UTC is expressed using positive or negative offset from IAT
UTC is expressed using positive or negative offset from IAT
UTC is timezone too. It has leap seconds. IAT is atomic time. It is perfect.
Very long text, that is longer than one line, to demonstrate how very long text is formatted.
The rent will never go down and the landlord will never sell.
I think I haven’t seen story you mention.
THIS MESSAGE (MATERIAL) CREATED AND (OR) DISTRIBUTED WITH PURPOSE OF HATE AND (OR) ENCOURAGING HATE.
You forgot to put it.
I heavilt dislike cloudflare, but this is not valid reason to hate them.
No. Verlilogjson.
Nvidia spotted. Launching “Nvidia, fuck you!” strike
and in rust’s case sometimes even how to fix it
Then there’s C with “segmentation fault”
For example if I will try to compile helloworld without including stdio.h, gcc will warn implicit declaration of function ‘printf’
(by default, almost everyone make it error with -Werror=) and will suggest note: include ‘<stdio.h>’ or provide a declaration of ‘printf’
. And runtime error reports are as good as programmer makes them, no matter language program was written in.
I am spoiled by core dumps(although rust technically has them too).
Also in context of kernel, it will print stack trace and (if used) will kexec into another kernel that can make core dump or continue working.
Join the dark side. We have cookies.
No framework will make FSM for you. Managing state of web ui is not as hard as managing state of game.
Using TCP for networking? Loss, retransmit, lag, you’re dead. Using UDP for networking? Loss, desync, you’re dead. Sending full game state? Congestion, loss, lag, dead. Doing sync right, but still pushing too much data? Congestion, loss, lag, dead. Also keeping on server you need not only track game state, but what game state client confirmed to receive.
Linux has better error messages. “Dazed and confused, but trying to continue”.
Hah. I get it. Good one.
The post is about developers.