[–] -2 points 2 months ago (1 child)

America is not just North America you know. It’s a whole ass continent. America isn’t a country, the US is. So when you say America when you actually talk about only the US, it’s as is you were talking about Mexico, Canada, Brazil… as well as the US. Which is… dumb? False? Erroneous?

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  • [–] -3 points 2 months ago* (last edited 2 months ago) (18 children)

    I’d say US/USians, as America is more than just the US. America is composed of more countries like Canada, Mexico, Brazil…

    You can downvote me all you want, it doesn’t change anything.

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    The article ArkScript September 2025 update is the last one I wrote, covering all the changes I made on the language this summer.

    Finally, I have released this huge set of breaking changes that makes ArkScript v4, and I'm pretty proud of it. I won't stop working on the language, however it's a big milestone for me: I've reach a point where the language is more than decent to use every day, errors are correctly reported, and the documentation is pretty good too (I might be biaised, I wrote it myself so I don't have an objective point of view): https://arkscript-lang.dev/

    I've also written an article comparing ArkScript with other Lisps (which is still a WIP but is already good enough) for the curious ones here.

     

    As many others here, I have a home lab at home, with various containers like FreshRSS, Ampache…

    I also have a netdata dashboard to monitor CPU and temps, disk usage… that sometimes send me alerts without me having configured anything, eg too much CPU used for more than 15 minutes.

    However it doesn’t seem to cover log monitoring, or at least not in the way I want. I have a job and can’t dedicate thousands of hours to building something myself, nor configuring deeply some software stack.

    All I want is my services to be monitored log-wise, with a single docker where you could mount multiple log directories, and have a simple interface that filters through the logs (based on their type/name, eg nginx logs aren’t treated the same way as kernel or auth logs, but without me having to configure more than the source type), to tell me if something is weird or just bad (eg someone logged in).

    Does it exist without installing grafana + Prometheus + this and that + doing a shit ton of configuration and crying?

    [–] 7 points 1 year ago

    And I must say that MKW is pretty fun, I love roaming around the world just doing tricks and exploring hidden areas!

    It adds something’s that I found lacking in MK8, I would only play MK8 for Cups or Online, now there is an environment which ties everything together, with Easter eggs and collectibles, and I can learn the tracks without the pressure of a timer or a race ending soon.

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  • [–] 2 points 1 year ago (8 children)

    I find this paper false/misleading. They just translated one algorithm in many languages, without using the language constructs or specificities to make the algorithm decent performant wise.

    Also it doesn’t mean anything, as you aren’t just running your code. You are compiling/transpiling it, testing it, deploying it… and all those operations consume even more energy.

    I’d argue that C/C++ projects use the most energy in term of testing due to the quantity of bugs it can present, and the amount of CPU time needed just to compile your 10-20k lines program. Just my 2 cents

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  • [–] [S] 2 points 1 year ago (1 child)

    Also, just to check, do you have a time limit set for the Playground so that people do not over-tax your system?

    I double-checked, and it seems my timeout command was incorrect. I set it up again (with additional testing), and it now properly kills the container(s) after 20 seconds.

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  • [–] [S] 4 points 1 year ago (2 children)

    Thanks for your comment!

    That’s a tough question, because it often boils down to preferences. I think a beginner developer or even someone fed up with the complexity of modern languages could be interested in the language, as it is very small but still more than usable. Only 9 keywords, no hidden meaning, everything follows the same rules : open a paren, then the first thing is a function call, the rest are arguments. I think the « lisps have too many parentheses » is a false problem only used by trolls. I won’t say that you have to understand the flow or fall into the matrix to use it and avoid the parens, it’s more about having a consistent coding style so that you don’t have to care about the closing parentheses. Plus with a modern editor, parentheses groups have different colors and are easy to match, you can navigate to the starting / closing paren with a keybind (% in vim, command/ctrl M in jetbrains IDE).

    I’m no frontend dev, so I battle a lot with it so it displays how I want ; I tried with flex to center vertically the « getting started » section, will have to try again.

    Yes, there is a time, cpu and memory limit to the playground, no worries! I started the playground about a year ago but only just recently managed to compile to wasm, I’ll see in the future if I can swap the docker integration for it.

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    I’ve been working on this (not so little anymore) project for some time now, and I’m finally happy with the branding, UX and docs state.

    It’s a scripting language I made at first as a toy, to learn new parsing methods, explore compiler optimizations, and go back to VM land where everything is low level and amazing (at least for me) ; it’s now a fully fledged language that can be used as a scripting language like Python or Ruby, and can also be very easily embedded inside a project, as one would do with Lua.

    Let me know your thoughts and opinions on the project!

    [–] [S] 3 points 1 year ago (3 children)

    First of all, the language is lisp inspired. ArkScript has s-expressions and code as data via its macros, its reads the same (left to right, prefix notation).

    Keywords wise, we are not the same, which is a small but striking difference when comparing them side by side.

    ArkScript has no classes nor structures, and no quoting/quasiquoting.

    AFAICT both ArkScript and Common Lisp (a big lisp contender) have lexical scoping, so no real difference here.

    ArkScript has strong dynamic typing too, like many other lisp.

    The big advantage I would say ArkScript has, is its embedded capabilities. You can very easily use it in a project, as its C++ API has been designed for this.

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    I’ve been working on this (not so little anymore) project for some time now, and I’m finally happy with the branding, UX and docs state.

    It’s a scripting language I made at first as a toy, to learn new parsing methods, explore compiler optimizations, and go back to VM land where everything is low level and amazing (at least for me) ; it’s now a fully fledged language that can be used as a scripting language like Python or Ruby, and can also be very easily embedded inside a project, as one would do with Lua.

    Let me know your thoughts and opinions on the project!

     

    Two years ago I started to follow RogueBasin's roguelike C++ tutorial, a somewhat outdated tutorial in term of good practices and C++ version, but very on point in term of roguelikes.

    My goal when I started Pataro what quite ambitious: I wanted to make a modern C++ roguelike from the tutorial, and write an updated version of said tutorial to help the community! Even better (or worse, in term of choosing your goals) I thought I could make a modern C++ roguelike library for people to use.

    I got the first 9 parts of the tutorial working pretty smoothly, having set up an architecture inspired by Bob Nystrom about game architecture with roguelikes in mind (great talk by the way: https://www.youtube.com/watch?v=JxI3Eu5DPwE). Then I got to a big hurdle: saving and loading. Having used a lot of polymorphism, it makes quite hard to load correctly things and I stopped there.

    progress as of june 2021

    Then a few weeks ago, I picked up the project again, with a much lower set of goals in mind:

    • finishing to implement the tutorial from RogueBasin
    • ease the configuration of the project, so that people can pick parts of it or just make a roguelike from it
    • fix a bunch of problems related to the map and how it is used to be able to extend it and modify it (imagine being able to have spells that could alter the map)
    • rearchitecture a few more things because it's still very rough on the edges
    • modernize the C++ code (again)

    Progress as of july 2023