Comments by "" (@diadetediotedio6918) on "ThePrimeTime"
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@CottidaeSEA
It is not a cached result of an interpretation, really. It turns the IL into machine code that will then run and give the result, it's not like the JIT is doing 2 + 2 = 4 then storing 4 as machine code, is more like JIT is converting:
IL ->
.maxstack 3
.locals init (
[0] int32 'a',
[1] int32 'y',
[2] int32 'z'
)
IL_0000: ldc.i4.2
IL_0001: stloc.0
IL_0002: ldc.i4.2
IL_0003: stloc.1
IL_0004: ldloc.0
IL_0005: ldloc.1
IL_0006: add
IL_0007: stloc.2
IL_0008: ret
into ASM ->
mov eax, 2
mov ebx, 2
add ecx, eax
(this is just a simple example)
Of course, JIT also does some optimizations in the process, so something like 2 + 2 would probably be optimized right into 4, but it is not a general rule nor it guides the entire generation, it is much more a just in time compilation rather than a just in time intepretation + caching.
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2:30 pm
I think that was a good statement, even if it seems superficial if looked at without a specific scrutiny.
There is a pattern to these people's reviews and it usually goes like this:
* I like you, you've done things that please me and/or my friends and/or you've followed some kind of agenda that pleases me -> You're very interested, you do things because you care and that's it
* I don't like you for whatever reason, or you're irrelevant to me -> This is a company, of course it just wants to make a profit, isn't it obvious? There is an evil plan behind this company's actions because companies are evil, BOOOOOO!
When you stop seeing the world as a big platform where people are fighting and there are these abstract entities that people invoke to make their opponents look like monsters, like "profit" or "being a company", and you start seeing that there are human beings there even if they are shitty human beings, things just seem less hysterical.
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@marcs9451
I think understanding contextually what it means to "dictate" something is important here, but anyway. He's doing this in what <he> thinks is the right way to "shoot yourself in the foot", and he's trying to claim that this is the best way to learn something. I don't think that's the case, not even close, I've known people who learned a lot more through a gradual climb in difficulty than anything like starting directly on the edge of the precipice could bring, and I've also known people who don't work like that. Trying to find a "perfect formula" for obtaining deep knowledge is a task that is doomed to failure from its inception.
In the same way that A can obtain deep knowledge through starting with the most complicated things and that would cause him more failures, B can obtain deep knowledge through an association for usefulness or curiosity, "shooting himself in the foot" can be a disincentive of knowledge for B and an excellent stimulus for A, I myself have been between A and B in my life and so I feel that attempts to take it that way can be dangerous to one's quest for knowledge.
But anyway, that's just a rant of mine, you can ignore it. Sometimes I feel extremely tired of people all the time trying to "point out" the best way to do this or that, as if it were possible to know what will work better or worse for a person, sometimes it's better to just let it be.
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I don't think Rust is old enough to have many games developed in it, even C++ took a while before it had its first successful commercial titles and, at the time, games were much scarcer so there was more room for innovation (C++ was conceived in 1979, and the first commercial games using the language only started to be released from 1990 onwards). Not to mention that almost every time I see someone developing a game in Rust, there are a number of people to say "you are developing in the wrong language, it should be C++", "why did you choose such a strange language that is not used for games instead of C++?", people are simply creating a self-fulfilling prophecy about Rust in a way that everything that is done in the language receives a considerable amount of criticism, and when it is not done people say "I will only use it if there are products made in it", it's funny if you stop to think about it. But having said that, there are games being made with Rust and I believe that in the next 5 or 10 years, if nothing colossal happens in the industry, we should see good games made in Rust coming out.
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@isodoubIet
> Of course it's a bad thing. It inhibits code reuse
It really depends on what you are calling "code reuse", I'd need to disagree with you on this one if you don't show some concrete real world examples of this.
> loosens the system modeling as you're now encouraged to report and handle errors even if there's no possibility of such
This is a sign of bad API design and not a problem with having errors as values. If you are returning a "maybe error" from a function then it <maybe> an error, it is a clear decision to make.
> increases coupling between unrelated parts of the code
I mean, not really, you can always flatten errors or discard them easily in an EAV model.
> and can force refactorings of arbitrarily large amounts of code if even one call site is modified.
Again, this is true for any kind of function coloring, including <type systems> and <checked exceptions> (like Java has). A good designed code should be resilient to this kind of problem most of the time.
> You can say "this is a tradeoff I'm willing to make". That is fine. You cannot say this isn't a bad thing.
I absolutely can say it is not a bad thing. It is not a bad thing. See? I don't think function coloring is necessarily bad, thus I would not agree with you upfront this is a bad thing. I think being explicit about what a code does and the side effects that it can trigger is a good thing, an annoying thing sometimes I can concede, but I cannot call it a "bad thing" on itself, only the parts that are actually annoying (and the same goes for when you don't have this kind of coloring and then it blows up in your head because of it, it is a "bad thing", not the lack of coloring itself).
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