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Think of it like memory hierarchies. Bookmarks are long term storage, tabs are registers. Tab groups fall somewhere in the middle, easy to reengage with and easy to put out of focus.


Probably mistaking Denmark for "Holland".


They added lazy loading of fonts a couple years back, which took a chunk out of startup time.


> * It has an easy-to-use package manager, and I'm not sure where C++ is on that front.

In the inescapable hell of n+1 competing standards.


You mean that every langauge has its own package manager?


No, rather C++ has many competing package managers, none of which have majority buy in from the C++ community.

To name a few:

https://github.com/cpp-pm/hunter

https://conan.io/

https://docs.microsoft.com/en-us/cpp/build/vcpkg?view=vs-201...

https://buckaroo.pm/


I think they mean that C++ isn’t one thing, it varies a lot by the specific compiler and version you’re using.


I think they mean that people keep coming along and saying "the existing N competing standards suck, let's make a new one everyone can use" and now there's N+1 competing standards.

A reference to this xkcd https://xkcd.com/927/


To clarify, for C++ specifically.


Does your GDC talk have a name yet? I'd like to keep an eye out for it.


It's called "Projective Geometric Algebra and Dual Quaternions", and it's on Tuesday, March 17 at 1:20 pm.

https://schedule.gdconf.com/session/math-in-game-development...


Given GDC is postponed are you planning to wait out and see if it's successfully rescheduled or otherwise? I've been on a bit of a GA binge recently and am especially curious what arguments might be presented for adoption in the context of game development.


I don't know the current state of go package management but I do know the equivalent Go project cited Rust's package manager Cargo as a good reference for developing their own. You forget Rust's standard library is quite minimalist and you get to sample competing libraries which often use interchangeable interfaces. In particular there are several crates (libraries) which make handling CLI arguments convenient.

If your code is stateful the typestate pattern is particularly easy to write in Rust - http://cliffle.com/blog/rust-typestate/


I've never heard of the TypeState Pattern, thanks for the link and it even got me interested in getting to know more about Rust. Thanks a bunch!


I find it important to note that small communities where it is reasonable to know everyone and expect to be known are just as "real" as offline communites. I think there were a few years - at least for myself - where social media were mistaken and masqueraded as the same as small communities.


> A lot of game engines use a mark-and-release per-frame allocation buffer.

I've heard of this concept but a search for "mark-and-release per-frame allocation buffer" returned this thread. Is there something else I could search?


It’s just a variation of arena allocation. You allocate everything for the current frame in an arena. When the frame is complete. You free the entire arena, without needing any heap walking.

A generational GC achieves a similar end result, but has to heuristically discover the generations, whereas an arena allocator achieves the same result deterministically And without extra heap walking.


Linear or stack allocator are other common terms. Just a memory arena where an allocation is just a pointer bump and you free the whole buffer at once by returning the pointer to the start of the arena.


Iirc RefCell is marked !Sync, I thought Mutex was the multithreadong analog?


That's correct.


DDC/CI?


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