my website is one binary 2022-04-06 ---------------------------- a.k.a. this one weird trick that inspires me to program creatively i have struggled for years to figure out a website framework that feels good to me. i tried all of the classics, including but limited to: - ghost - hugo - jekyll - sr.ht + tarball - manual html editing i have very high and unusual standards, and none of the above fel
academic, developer, with an eye towards a brighter techno-social life [prev] [next] 2022-04-06 Hand-optimizing the TCC code generator I am on a number of different compiler mailing lists. One of those is the mailing list for the Tiny C Compiler. Imagine my surprise when a recent email mentioned our latest series and suggested trying a similar approach to improve the code generator in TCC. I was i
PIPEFAIL: How a missing shell option slowed Cloudflare down04/05/2022 At Cloudflare, we’re used to being the fastest in the world. However, for approximately 30 minutes last December, Cloudflare was slow. Between 20:10 and 20:40 UTC on December 16, 2021, web requests served by Cloudflare were artificially delayed by up to five seconds before being processed. This post tells the story of how a miss
こんにちは、SWETの鈴木穂高(@hoddy3190)です。 現在SWETチームにて仕様の欠陥をなるべく早くみつける取り組みにチャレンジしています。 欠陥をみつけるタイミングが早ければ早いほど、開発中の手戻りに伴うコストを抑えられます。 たとえば、仕様作成フェーズ、実装フェーズ、QAフェーズの順で開発が進んでいくときに、仕様の欠陥が実装フェーズやQAフェーズでみつかると実装やQAのやり直しを引き起こしかねません。 そうした大きな手戻りを抑えるために仕様の欠陥をなるべく仕様作成フェーズでみつけることを目指します。 対象領域に出てくる要素をモデリングすることは、仕様に潜む欠陥を開発の早い段階でみつけるための、有効な手段のひとつです。 要素には、開発者がこれから作るシステムや、そのシステムのユーザー、そのシステムと直接的または間接的に相互作用する外部のシステムが含まれます。 単に図を書くというモ
The Tower of Weakenings: Memory Models For Everyone In my previous article I looked at the ways that Rust could be better at pointers. Half of the problems were fundamental issues that affect basically every programming language that lets you mess with pointers directly, and the other half were rust-specific issues. My article also proposed two solutions: for the fundamental issues I proposed “str
A Tale of Yak Shaving: Accidentally Making a Language, for an Engine, for a Game It's a wise saying, because we game developers have so much fun making the underlying foundations, that we never get around to adding the actual gameplay. This is an article about how badly I disregarded that advice, and what happened because of it. As you can guess, I made my own game engine. It was an gloriously unw
April 5th, 2022 Testing CRDTs in Rust, from theory to practiceDesigning and implementing CRDTs is hard. At Ditto we use stateful Property-Based Testing to help us get it right. Ditto is a database that puts theory to practice. Ditto's peer-to-peer data-structures based on CRDTs are deployed into real-world production use cases. As we make improvements to the underlying data-structures, we leverage
We began a full rewrite of Rome in Rust last year, and we’re excited to announce our first release as a part of this effort with the Rome Formatter, a new formatter for JavaScript and TypeScript. It perfectly expresses our goals of excellent performance, ease-of-use, and first-class IDE integration. Prettier revolutionized the JavaScript ecosystem by normalizing standards and removing formatting d
The area of non-verbal programming languages has not been unexplored. There are ASCII-based languages such as Befunge and asciidots, as well as image-based ones such as Piet, just to name a few. Both inspired and challenged by these work, I set the following goals for my new language: To take advantage of the fact that the program is drawn, to include features that is otherwise unfeasible with tex
TL;DR: Upcoming HLS releases will be substantially faster and more responsive for large codebases using Template Haskell, thanks to work by Well-Typed on behalf of Mercury. Haskell Language Server (HLS) is a key part of the IDE experience for Haskell. Well-Typed are actively exploring ways to maintain and improve HLS, in particular making it robust and performant on large projects. Recently, Mercu
This is the next quarterly update of esp-rs effort, detailing the progress over Q1 2022. Standard library Build system changes The last post mentioned we were moving towards using the built-in esp-idf build system to compile esp-idf (dubbed "native" build) instead of PlatformIO. I'm happy to announce we have completed this step, going forward the native approach is the default, and platformIO is o
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