I love unstyled UI components since you get complete visual control but accessibility still works and that's so easy to screw up and not notice it's broken.
I've used Tailwind headless UI (https://headlessui.com/) and it's great, I'll take a look at this one too for future stuff.
When a data tree is tightly coupled (like a complex sample of nested data with some arrays from a sensor) and the entire tree is treated like a single thing by writes, the JSON column just keeps things easier. Reads can be accelerated with indexes as demonstrated here.
This is the typical practice for most index types in SingleStore as well except with the Multi-Value Hash Index which is defined over a JSON or BSON path
I don't and have never gone very often, but it's a lot of fun to see certain films in enormous theaters like IMAX. I will definitely see the Project Hail Mary film that way. And my kids still like to go, and I know people who go a ton on the subscription plans. So, who knows!
I meant more regionally. In areas where the cost of living is higher, gas costs more. Likewise, cheaper parts of the country have cheaper gas. Pretty easy to spot the trend. Here in socal its something like 4-5/g.
You can run the compiler with a flag that shows all the escapes with -gcflags “-m” and there’s also support in goland and vscode to show the escapes as inline annotations in the editor. This sort of thing IMO is one of the useful things about IDEs: showing hints from later parts of the tool chain about how things are going to turn out
It's fun to read some of these historic comments! A while back I wrote a replay system to better capture how discussions evolved at the time of these historic threads. Here's Karpathy's list from his graded articles, in the replay visualizer:
I'd love to see sentiment analysis done based on time of day. I'm sure it's largely time zone differences, but I see a large variance in the types of opinions posted to hn in the morning versus the evening and I'd be curious to see it quantified.
Yeah, I see this constantly any time Europe is mentioned in a submission. Early European morning/day, regular discussions, but as the European afternoon/evening comes around, you start noticing a lot anti-union sentiment, discussions start to shift into over-regulation, and the typical boring anti-Europe/EU talking points.
“Regular” to who? Pro EU sentiment almost only comes from the EU, which is what you’re observing. Pro-US sentiment is relatively mixed (as is anti-US sentiment) in distribution.
Says who? But also, it doesn’t suggest what you imply. I could as easily conclude: “Oh wow, the people who actually experience the system like it that much? Awesome!”
Or one could conclude that the bots were posting at a time of day intending you as the reading target. As long as they post things that you are inclined to agree with, you'll feel positive reinforcement about an issue regardless of the actual popularity or even viability.
It is handled on the Unlurker front page (you will see a little note that says “time adjusted for second chance”). The replay doesn’t do any adjustment for it, but I think that makes it reflect the reality of when the comments came in since the adjustments are like a temporary bump
The distributed state associated with workflow systems like this makes observability and code upgrades a challenge compared to just having an application orchestrating workflows with progress persisted in a shared database. But if they solve those problems this would be really nice, as I've seen a ton of home-grown systems re-write checkpointing, retries, etc. and usually get it wrong.
Sounds like a step in the right direction. I would like to see an all-up dashboard of everything in the shared state, and good control over upgrades (maybe a mode where in-progress functions can complete on version 1, even if new functions are getting kicked off on version 2, etc.)
If you like this sort of content, I recently found Sandy Petersen (Call of Cthulu, Doom, Age of Empire, Halo) is extremely active on X. Lots of interesting tidbits about game design https://x.com/SandyofCthulhu
The Anthem one is very long, but is a really fascinating portrait of cultural misfunction. The biggest factor to me was the entire design was dictated by the 'ghost' of Casey Hudson. His initial high-level vision was sacrosanct, but he also was not around to actually clarify anything or take feedback from development since he had already left the studio.
Some people are a different level of productive, and game development sure was different back in the day:
> During his (Sandy Petersen) interview, John Romero (of id Software) introduced him to DoomEd and simply asked him to build a level. Romero was ultimately happy with the results, so Petersen was brought on to production for Doom. The level from Petersen's interview eventually became "E2M6". He was a fast level designer and produced all maps for the third episode of Doom, Inferno. Petersen designed 17 levels for Doom II, a little over half of the 32 total.
I've used Tailwind headless UI (https://headlessui.com/) and it's great, I'll take a look at this one too for future stuff.