Apologies for being unable to find a better source at the moment, but it links to this press release: https://www.apple.com/newsroom/2021/09/japan-fair-trade-comm...
1,342 karma · joined March 1, 2012
Apologies for being unable to find a better source at the moment, but it links to this press release: https://www.apple.com/newsroom/2021/09/japan-fair-trade-comm...
It may have been updated, but nobody is reading the update.
> If the programmer uses async() where they should have used asyncConcurrent(), that is a bug. Zig's new model does not (and cannot) prevent programmers from writing incorrect code, so there are still some subtleties to keep in mind when adapting existing Zig code to use the new interface.
What class of bug occurs if the wrong function is called? Is it "UB" depending on the IO model provided, a logic issue, or something else?
Sorry for adding to your frustration of "just follow what someone else did" but I recently went all-in on managing my Mac (programs, dotfiles, configs, etc) via Nix* when setting up a new machine recently. https://github.com/landaire/config/tree/main/modules
*Nix + homebrew, mostly because Homebrew packages more macOS applications.
Also a great point :) And thank you for the reference.
Thanks, I didn't notice that. Reading this, I'm kind of surprised that Signal doesn't offer an OpenStreetMaps build as it seems like it'd be more inline with their philosophy.
What "proprietary blobs" does Signal have?
I'll also just add: it's probably not a good idea to use any modifications to an E2EE messenger unless you are comfortable with those privacy/security guarantees possibly being violated by the 3rd party code.
The only exception to this would be if I really trusted the goals of the 3rd party, like Graphene.
>I have been writing production applications in Go for a few years now. I like some aspects of Go. One aspect I do not like is how easy it is to create data races in Go.
Their examples don't seem terribly convoluted to me. In fact, Uber's blog post is quite similar: https://www.uber.com/blog/data-race-patterns-in-go/
Yeah sure, but what compares that gives you similar perf, safety, and language features to Rust? I'll use "safety" in a loose term to say "you really infrequently encounter odd memory safety issues". Go for example still has the occasional memory corruption issues with maps in particular although these don't show up too often and the race detector exists.
C# is probably the closest I can think of for AOT? I don't really know what the deployment story for a .NET application looks like these days though.
Go has some language design things that turn people off.
>but they are not the sole source of bugs in applications — as developers of Zed found out.
You called out Zed in the blog post as well but I've not seen the Zed devs expressing regret of using Rust. Is this just an assumption on your part? As someone who's written many UI applications with egui and one with GPUI, I've felt some minor pain points but nothing show-stopping.
I used to write a lot of C#. I used to write a lot of Go. I now write either and basically exclusively write Rust these days and a bit of C/C++ at work. The only time I've really felt the pain of `Rc<RefCell<...>>` gross types was recently when trying to port a game engine's data loader to Rust. It makes heavy use of OOP patterns and trying to emulate that in Rust is asking for a bad time, but I did it out of just out of trying to one-shot the migration and keep logic similar. Not fun, but I knew what I was getting myself into.
> Memory safety is not that sacred. In fact, for many applications malfunctioning is better than crashing — particulary in the embedded world where Rust wants to be present. You cannot get 99.999% reliability with Rust — it crashes all the time.
Yeah until that memory safety issue causes memory corruption in a completely different area of code and suddenly you're wasting time debugging difficult-to-diagnose crashes once they do start to surface.
> We actually had a recent Cloudflare outage caused by a crash on unwrap() function: https://blog.cloudflare.com/18-november-2025-outage/
There were multiple failures before that `unwrap()` and the argument can easily be made that this is no different than an unchecked exception or a release assertion.
> Sync/Send, Mutex and reference counting (Arc)? Unfortuantely, those lock or simply mess with CPU caches badly, so they are inefficient for multithreaded communication, at least an intensive one. They are safe, but inefficient. Which kinda destroys the first uncompromising thing in Rust — performance.
Doing this the "correct" way in other languages has similar impact? So I'm not sure why Rust forcing you to do the correct thing which causes perf issues is uniquely a Rust issue. Doing this the "just get it done" way in other languages will likely come back to bite you eventually even if it does unblock you temporarily.
There are plenty of times I did a `static mut` global in Rust just to get some shit done and oops, accidentally hit some UB as the project grew.
>By the way, could the nonsensical offsets be checksums instead?
If you're referring to those weird "addresses" that quickly became irrelevant, there's a CRC32 somewhere in the header immediately after them. The address value is the same across files with different contents too.
I was talking to a friend of mine about it and he suggested that maybe whatever process generated the files included the file's load address in case it could be mapped to the same address for some other optimization?
common.lin is a separate file which I believe is supposed to contain data common to all levels _before_ the level is loaded.
There's a single exported object that all levels of the game have called `MyLevel`. The game attempts to load this and it triggers a load of the level data and all its unique dependencies. The common.lin file is a snapshot of everything read before this export. AFAIK this is deterministic so it should be the exact same across all maps but I've not tested all levels.
When loading a level, the training level for instance contains two distinct parts. Part 1 of the map loads 0_0_2_Training.lin, and the second part loads 0_0_3_Training.lin. These parts are completely independent -- loading the second part does not require loading the first. It does a complete re-launch of the game using the Xbox's XLaunchNewImage API, so all prior memory I think should be evicted but maybe there's some flag I'm unaware of. That is to say, I'm fairly confident they are mutually exclusive.
So basically the game launches, looks In the "Training" map folder for common.lin, opens a HANDLE, then looks for whichever section it's loading, grabs a HANDLE, then starts reading common.lin and <map_part>.lin.
There's multiple parts, but only one common.lin in each map folder. So no matter what it's not going to be laid out in a contiguous disc region for common.lin leading into <map_part>.lin. Part 1 may be right after common.lin, but if you're loading any other part you'll have to make a seek.
I don't know enough about optical media seek times to say if semi-near locality is noticeably better for the worst case than the files being on complete opposite sector ranges of the disc.
The goal post has shifted so far beyond my original intentional at this point. The devs working on the EnhancedSC mod have a strong desire to port some Xbox assets/maps to PC, so I'm mostly doing it at this point as an attempt to help them out.
*On second thought, there's definitely some unused scripting functionality. Script functions which are unused are still included in their parent classes and are loaded if the parent object is loaded, even if never directly called. Whether or not any of this is interesting is another story.
Textures and models though will definitely not be present unless they're used in some non-visible way.
Yes, it's buried deep in the details but it's basically just every byte read being written in a linear stream to an output file.
I don't know which stage of grief this is, but since I wrote this blog post I've now ported my IDA debugger scripts to a dedicated QEMU plugin which logs all I/O operations and some other metadata. I tried using this technique to statically rewrite files by basically following DataLoad (with unique identifier) -> Seek -> Read patterns.
There's some annoying nuance to deal with (like seeking backwards implying that data was read, tested, then discarded) but I got this working. Unfortunately some object types encode absolute offsets in them that need to be touched up, so a couple of object types fail to load correctly in external tooling and the PC build of the game.
Now I'm just using this data to completely reimplement the game engine's loading logic from scratch using a custom IO stream which checks the incoming IO operation (seek/read) against what I logged from the game engine to ensure a 1:1 match with how the game loads data.
The developer typically defines its threat model. My threat model would not include another application inserting garbage values into my application's config, which is expected to be configured by a root (trusted) user.
The Windows threat model does not include malicious hardware with DMA tampering with kernel memory _except_ maybe under very specific configurations.
>It's literally in past WebGPU meeting minutes: Apple objected to SPIR-V due to disputes with Khronos. Tint is a compromise, it doesn't matter who proposed it.
>"MS: Apple is not comfortable working under Khronos IP framework, because of dispute between Apple Legal & Khronos which is private. Can’t talk about the substance of this dispute. Can’t make any statement for Apple to agree to Khronos IP framework. So we’re discussing, what if we don’t fork? We can’t say whether we’re (Apple) happy with that. NT: nobody is forced to come into Khronos’ IP framework."
>https://docs.google.com/document/d/1F6ns6I3zs-2JL_dT9hOkX_25...
Yes it's easy to set up an alias or shell command or whatever, but that's besides the point :p
Not publicly :)
If you messed up with jj commands, you can use the op log to fix https://jj-vcs.github.io/jj/latest/operation-log/
You can also go through ZDI (owned by Trend Micro), but the payout will be lower. It’s in Trend Micro’s interest so they can get ahead in detections.
With jj you just "jj op undo <operation_id_that_fucked_your_repo>" and you're fine.
Editing prior commits is also pretty easy, which in turn makes fixing merge conflicts pretty easy too.