maegul

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[–] [email protected] 6 points 16 hours ago

Something I’ve picked up on is the ability to just watch whatever you want whenever you want.

Now with streaming services dominating, depending on how you use it or how much you pirate, watching any arbitrary film can become a hastle.

With video rental shops, you could often just go in and get it (provided it was a decent place and the film wasn’t too fringe).

I’ve recently found an old local rental shop near me, still going, and have felt the convenience of it. They’ve got a good collection and everyone I’ve gone in with a particular film in mind, they’ve had it. Apart from the walk, it’s easily faster and more convenient than online services. And more fun too … browsing a large collection of DVD/bluerays is awesome.

[–] [email protected] 6 points 1 day ago

and Harris and Walz are on the cusp- 1946-64 is the range in the US)

Well, I think that's missing the forest for the trees. If people at the older edge of cusp have been dominant, then shifting to the younger edge, ~15-20 years younger, is still a step change.

Obama kinda marked the beginning of it, but is best viewed as an aberration. His opponents were silent gen (McCain) and old-boomer (Romney, 1947). And the next two elections after him were, in birth years, '46 v '47, '42 v '46. IE, over 6 candidates in 4 elections, Obama was the only one not born before 1948. Both Harris and Walz being born in '64 feels like a step change (where apart from Palin, I don't think VPs were ever typically much younger)

[–] [email protected] 4 points 1 day ago

But remote development is a killer feature to me and they seem to be prioritizing it.

Which is definitely interesting and cool. (Also, before this AI "moment", their main selling point, along with taking graphics more seriously, and rust I suppose).

[–] [email protected] 16 points 1 day ago

All good!

If it helps, I don't live in the Northern Hempisphere, so I had to think a bit each time.

[–] [email protected] 37 points 1 day ago (16 children)

Not everyone lives in the northern hemisphere, or call autumn "fall", or, AFAICT, use the seasons over specific months as much as the US.

[–] [email protected] 114 points 1 day ago* (last edited 1 day ago) (19 children)

Prepare yourself:

Clinton, Trump and Bush Jr were all born in the “summer” of 1946.

Since 1992, 32 years ago, there has been a presidential candidate from the summer of 1946 for 7 elections (trump 3 times now) or 28 years worth.

Additionally, H Clinton was the “fall” of 1947, Romney the “spring” of 1947, Gore the “spring” of 1948.

Obama, McCain, Kerry and Biden are the only exceptions to the core Boomer generation of a 2 year window dominating presidential elections for ~35yrs.

With Biden and Kerry kinda being older boomers, born in ~1942/3 and Obama a young boomer at ~1960. Harris and Walz (and Vance too) mark a generational step change to X-gen and millennials

[–] [email protected] 7 points 1 day ago

Are we really THAT car centric now that it’s this normalized to be like “fuck my living room, fuck my TV, fuck my couch, I just wanna sit in my car all day?”

Yes ... that's the problem.

To be fair though, I imagine there's a lot of people just enjoying their own mobile private space away from others. But yea, this is the problem, we've dedicated so much of our city's space to cars and roads, that the car can be kinda all we have left. And then it's infectious. Sure it might be nice to hang out in your mobile space near a park or the beach ... but then there's a car park for all of the cars ... taking up space which could just be more park land or beach front.

[–] [email protected] 3 points 1 day ago (1 children)

Am I correct in thinking that television at lemmy world has no moderators? (And only bots are listed)??

[–] [email protected] 2 points 1 day ago* (last edited 1 day ago)

No worries!

If you’re interested in learning rust (I’ve certainly enjoyed) feel free to try to do so in the community. We’ve just about gone through the main course now, but I can very much see another round starting if people are interested.

The whole idea is to treat contributing as a group learning challenge rather than something onerous and hard.

Otherwise, if you’ve got sql/DB experience, that’s often just as relevant AFAICT (as is the case across the fediverse). I’d bet that if anyone sorts out a good query or schema someone else could integrate it into the code base.

[–] [email protected] 4 points 2 days ago

Did the hobbit trilogy burn him out? I only saw some of the behind the scenes stuff about how the lack of planning and rushed production all caught up with him at some point, and it certainly seems like the sort of thing that could just irreparably burn someone out, especially with the general reception (and shall we say final quality) of the films.

[–] [email protected] 3 points 2 days ago

Saw them live recently ... great show!

[–] [email protected] 11 points 3 days ago* (last edited 3 days ago) (3 children)

Realistically, try to contribute directly is the likely answer.

Something in between organising and contributing might be starting a community for getting people to help and organise as best as they can on community contributions.

My own community [email protected] is such an attempt. At the moment it’s been mostly a learning rust community, but getting some group contributions organised was always on the roadmap and now would be a good time to start doing that there if you’re interested.

If you are interested at all in this or the general idea, let me know how I can help.

 

A nice and fair comparison I thought. The main difference, it seems, was the styles of the two films, where a bunch of stylistic choices rather disparate from whether CGI was used or not separate the two.

My take after seeing furiosa was that it's biggest flaw was that its makers struggled with the expectations of Fury Road and I think these stylistic differences kinda support that, where I'd guess they felt like they had to go with a different look and not simply repeat Fury Road's aesthetic when in the end there may not have been much of a coherent artistic purpose behind those changes.

 

New genre just dropped!

I've liked some of the other things this guy has done, but didn't get into this track at first. As I kept watching though, I got more and more into it and am certain I'd be down for an album of this stuff.

 

Yes, I'm slow, sorry!

Now this may very well be excessive expectations. I had heard a few people say it's this year's Andor. IE, you should just watch it even if it's not the sort of thing you think you'd be into. Also, I've never played the games

I've just finished the first 2 episodes, and, for me, it's not bad, it's a kinda interesting world ... but there's a distinctly empty feeling and awkwardness to the show for me. Sometimes scenes feel like they're either filling time or still trying to find their rhythm. I'm not sure any of the dialogue has caught my ear (at all). I'm not sure I've picked up on any interesting stakes or mysteries. And I've often wondered about the directing (where I can't help but wonder if Jonathan Nolan's directing is more about trying to compete with his brother).

The soft tipping point for me was the Knight's fight with the Ghoul (episode 2) ... it just felt pointless and childish. The whole scene seemed to strangely lack any gravity or impetus. And I find myself ~2.5 hrs in and not caring about anything that's happening. It's a post nuclear apocalypse world, with some mutants, a naive bunker person, and a manipulative corporation or two doing sneaky shit ...

... dunno ... what am I missing? Should I just keep watching?

 

Watching this, and seeing more of these types of interviews from Corridor Crew, it struck me that it's filling the void left by death of DVDs/BluRays and their special features.

 

Intro

Having read through the macros section of "The Book" (Chapter 19.6), I thought I would try to hack together a simple idea using macros as a way to get a proper feel for them.

The chapter was a little light, and declarative macros (using macro_rules!), which is what I'll be using below, seemed like a potentially very nice feature of the language ... the sort of thing that really makes the language malleable. Indeed, in poking around I've realised, perhaps naively, that macros are a pretty common tool for rust devs (or at least more common than I knew).

I'll rant for a bit first, which those new to rust macros may find interesting or informative (it's kinda a little tutorial) ... to see the implementation, go to "Implementation (without using a macro)" heading and what follows below.

Using a macro

Well, "declarative macros" (with macro_rules!) were pretty useful I found and easy to get going with (such that it makes perfect sense that they're used more frequently than I thought).

  • It's basically pattern matching on arbitrary code and then emitting new code through a templating-like mechanism (pretty intuitive).
  • The type system and rust-analyzer LSP understand what you're emitting perfectly well in my experience. It really felt properly native to rust.

The Elements of writing patterns with "Declarative macros"

Use macro_rules! to declare a new macro

Yep, it's also a macro!

Create a structure just like a match expression

  • Except the pattern will match on the code provided to the new macro
  • ... And uses special syntax for matching on generic parts or fragments of the code
  • ... And it returns new code (not an expression or value).

Write a pattern as just rust code with "generic code fragment" elements

  • You write the code you're going to match on, but for the parts that you want to capture as they will vary from call to call, you specify variables (or more technically, "metavariables").
    • You can think of these as the "arguments" of the macro. As they're the parts that are operated on while the rest is literally just static text/code.
  • These variables will have a name and a type.
  • The name as prefixed with a dollar sign $ like so: $GENERIC_CODE.
  • And it's type follows a colon as in ordinary rust: $GENERIC_CODE:expr
    • These types are actually syntax specifiers. They specify what part of rust syntax will appear in the fragment.
    • Presumably, they link right back into the rust parser and are part of how these macros integrate pretty seamlessly with the type system and borrow checker or compiler.
    • Here's a decent list from rust-by-example (you can get a full list in the rust reference on macro "metavariables"):
      • block
      • expr is used for expressions
      • ident is used for variable/function names
      • item
      • literal is used for literal constants
      • pat (pattern)
      • path
      • stmt (statement)
      • tt (token tree)
      • ty (type)
      • vis (visibility qualifier)

So a basic pattern that matches on any struct while capturing the struct's name, its only field's name, and its type would be:

macro_rules! my_new_macro {
    (
        struct $name:ident {
            $field:ident: $field_type:ty
        }
    )
}

Now, $name, $field and $field_type will be captured for any single-field struct (and, presumably, the validity of the syntax enforced by the "fragment specifiers").

Capture any repeated patterns with + or *

  • Yea, just like regex
  • Wrap the repeated pattern in $( ... )
  • Place whatever separating code that will occur between the repeats after the wrapping parentheses:
    • EG, a separating comma: $( ... ),
  • Place the repetition counter/operator after the separator: $( ... ),+

Example

So, to capture multiple fields in a struct (expanding from the example above):

macro_rules! my_new_macro {
    (
        struct $name:ident {
            $field:ident: $field_type:ty,
            $( $ff:ident : $ff_type: ty),*
        }
    )
}
  • This will capture the first field and then any additional fields.
    • The way you use these repeats mirrors the way they're captured: they all get used in the same way and rust will simply repeat the new code for each repeated captured.

Writing the emitted or new code

Use => as with match expressions

  • Actually, it's => { ... }, IE with braces (not sure why)

Write the new emitted code

  • All the new code is simply written between the braces
  • Captured "variables" or "metavariables" can be used just as they were captured: $GENERIC_CODE.
  • Except types aren't needed here
  • Captured repeats are expressed within wrapped parentheses just as they were captured: $( ... ),*, including the separator (which can be different from the one used in the capture).
    • The code inside the parentheses can differ from that captured (that's the point after all), but at least one of the variables from the captured fragment has to appear in the emitted fragment so that rust knows which set of repeats to use.
    • A useful feature here is that the repeats can be used multiple times, in different ways in different parts of the emitted code (the example at the end will demonstrate this).

Example

For example, we could convert the struct to an enum where each field became a variant with an enclosed value of the same type as the struct:

macro_rules! my_new_macro {
    (
        struct $name:ident {
            $field:ident: $field_type:ty,
            $( $ff:ident : $ff_type: ty),*
        }
    ) => {
        enum $name {
            $field($field_type),
            $( $ff($ff_type) ),*
        }
    }
}

With the above macro defined ... this code ...

my_new_macro! {
    struct Test {
        a: i32,
        b: String,
        c: Vec<String>
    }
}

... will emit this code ...

enum Test {
    a(i32),
    b(String),
    c(Vec<String>)
}

Application: "The code" before making it more efficient with a macro

Basically ... a simple system for custom types to represent physical units.

The Concept (and a rant)

A basic pattern I've sometimes implemented on my own (without bothering with dependencies that is) is creating some basic representation of physical units in the type system. Things like meters or centimetres and degrees or radians etc.

If your code relies on such and performs conversions at any point, it is way too easy to fuck up, and therefore worth, IMO, creating some safety around. NASA provides an obvious warning. As does, IMO, common sense and experience: most scientists and physical engineers learn the importance of "dimensional analysis" of their calculations.

In fact, it's the sort of thing that should arguably be built into any language that takes types seriously (like eg rust). I feel like there could be an argument that it'd be as reasonable as the numeric abstractions we've worked into programming??

At the bottom I'll link whatever crates I found for doing a better job of this in rust (one of which seemed particularly interesting).

Implementation (without using a macro)

The essential design is (again, this is basic):

  • A single type for a particular dimension (eg time or length)
  • Method(s) for converting between units of that dimension
  • Ideally, flags or constants of some sort for the units (thinking of enum variants here)
    • These could be methods too
#[derive(Debug)]
pub enum TimeUnits {s, ms, us, }

#[derive(Debug)]
pub struct Time {
    pub value: f64,
    pub unit: TimeUnits,
}

impl Time {
    pub fn new<T: Into<f64>>(value: T, unit: TimeUnits) -> Self {
        Self {value: value.into(), unit}
    }

    fn unit_conv_val(unit: &TimeUnits) -> f64 {
        match unit {
            TimeUnits::s => 1.0,
            TimeUnits::ms => 0.001,
            TimeUnits::us => 0.000001,
        }
    }

    fn conversion_factor(&self, unit_b: &TimeUnits) -> f64 {
        Self::unit_conv_val(&self.unit) / Self::unit_conv_val(unit_b)
    }

    pub fn convert(&self, unit: TimeUnits) -> Self {
        Self {
            value: (self.value * self.conversion_factor(&unit)),
            unit
        }
    }
}

So, we've got:

  • An enum TimeUnits representing the various units of time we'll be using
  • A struct Time that will be any given value of "time" expressed in any given unit
  • With methods for converting from any units to any other unit, the heart of which being a match expression on the new unit that hardcodes the conversions (relative to base unit of seconds ... see the conversion_factor() method which generalises the conversion values).

Note: I'm using T: Into<f64> for the new() method and f64 for Time.value as that is the easiest way I know to accept either integers or floats as values. It works because i32 (and most other numerics) can be converted lossless-ly to f64.

Obviously you can go further than this. But the essential point is that each unit needs to be a new type with all the desired functionality implemented manually or through some handy use of blanket trait implementations

Defining a macro instead

For something pretty basic, the above is an annoying amount of boilerplate!! May as well rely on a dependency!?

Well, we can write the boilerplate once in a macro and then only provide the informative parts!

In the case of the above, the only parts that matter are:

  • The name of the type/struct
  • The name of the units enum type we'll use (as they'll flag units throughout the codebase)
  • The names of the units we'll use and their value relative to the base unit.

IE, for the above, we only need to write something like:

struct Time {
    value: f64,
    unit: TimeUnits,
    s: 1.0,
    ms: 0.001,
    us: 0.000001
}

Note: this isn't valid rust! But that doesn't matter, so long as we can write a pattern that matches it and emit valid rust from the macro, it's all good! (Which means we can write our own little DSLs with native macros!!)

To capture this, all we need are what we've already done above: capture the first two fields and their types, then capture the remaining "field names" and their values in a repeating pattern.

Implementation of the macro

The pattern

macro_rules! unit_gen {
    (
        struct $name:ident {
            $v:ident: f64,
            $u:ident: $u_enum:ident,
            $( $un:ident : $value:expr ),+
        }
    )
}
  • Note the repeating fragment doesn't provide a type for the field, but instead captures and expression expr after it, despite being invalid rust.

The Full Macro

macro_rules! unit_gen {
    (
        struct $name:ident {
            $v:ident: f64,
            $u:ident: $u_enum:ident,
            $( $un:ident : $value:expr ),+
        }
    ) => {
        #[derive(Debug)]
        pub struct $name {
            pub $v: f64,
            pub $u: $u_enum,
        }
        impl $name {
            fn unit_conv_val(unit: &$u_enum) -> f64 {
                match unit {
                $(
                    $u_enum::$un => $value
                ),+
                }
            }
            fn conversion_factor(&self, unit_b: &$u_enum) -> f64 {
                Self::unit_conv_val(&self.$u) / Self::unit_conv_val(unit_b)
            }
            pub fn convert(&self, unit: $u_enum) -> Self {
                Self {
                    value: (self.value * self.conversion_factor(&unit)),
                    unit
                }
            }
        }
        #[derive(Debug)]
        pub enum $u_enum {
            $( $un ),+
        }
    }
}

Note the repeating capture is used twice here in different ways.

  • The capture is: $( $un:ident : $value:expr ),+

And in the emitted code:

  • It is used in the unit_conv_val method as: $( $u_enum::$un => $value ),+
    • Here the ident $un is being used as the variant of the enum that is defined later in the emitted code
    • Where $u_enum is also used without issue, as the name/type of the enum, despite not being part of the repeated capture but another variable captured outside of the repeated fragments.
  • It is then used in the definition of the variants of the enum: $( $un ),+
    • Here, only one of the captured variables is used, which is perfectly fine.

Usage

Now all of the boilerplate above is unnecessary, and we can just write:

unit_gen!{
    struct Time {
        value: f64,
        unit: TimeUnits,
        s: 1.0,
        ms: 0.001,
        us: 0.000001
    }
}

Usage from main.rs:

use units::Time;
use units::TimeUnits::{s, ms, us};

fn main() {

    let x = Time{value: 1.0, unit: s};
    let y = x.convert(us);

    println!("{:?}", x);
    println!("{:?}", x);
}

Output:

Time { value: 1.0, unit: s }
Time { value: 1000000.0, unit: us }
  • Note how the struct and enum created by the emitted code is properly available from the module as though it were written manually or directly.
  • In fact, my LSP (rust-analyzer) was able to autocomplete these immediately once the macro was written and called.

Crates for unit systems

I did a brief search for actual units systems and found the following

dimnesioned

dimensioned documentation

  • Easily the most interesting to me (from my quick glance), as it seems to have created the most native and complete representation of physical units in the type system
  • It creates, through types, a 7-dimensional space, one for each SI base unit
  • This allows all possible units to be represented as a reduction to a point in this space.
    • EG, if the dimensions are [seconds, meters, kgs, amperes, kelvins, moles, candelas], then the Newton, m.kg / s^2 would be [-2, 1, 1, 0, 0, 0, 0].
  • This allows all units to be mapped directly to this consistent representation (interesting!!), and all operations to then be done easily and systematically.

Unfortunately, I'm not sure if the repository is still maintained.

uom

uom documentation

  • This might actually be good too, I just haven't looked into it much
  • It also seems to be currently maintained

F#

Interestingly, F# actually has a system built in!

 

I looked around and struggled to find out what it does?

My guess would be that it notifies you of when new posts are made to communities you subscribe to. But that sounds like a lot, so I'm really not sure.

Otherwise, is it me or does the wording here not speak for itself?

 

Report showing the shift in AI sentiment in the industry. Relatively in depth and probably coming from a pro-AI bias (I haven’t read the whole thing).

Last graph at the bottom was what I was linked to. Clearly shows a corner turning where those closer to the actual “product” are now sceptical while management (the last category in the chart) are more committed.

 

Generally, the lens I've come to criticise any/all fediverse projects is how well they foster community building. One reason why I like and "advocate" for the lemmy/threadiverse side of things is precisely because of this and how the centrality of the community/sub/group is a good way of organising social media (IMO).

Also, because of that, I recently came to be skeptical of the effects that the "All" feed can have. I didn't even realise that people relied mostly on the All feed until recently.

I think I've reached the point now of being against it (at least tentatively). I know, it's a staple and there's no way it's going away. And I know it's useful.

But thinking about the feature set, through the community building lens, I think it'd be fair to say that things are out of balance: they don't promote community building enough while also providing the All feed which dissolves community building.

Not really a criticism of the developers ... AFAIU, the All feed is easier to implement than any other community building feature ... and it's expected from reddit (though it isn't normal on forums AFAICT, which is maybe worth considering for anyone happy to reassess what about reddit is retained and what isn't).

But still, I can imagine a platform that is more focused on communities:

  • Community explorer tool built in.
    • Could even be a substitute for an All feed ... where you can browse through various communities you don't know about and see what they've posted recently
  • Multi-communities (long time coming by now for many I'd say)
    • Could even be part of the community explorer tool where you can create on-the-fly multi-communities to see their posts in a temporary feed
  • Private and local only communities (already here on lemmy and coming for private communities)
  • Post visibility options for Public communities (IE, posts that opt-in private)
  • More flexible notifications for various things/events that happen within a community
  • Wikis
  • Chat interface
    • I'm thinking this is pretty viable given that Lemmy used to use a web-socket auto-updating design ... add that to the flat chat view and you've got a chat room. There are resource issues, so limiting them to one per community or 6hrs per week per community or something would probably be necessary.

A possibly interesting and frustrating aspect of all of these suggestions/ideas above is I can see their federation being problematic or difficult ... which raises the issue of whether there's serious tension between platform design and protocol capabilities.

 

There are also some gems in there about how old and constant underplaying the amount of VFX in a film is.

From the video, Stand By Me had a VFX shot (the train bridge scene, of course) but no one was allowed to talk about that. And of course The Fugitive train crash scene had to have "real trains" even though it's all mostly miniatures.

 

The post mentions data or research on how rust usage in is resulting in fewer errors in comparison to C. Anyone aware of good sources for that?

 

Lets try this experiment

Start watching Big Trouble in Little China at 7pm, Central Time, USA (as precisely as you can) ... and come here for live posts as you watch!

This is ~24 hours from the time of this post

Here's a timeanddate.com link to the timezone(s) involved.


@[email protected] jas volunteered to run a live watch on cytube the day afterward (approx 7pm Monday). Posts and links should be coming (and see comments below on the idea).

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