People might want to use RSS to check on your site for updates whether you write it by hand or use some kind of CMS to generate it for you.
WordPress was a technical mess before their founder had a psychotic break and their company posted features advocating for business owners to put bait-and-switch AI slop on their websites.
Yep, lots of different ways to get jacked. That means if you couldn't care less about strength, you can do pretty much any decent exercise that targets the muscle(s) you want to grow in a very wide rep range. Most people want a combination of both size and strength, so you can just do some sets of 5-10 if you aren't already. If you want to have a strong deadlift or squat or whatever, you should train that movement. Not as complicated as fitness social media people want to make it seem: train for what you want.
I don't think this is true. I've been following a fairly standard progression on several of the standard exercises over the last year and half. I've seen steady progression on leg press, which is a strongly stabilized and isolated exercise. I saw the same rate of initial progression on squats but then it dropped off and I haven't really seen any progression for six months.
The issue is stability. I have to provide the stability for squats. The machine gives me stability for leg press. I won't get the stability I need for further progression, at least not at an optimal rate, just from squatting. I need to do complementary exercises.
It is vital if you are no longer in your twenties and care about health into old age more than simply results. Lack of stability will cause injury very quickly.
I like good type systems, too, but they won't save you from bugs that are better addressed by fuzz testing, fault injection testing and adversarial mindset shifts.
100%. Types don’t replace fuzzing, property tests, chaos, or adversarial thinking. They just move one slice of bugs from runtime to compile time and make refactors safer.
In hindsight I should have positioned types/ADTs as one layer in the reliability toolbox, not the toolbox.
Some implementations seem vectorization-friendly like the C one that uses a bit-twiddling trick to avoid the `x = -x` line that the Odin implementation and others have.
When you put these programs into Godbolt to see what's going on with them, so much of the code is just the I/O part that it's annoying to analyze
Unless you feed a spec to the LLM, and it nitpicks compiled TLA+ output generated by your PlusCal input, gaslights you into saying the code you just ran and pasted the output of is invalid, then generates invalid TLA+ output in response. Which is exactly what happened when I tried coding with Gemini via formal verification.
If you look at the details you can clearly see SDL3_GPU is wildly different from this proposal, such as:
- It's not exposing raw GPU addresses, SDL3_GPU has buffer objects instead. Also you're much more limited with how you use buffers in SDL3 (ex. no coherent buffers, you're forced to use a transfer buffer if you want to do a CPU -> GPU upload)
- More modern features such as mesh shading are not exposed in SDL3_GPU, and keeps the traditional rendering pipeline as the main way to draw stuff. Also, bindless is a first class citizen in Aaltonen's proposal (and the main reason for the simplification of the API), while SDL3_GPU doesn't support it at all and instead opts for a traditional descriptor binding system.
SDL3 is kind of the intersection of features found in DX12/Vulkan 1.0/Metal: if it's not easily supported in all of them, it's not in SDL3-- hence the lack of bindless support. That means you can run on nearly every device in the last 10-15 years.
This "no api" proposal requires hardware from the last 5-10 years :)
Yup you've actually pointed out the most important difference: SDL3 is designed to be compatible with the APIs and devices of the past (2010s), whereas this proposal is designed to be compatible with the newer 2020s batch of consumer devices.
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