A close examination on the supposed benefits of effect systems, framed as a conversation between two programming language designers.
A close examination on the supposed benefits of effect systems, framed as a conversation between two programming language designers.
Just some thoughts by a guy you don't know.
An ode to M-x compile.
You know the drill by now. It’s time for another recap! Sit back, get a warm beverage and look back at the highlights of Season 3 with us. We’ve been at this for a while now (three seasons, one year, and 24 episodes to be exact). We had guests from a wide range of industries: from automotive to CAD software, and from developer tooling to systems programming. Our focus this time around was on the technical details of Rust in production, especially integration of Rust into existing codebases and ecosystem deep dives. Thanks to everyone who participated in the survey last season, which helped us dial in our content. Let us know if we hit the mark or missed it!
Welcome to the Holy Dev newsletter, which brings you gems I found on the web, updates from my blog, and a few scattered thoughts. You can get the next one into your mailbox if you subscribe.What is happeningThis month has been under the start of Wolframite, as we are trying to make good on our promises to Clojurists Together. We have focused on UX and bugs and stabilized the API. There are no more code-related issues that need to be fixed for v1, and an alpha of v1 has been released to Clojars. Now we need to get the site up to date and up, and write tutorials. We also wait for some advice from Wolfram Engineering.
Clark Kampfe - zeroclarkthirty.com
Here API means the generalized concept of "API":
The 3 important facts in Rust:
How you can bypass borrow checking in your rust programs if you need to
Perhaps the most often repeated complaint about Rust is its slow feedback loop and long compilation times. I hear about it all the time; in Rust podcasts, blog posts, surveys, conference talks or offline discussions. I also regularly complain about it, being a Rust user myself!
On figuring out how to bridge the GameObject/ECS divide by leverage attributes, partials, and source generators.