1,637 karma · joined September 23, 2013
https://github.com/aldanor http://ivansmirnov.io
hnchat:pOxFPhnvPWUkJO2bEjge
It's perfectly fine for a few thousand people
You find something potentially interesting and you don't leave a tab open for later, you don't try to remember it in case you'll need to recall it a week later, you have a reliable procedure dumping this information into cold storage, removing the mental burden from yourself. Retrieval of information from that storage and the efficiency of doing that is a separate question.
C++ lacks in pretty much all of those, so memory-safety or no, personally I can't picture myself choosing to do C++ for low-level work at will these days. Unless it's too low-level like dpdk or gpu kernels.
> the language is incredibly hard to learn
Not really. A few months from zero and you'll be up and running, provided you have prior C++ experience (based on cases I've observed in teams I've worked in). Maybe not including async rust though.
> it's impossible to implement any non-trivial data structures in safe rust
ANY, really? Any examples? (Other than linked list or other self-dependent structures)
And capnproto is basically another version of pb... (see discussion above)
Definitely not yet another "reduction of visual clutter".
Or, use sonic_rs::LazyValue if you want to parse json on demand as you traverse it.
Agreed with the above though, I think it might be a bit more strategic if combos were awarded non-linearly,
(Although, again, the game is pretty good as it is)
Once you've read tons of code formatted with the same formatter, passing the same linter rules and following the same general idiomatic rules, it becomes so much easier to read and review new code that adheres to all the same rules.