115 karma · joined October 24, 2020
That's basically what copilot is...?
If anything, this is _not_ something JS devs are asking for, but rather devs using functional languages.
I don't live in the US, and almost all of my friends I meet on my free time are not through work, but I do have colleagues who I consider friends and it makes work a lot more enjoyable. That being said, there's only very few of them who I would be likely to keep in touch with if they or I quit.
Starving is not very "arbitrary" because it means life or death, and you can't expect people to choose death over doing something unethical.
If more people say no to doing unethical things (or show disapproval of those things being done), it'll be harder and more expensive for companies to find people who will do said things. Software engineers working in online gambling make a lot more where I live, which makes that industry less profitable. That's way more effective than waving signs on the street.
Why do you feel that you can't be held accountable for your actions as long as you get paid for it? Do you not want a better world? Or do you think it's up to others to do something about it, and not you?
Doing it "for the money" is not a free card to do anything unethical when it's easy to say no and get another job.
An extreme example: Was voluntarily being a guard in Auschwitz fine because it was legal? Should you be able to get away with saying "I only did it for this money"?
Yes, if you do DDD in Java, you should probably follow OO principles. If you end up with a lot of classes "that do nothing", you've probably done something wrong along the way or you've applied it to something very simple where it didn't make sense to do so.
It has much in common with mindfulness I'd say, with some extra "simplified" techniques and learnings. It's easy to dismiss this type of therapy (even more so before there were studies on it), but the mindset changes which it advocates are very wholesome and are likely to increase quality of life even if it would fail to lessen the pain, so there's very little to lose!
This type of therapy is not new, but it's only very recently that proper big and reputable studies have been done. Most people don't even need to see a professional, reading online and doing it on your own is enough for the majority (including me).
[1]: https://www.colorado.edu/today/2021/09/29/how-therapy-not-pi...
Do you remember what the weapon you got was?
>because the logic between modules is too intertwined and coupled.
That doesn't sound very modular? If your bounded contexts are intertwined, I don't think they can be considered bounded contexts. A modular monolith would only communicate between contexts through well-defined and non-leaky APIs, and that's the opposite of intertwined.
I'm mostly thinking of indie game devs who decide to write their games from scratch (which still happens, though it's becoming rare), or up-and-coming game engines such as Bevy. They might not have a team who can spend the time optimizing Vulkan (while also making sure MoltenVK runs it fine, if they want to target MacOS), and might prefer something more modern than OpenGL.
>WebGPU since it limits what you can do and gets in the way
Does it do that more than OpenGL ever did though?
Because I still haven't heard a single argument against it from you that isn't extremely vague and handwavey.
For example, you skipping over my questions regarding more details on what you think makes WebGPU bad/castrated, or what is making Qt the better choice over WevGPU? (ignoring the fact that Qt doesn't seem to have a common shader language)
I'm open to hear the reasons, but it seems like your goal is to be contrarian.
What security contraints are you thinking of which are making it castrated? In what meaninful ways is it castrated?
> In case you missed the train, Qt now makes direct use of Metal, Vulkan, and DirectX 12.
So with Qt, can I write a complete renderer with advanced techniques, and have it run on all 3 platforms without changing a single file? If not, how is it relevant to even mention?
Castrated how? A single digit performance loss compared to the most extremely complex graphics APIs which aren't properly cross-platform?
>Want Vulkan/DX12/Metal without boilerplate?
>Just use Ogre or Godot, among endless other options.
"I want a graphics API!"
- "Use this game engine or this old and outdated graphics library instead"
>Even Qt is better than what WebGPU is capable of.
Ah, is it? Do you have any example of implementing forward+ rendering in pure Qt? No? What about GPU compute? Not that either?
It definitely won't kill Unity or Unreal, but I have hopes that it will make developing without a ready-made engine a bit more attractive at least!
Though I'd say that a big reason for that is because very few companies even had a backend 20 years ago compared to today. The ones which did are likely not really consumer oriented, but if you ask medical companies (EMRs), governments, and insurance companies, I'm sure it's not too uncommon to use applications which have codebases that are from before 2002.
Also, 10-20 years from now, I'm sure it will be quite common for companies to have backend services code which are 20 years old. There are still a lot of companies having Java 7 and earlier in production, and that's 11+ years now.
But I agree with what you're saying, it's much easier to get rid of code vs. data, and data is also a lot more valuable!
I think you might be underestimating how many man hours it takes to create the content for an AAA game.