already got banned once due to a bug in anti-cheat software and for a while my whole account was marked with a cheater tag.

The bug was so widespread that developers eventually removed bans but I'm sure something similar could happen where problem goes undetected and it would be really hard to try to convince developers to lift a ban.


Fragment shaders are perhaps over over-represented due to old WebGL style and easiness of integration, full screen quad + a shader is quite self contained setup.

Compute shaders are much more interesting and widely used in modern graphics though. No fixed rasterizing setup needed, just buffers for data in/out and a kernel with access to the usual GPU syncing primitives in between.


Side note that WebGL only doesn't have compute, because Google sabotaged the effort, asserting that WebGPU was right around the corner, so there was no need to adopt Intel's work into Chrome.

This was back in 2020,

https://github.com/9ballsyndrome/WebGL_Compute_shader/issues...

Thankfully we are all now writing easy, portable, WebGPU computer shaders, even ShaderToy supports them now. /s


It seems to be a parody account


The more I read MR discussions regarding this the less I want to use the forked version. Not that anyone is going to ship it anyway.


The Linux audio stack is just baffling. After all these years it's still unreliable. I'm running Fedora 41 and often toggle between two audio devices, USB DAC and HDMI output. Sometimes when I change the output via Gnome settings my Flatpak apps don't care and keep playing with the previous output and other apps change as expected.

I've never edited any audio configs on this machine because I expected my 2 device setup and Gnome settings would be trivial enough for the latest Linux desktop audio solution.


Or the display sleep menu which offers choices like 1, 2, 5, 10, 15 and 30 min timeout but no more than that unless you use external config editor.


30 minutes? That's a luxury! For me it has always been limited to 15 minutes in the GUI.


You can also use `gsettings set ...` on the CLI.


God forbid an input box in a GUI config dialog.


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