kirillbobyrev
That is likely based on large sample size (3k+ games in 3+0 blitz only this year, 35k blitz games over lifetime just on Chess.com), Hikaru being highly skilled (consistently top 1-2 ranked blitz player both over the board and online) and low opposition rating (as compared to other top 5 blitz players on Chess.com: Magnus Carlsen, Nihal Sarin and Daniel Naroditsky).
There's also a discussion and short summary on Reddit (https://www.reddit.com/r/chess/comments/1873ohw/analyzing_hi...)
It might be worth if I'm serious about Game Development and ready to invest time and effort into customizing the tools, but what I'm looking for is "out of the box" experience which will make it easier for me to solve problems that I face (e.g. if I ask questions more people would be able to answer/help), the tutorials/resources I find will be more applicable etc.
As others mentioned in this thread, having first-class support for a language isn't the same as providing API for plugins and custom scripts.
I wish Godot chose a real existing programming language instead of building their own DSL. Even Lua might have been a decent choice, although I hate the syntax.
I was always excited about Game Dev (even started learning Computer Science and became a Software Engineer largely because I wanted to make games), dreamed of making my own small games but never really got to it. After I became a full-time Software Engineer, I never really found time or the right tools for making my own small games for fun. I recently discovered Bevy and gave it a try. ECS is a nice concept, but Bevy is more of a library and it's quite hard to make full-featured games using it (just like using SDL/something similar).
When I discovered Godot and gave it a try, I was so impressed: it's really nice for beginners, yet performant enough and has amazing community. This is exactly what I wanted to find, so I'm incredibly happy it exists and am very excited about the future development of Godot.
One thing I wish was different is choosing a different language as the native and "official" one. GDScript is OK and arguably pretty good Python-like language for beginners and rapid prototyping, C# is OK and is probably very nice to have because many people would be happy to switch from Unity, but I personally would be happier with either better C++ support (which I know exists in GDNative interface which was improved in 4.0) or something else.
C# is a fine language, but I have a feeling it has so much presence in GameDev just because of Unity. It's way too verbose and the tooling isn't as good (outside of full Visual Studio which I have no desire to use), but maybe "actual programming" part of GameDev isn't as important and I should just give in/use GDScript.
Based the documentation (and the title), it isn't meant to be _a replacement_, but rather _an alternative_ and that's totally OK. Not everything needs a drop-in replacement.
I understand that, just like any tool that has sufficiently many users, (La)TeX grew exponentially in terms of the number of features it has. I like the its core, and I also like the ability to write scientific texts somewhat conveniently. I haven't used Typst yet, but it looks to be something I wanted for quite a while: similar convenience to LaTeX and yet much more simplicity.
To be fair, though, Markdown + KaTeX and MathJax are kind of everything I need right now. Jupyter Notebooks can render enough LaTeX formulas for me to use it when I needed it, even in the university when I'm writing some CS algorithm overview/tutorial or need to do some calculations and hand it in with the explanation. Whenever we had labs in Physics I would do all the calculations in Jupyter Notebooks and that actually looked pretty good. And for my personal blog, I just set up the KaTeX + Hugo which I love: the convenience of Markdown + LaTeX is enough.
This being said, I'm sure there are many people who still have to write papers and would find it useful, but at least for me LaTeX is not a standalone tool that I would use anymore.
Also, part of the value that LaTeX has is an enormous amount of templates that I don't understand but I use them because I have to (e.g. when writing a thesis - it has all the right typesetting, formatting and so on) or because they look very good (I still maintain my Resume in LaTeX format. This is hard to replicate or capture with a new system.
I'm not saying this is a bad idea and I certainly don't have enough knowledge of the German system to have an objective assessment, but this looks like another example where the law is produced with good intentions but the implementations of such rules are serving some other purpose.
Other than that, I felt like Germany has incredibly good laws for the workers/employees, the working culture there is very healthy and I like it a lot.
I also worked on something similar to the search engine that is described here for the purposes of making auto-complete fast for C++ in Clangd. That was my intern project back in 2018 and it was very successful in reducing the delays and latencies in the auto-complete pipeline. That project was a lot of fun and was also based on Russ Cox's original Google Code Search trigram index. My implementation of the index is still largely untouched and is a hot path of Clangd. I made a huge effort to document it as much as I can and the code is, I believe, very readable (although I'm obviously very biased because I spent a loot of time with it).
Here is the implementation:
https://github.com/llvm/llvm-project/tree/main/clang-tools-e...
I also wrote a... very long design document about how exactly this works, so if you're interested in understanding the internals of a code search engine, you can check it out:
https://docs.google.com/document/d/1C-A6PGT6TynyaX4PXyExNMiG...
What I tried to find for myself is a bunch of in-depth courses that cover the areas where I'm not as comfortable. I've started collecting some courses (there were especially many in the COVID era simply because the universities recorded the courses anyway and only needed to upload them), books and papers. I didn't aim to get a comprehensive set of resources covering everything or having some specific features, I simply gathered what I thought is interesting for myself:
Yea, California is overpriced and has many problems, but if one saves here enough then moving anywhere with plenty of savings is very comfortable in the future. There’s nothing wrong with willing to live in other places but there’s a good reason people move to California.
Maybe my biggest point is the difference in Vim integrations in IDEs vs using Helix outside of that, so not sure if I should switch but maybe I'm just being too lazy.
The subtle differences are both good (many things out of Vim work out of the box in Helix) and painful (the ones that don’t give an awkward feeling.
Awkward take on that is that I think if Helix came up a completely different key bindings it would be easier to switch to…
Edit: the differences are not way too dramatic but slightly annoying since many of those are very frequent actions - https://github.com/helix-editor/helix/wiki/Migrating-from-Vi...
Some of my friends and family are eager (and IMO perfectly capable) to learn CS and enter the Software Engineering field, so I'm curious what would be a good way for them to do so (without spending 4 years on college again).
C is primitive and painful to program in for the most part. However, it's at the core of plenty of important things, so having enough knowledge to get around it is crucial.
C is essentially a portable assembler and it's great for a number of tasks. Rust is a general-purpose programming language and it has a vastly different domain of application. Surely, they overlap, in some domains Rust is overtaking C (where C was used more out of necessity/lack of alternatives rather than consciousness). The point is, though, is that there is a domain (not necessarily very big, but very important) where C will very likely stay for a very very long time. At the same time, Rust is great, but not much critical software is written in Rust (yet). It's likely that there will be such software in the future, but I think the consensus is that nobody knows for sure.
- I work (or rather workED until a month ago) on LSP implementation for C++ (clangd) and I frequently need updates in the client - The client (Neovim LSP client) is being developed quite rapidly
For the reasons above, I did update the LSP plugins and Neovim versions quite a lot. And (in my experience) that is the thing that breaks the most over the past 2-3 years. Everything else is kind of OK, but it doesn't make much sense without the LSP. I could update only some plugins and keep the others at a fixed version, but then overall I'm not getting bug fixes & features which makes me kind of sad (that's why I started building my ultimate (Neo)vim setup in the first place).
I guess I should really stick to just a couple of basic plugins and throw everything else out.
The most important ones lately seem to be the LSP integrations (basically IDE features like autocompletion, go-to-definition etc) and auto-completion managers. But honestly it's been breaking all the time over the last year or so that I code more often in VSCode and maybe it's about time I stop trying to make an ever-improving IDE out of Neovim :(
Neovim project's direction seems to be aligned with making it easier to have IDE-like experience with LSP integration but it's been painful in Neovim. In Vim, it's typically even worse and even harder to set it up.
Overall, I've been using Vim for about 8 years and went from a really simple set-up of "this is just a text editor" down the IDE rabbit hole. I also went for Vim -> Neovim -> Vim -> Neovim and eventual split of the two configs in the end and. I'm thinking about making it much simpler again :D
The one ~9 months ago was a speculation that was later denied by the developers (https://www.reddit.com/r/dwarffortress/comments/poyqir/comme...)
Maybe it changed lately, but plenty of astonishing games came out of "Early Access" while being rather unimpressive (though promising) at first.
I understand that they might want to polish it but I'm not sure if polishing is actually worth. The original game has been continuously getting updates IIUC, so it might be totally OK to release sooner and then use the same model in Steam.
One might call me lazy but I don't want to end up learning multiple editors for different scenarios if the benefits are marginal, especially if I can get away with just one!
1. "simple text editor to use on servers/whenever I need to edit something quickly". That place is taken by nano that is easy enough so that people don't have to learn it, or vim for those who mastered it. In this niche it's important for the editor to be ubiquitous enough and present even on the old machines.
2. Regular day-to-day code editor. Micro has _some_ autocompletion, syntax highlighting etc. But for a modern editor to function, it really needs an LSP client implementation. But this seems to not be happening so far: https://github.com/zyedidia/micro/issues/1138
Micro has some features in each bucket (simplicity, ease of usage vs. IDE-like features) but does not seem to really excel at either.