Buttons

joined 1 year ago
[–] Buttons@programming.dev 5 points 32 minutes ago* (last edited 28 minutes ago) (2 children)

When I think of a tech worker union my thoughts first go to standardizing everyone's pay and limiting what I can earn myself. I've probably fallen to anti-union propaganda.

A tech worker union that says nothing about pay could still do so much.

A union could ensure that the company's incentives are aligned with worker's incentives around things like on-call.

I'd love a union that forced a company to give all on-call workers compensation. Something like:

  1. If you're woken up in the middle of the night, you automatically get 8 hours comp time (time off), plus 2x the time you spend on-call during off hours.
  2. Accrued comp time over 20 hours must be payed at 10x normal pay if the employee leaves the company for any reason. The idea here isn't for employees to accrue comp time, but to give the company a strong incentive to ensure employees use their comp time.

Basically, if a company is having lots of on-call alerts, or the company is preventing employees from using their comp time, you want this to be directly painful to the company. Incentives should be aligned, what is painful for the worker should be painful for the company.

Or, regarding "unlimited PTO". I'd love to see a union force companies to:

  1. "Unlimited PTO" policies are fine, but they must have a guaranteed minimum amount of PTO specified in writing. So none of this "yeah, we heave 'unlimited PTO'; oh, we're really busy this quarter, so can you wait to take PTO until next quarter?".

Tech workers have it good compared to a lot of workers, but there are still plenty of abuses a union could help with, even if the union never even mentions pay.

[–] Buttons@programming.dev 14 points 4 days ago

What is the game? It's not being a shill to answer questions.

[–] Buttons@programming.dev 8 points 4 days ago (1 children)

The reason why is that they need my email address?

[–] Buttons@programming.dev 7 points 4 days ago* (last edited 4 days ago)

Like anything medically related in the US, it's our time to crack open our wallets and do our patriotic duty of paying half the nation.

Like, if I want to talk to a doctor for 5 minutes, then it's my time to pay the all the insurance industry workers, and I have to pay my part of those 3 minutes long drug commercials you see on TV every ad break and before every YouTube video, and I have to pay all those people locking down the medical devices so that the users can't use their own data. This is my time to shine, I got to pay for all this because I talked to the doctor for 5 minutes. Also, hopefully in the end I have a few cents left over to give to the doctor.

Fucking rent seekers...

[–] Buttons@programming.dev 2 points 5 days ago* (last edited 5 days ago)

Look at the entire history.

In 2018 their stock price was about 24, now it's 2.

[–] Buttons@programming.dev 8 points 5 days ago* (last edited 5 days ago) (1 children)

I haven't written any Java since Java 6. This makes me so happy to hear.

What about XML, and XML based configs? Is the Java ecosystem still obsessed with XML?

I remember I was once trying to learn Hibernate. After finding what I thought looked like the best tutorial, I skimmed through it and there was literally no Java code in the tutorial about a Java library! It was all XML! I never could understand it, but this was early in my career, maybe I could handle it now, maybe not.

[–] Buttons@programming.dev 20 points 5 days ago* (last edited 5 days ago)

I don't know. That's what I was saying. I can't possibly imagine what I could say to help someone understand that error message.

😉

[–] Buttons@programming.dev 44 points 5 days ago (3 children)

If you can't understand that error message then I don't know what to tell you.

[–] Buttons@programming.dev 4 points 5 days ago* (last edited 5 days ago)

The rumored 4th and 5th games...

[–] Buttons@programming.dev 3 points 1 week ago

And I think their board is panicking trying to figure out how they can regain me, specifically, as a customer.

More seriously, I apparently am not the only one who eventually got their fill of Ubisoft games. I think Ubisoft has planted resentment in the minds of all their customers, and as soon as they slipped a little in game quality their customers were more than happy to leave, just for the sake of leaving.

[–] Buttons@programming.dev 4 points 1 week ago* (last edited 1 week ago) (3 children)

I may not like it, but you do make an interesting technical argument.

I think it would still be detectable though because of buffering.

What you're saying assumes that videos are streamed frame-by-frame: "here's a frame", "okay, I watched that frame", "okay, here's the next frame".

With buffering videos will preload the next 30 seconds of video, and so if you pressed a button to skip ahead 10 seconds, that often happens instantly because the computer has already stored the next 30 seconds of video. Your plan to just pretend to skip ahead doesn't work in this case, because my computer can know whether or not it really did skip ahead, because of buffering.

[–] Buttons@programming.dev 79 points 1 week ago (9 children)

Couldn't we avoid all this by giving players the option to host and moderate their own servers?

 

Git repos have lots of write protected files in the .git directory, sometimes hundreds, and the default rm my_project_managed_by_git will prompt before deleting each write protected file. So, to actually delete my project I have to do rm -rf my_project_managed_by_git.

Using rm -rf scares me. Is there a reasonable way to delete git repos without it?

 
 

I cannot reply to the following comment. I have tried a dozen times over the last couple hours. Anyone else able to?

https://programming.dev/comment/185004

 

I like most things I see about Godot, and I'm going to try making some games with it.

Whenever I imagine programming a game though, I imagine the game logic and simulation being separate from the display. For instance, if I was to make a game like FTL, I would plan to simulate all the ship interactions and the movement of the characters purely in code, and then write a separate module to render that simulation. The simulation could be rendered with graphics, or with text, or whatever (of course, a text render wouldn't be human friendly, but could act as a dedicated server for some games, or I could use it for machine learning, etc).

I'm not an expert at Godot, but it seems this mindset is not going to fit well into Godot. Is this correct? It seems like the same object that is responsible for tracking the players health is going to also be responsible for drawing that player on the screen and tracking their location on the screen, etc. Will my player class have to end up being a subclass of some complicated Godot class? (Also, I'm a fan of functional programming and don't always use a lot of classes if given the choice.)

What are your thoughts about this. Would you recommend another engine? No other engine seem to be in the same sweet spot that Godot is currently in.

 

My first experience with Lemmy was thinking that the UI was beautiful, and lemmy.ml (the first instance I looked at) was asking people not to join because they already had 1500 users and were struggling to scale.

1500 users just doesn't seem like much, it seems like the type of load you could handle with a Raspberry Pi in a dusty corner.

Are the Lemmy servers struggling to scale because of the federation process / protocols?

Maybe I underestimate how much compute goes into hosting user generated content? Users generate very little text, but uploading pictures takes more space. Users are generating millions of bytes of content and it's overloading computers that can handle billions of bytes with ease, what happened? Am I missing something here?

Or maybe the code is just inefficient?

Which brings me to the title's question: Does Lemmy benefit from using Rust? None of the problems I can imagine are related to code execution speed.

If the federation process and protocols are inefficient, then everything is being built on sand. Popular protocols are hard to change. How often does the HTTP protocol change? Never. The language used for the code doesn't matter in this case.

If the code is just inefficient, well, inefficient Rust is probably slower than efficient Python or JavaScript. Could the complexity of Rust have pushed the devs towards a simpler but less efficient solution that ends up being slower than garbage collected languages? I'm sure this has happened before, but I don't know anything about the Lemmy code.

Or, again, maybe I'm just underestimating the amount of compute required to support 1500 users sharing a little bit of text and a few images?

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