doty
I'm sorry to say that this argument is not even wrong.
As programmers, it is not useful to us to think about that 99.9% of time. The 0.1% of the time is literally our entire job.
"Most of the universe is not Earth, so why do we spend so much time thinking about things on Earth?"
BESIDES not having any particular way to validate a token without asking the service, making the rate a hell of a lot slower than 2^64 tokens per second (lol wut) doesn’t it also assume that you have 2^46 valid tokens in existence? Isn’t that 70 TRILLION valid tokens, or nearly 9000 tokens per human on earth?
> The same doesn't apply to the player sprite, as Aseprite takes minutes to compile the atlas for the nearly 1000 frames we have.
Why does compiling a sprite atlas for the player take 60ms/frame?
A few months later I had learned how to reboot the drivers side door latch because of a software failure, somewhere… and I thought “oh yeah, right. It’s like they hooked a computer to a car.”
An Engineer's Bill of Rights (and Responsibilities)
Deconstructing the Water Effect in Super Mario Sunshine
You can share this article! This URL can be posted anywhere you like, including in public. Anyone clicking on it can read the article without logging in. The URL is specific to your subscribed account, but no one outside of Destroy All Software can identify your account simply from the URL.
(string first, string middle, string last) LookupName(long id)Writing Video Games in a Functional Style
Debugging unknown code in an unknown language with an unknown debugger
Asking good questions is hard (but worth it)
Eve Dev Diary (August 2016)
How do you decide what to work on?
Release it, then build it
Breaking Down: Tic-Tac-Toe in Eve
An open letter to a Reddit Commentator
Python FAQ: Why should I use Python 3?
Fun vs. Computer Science
Braid Cleanup (part 4)
The game Braid originally shipped to the world in 2008, and after some ports in 2009, I have only worked significantly with the code on a few occasions. But I want to maintain this game indefinitely into the future; in the back of my mind, there have always been some clean-ups that I have wanted to perform on the code. Often when shipping a game, the best answer to a problem isn’t evident, and we are under time pressure, so we solve the problem in some way that is sufficient but sub-optimal. Other times, we need to design the game to meet technical constraints of systems we want to deploy on, but as the years go on, these systems become irrelevant, so the code can be cleaned up. I figured it would be interesting to talk about some of these things in a blog (and the blog will help motivate me to think about these situations and clean some of them up!)
SimCity, Part 1: Will Wright’s City in a Box
Death of a Language Dilettante
You can take the derivative of a regular expression?
Planet – by Oskar Stålberg (3d polygonal planet builder)
"Let's suppose that down in the bowels of some particular version of some particular toolkit library, there lurks a bug. Let's suppose that the nature of this bug is something relatively obscure: say that it's something like, if you hold down 5 keys on the keyboard for 10 seconds then drag the middle mouse button, the text entry widget gets a SEGV. (In fact, I'm not making this up: I saw this very bug once, years ago.)
Now, that's the sort of bug that is not likely to be noticed or fixed, because it's the sort of thing that people "never" do. If that bug was reported against, say, a web browser, nobody would much care: User: "I can crash my web browser by doing this crazy thing!" Developer: "Uh, don't do that then." And that's not a totally unreasonable response.
However, in the context of security software, it matters, because then it's not merely a cute trick that crashes the program: now it's a backdoor password that unlocks the screen."