mromnia
mromnia on Hacker News
Posted by
mromnia on Thursday August 13, 2026 @05:11AM
from the pap.pl dept.
Run it in a Docker container and give readonly access to the .git folder.
This way the agent can read git logs (this is very useful) but cannot commit directly (I don't see any value in this).
Considering what's happening with PC component prices, it's likely we won't have anything to run those public models on anyway. Everything might become permanently cloud-only at some point.
Iterating with async/await means you wait for every result before making another call. You basically execute the async calls one by one.
Promise.all runs them all simultaneously and waits until they are all complete. It returns an array of results in the same order as the calls, so it's usually pretty straightforward to use.
Both approaches have a purpose, so it's not like you "should" strictly use one. But you should be aware of both and be able to use the one that fits the need.
Can you give an example?
Because if you're talking about ads, many people (even in this post) are saying that they just don't work for small projects.
I see this advice a lot, but I never really understood what the alternative is.
If your product has a specific niche, maybe there are some forums or subreddits dedicated to it, sure. But if it's a game? Some are designed for a niche audience, but most really aren't.
Another thing is that most of the forums/subreddits these days have strict rules against self-promotion.
And I'm not saying that you're wrong - I'm just wondering what do you think is the right way to do things.
Posted by
mromnia on Friday August 16, 2019 @03:54AM
from the gizmodo.com dept.
Posted by
mromnia on Friday May 03, 2019 @06:35AM
from the techradar.com dept.
Posted by
mromnia on Sunday April 21, 2019 @04:06PM
from the m.youtube.com dept.
Posted by
mromnia on Saturday March 02, 2019 @04:57PM
from the qiao.github.io dept.
Posted by
mromnia on Friday March 01, 2019 @03:35AM
from the forrestthewoods.com dept.
Posted by
mromnia on Wednesday February 20, 2019 @05:18PM
from the youtube.com dept.
Posted by
mromnia on Tuesday February 19, 2019 @05:09PM
from the youtube.com dept.
Posted by
mromnia on Monday February 18, 2019 @03:27AM
from the reddit.com dept.
Posted by
mromnia on Sunday February 17, 2019 @02:33PM
from the m.youtube.com dept.
Posted by
mromnia on Friday February 15, 2019 @01:21AM
from the wired.com dept.
Posted by
mromnia on Wednesday February 13, 2019 @04:24PM
from the github.com dept.
Isn't this comparing apples to oranges? I haven't used koa, but it seems to be same level of abstraction as express - basically a thin layer over HTTP with routing. Rails or Django are several levels higher - they include auth, database interaction, CRUD etc. I'm not saying that either approach is better, just that the comparison seems strange.
Posted by
mromnia on Friday February 01, 2019 @11:13AM
from the github.com dept.
Posted by
mromnia on Thursday January 31, 2019 @10:58AM
from the youtube.com dept.
Posted by
mromnia on Thursday January 31, 2019 @10:15AM
from the qiao.github.io dept.
Posted by
mromnia on Monday November 12, 2018 @05:02PM
from the gamasutra.com dept.
Maybe, maybe not. It just feels to me like Haxe only really makes sense for gamedev, and even then only barely, because of huge, crossplatform game engines like Unity.
I really like the language (after reading the tutorial at least), but I'm not sure where would using it make sense. For backend stuff it just seems completely inferior to Typescript (considering library support especially).
Is it possible to use Haxe for anything except gamedev and keep the crossplatform aspect? For example for backend webdev, it seems like you can compile to nodeJS and use express, but then you can't really compile to any other platform. You can compile to PHP, but you're also stuck with PHP frameworks.
Basically what I'm saying is that for Haxe to be truly crossplatform, it requires Haxe-native frameworks in the target domain. But that doesn't really seem to be the case outside of games, so that advantage is lost.
Posted by
mromnia on Thursday October 11, 2018 @01:02PM
from the ferrebeekeeper.wordpress.com dept.
Posted by
mromnia on Wednesday May 23, 2018 @02:25AM
from the en.wikipedia.org dept.
Posted by
mromnia on Thursday June 22, 2017 @09:39AM
from the openiv.com dept.
Posted by
mromnia on Thursday June 22, 2017 @07:03AM
from the bugfender.com dept.
You realize he actually did take that into account, and tripling his estimate is exactly what he did?