This is an interesting and deeply buried optimization for the GNU C++ STL implementation. I didn't expect anything like this.
Clearly the error handling landscape still evolves in Rust and that's a good thing. The current solutions are too fragmented at the moment.
This is a funny but interesting productivity tip.
Probably biased, but this raises questions about xz.
Ever wondered about how Windows 3 was architectured? This is an interesting read. It was really complex though, you can really tell it's in the middle of several transitions.
Lots of good points in there. Very much focused on web services APIs, that being said the first part also applies to libraries APIs in my opinion.
Unsurprisingly this ecosystem keeps being more and more closed.
I think this is pretty accurate... I have mostly the same reasons.
Mind your typos... It seems clear a bad actor is hiding behind that one.
Looks like a nice tool to monitor your Proxmox install.
We can expect more misleading papers to be published by the big LLM providers. Don't fall in the trap, wait for actually peer reviewed papers from academia. Unsurprisingly the results aren't as good there.
Looks like a neat way to learn shader programming.
Alright... That's really bad security practices. Don't do this at home.
We really have nice facilities in the kernel to squeeze some extra performance nowadays.
Keep in mind this is a rant, so it likely goes over the top a bit. That said, I first hand encountered some of the constructs mentioned here... I find that surprising in such a recent language indeed.
Here is another point of view on the XSLT situation in the WHATWG. Clearly the process needs to be made clearer. I'm not necessarily convinced by everything which is brought forth in this piece, still nice to have different point of views on it.
Indeed, if you can guarantee your materialized views to always be up to date, you might be able to get rid of some caching... and thus some complexity can be avoided.
Feeling blocked? Maybe try a few of those things on your project.
Or why competitive multiplayer games which anti-cheat probably will never make it to Linux. I'm not into this kind of games but this is an interesting piece on comparing the differences between the Linux and Windows kernels. It also show that with some care from the game developers, those anti-cheats might not be necessary in the first place.
Indeed, let's not fall for the marketing. It's better to write less code if it's enough to solve actual problems.