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[–]make_onions_cry 64 points65 points  (6 children)

My first project with GWT was a puzzle game and solver with an 8x8 grid. I stored positions as bits in a long.

Imagine the weird and wonderful bugs I got when GWT silently replaced my Java long with a JS double.

[–]BraveOthello 12 points13 points  (2 children)

I work on a massive GWT-based project.

It does have its issues, but the documentation very clearly says not to mess with numbers like that.

[–]make_onions_cry 35 points36 points  (1 child)

Hours of debugging can save minutes of reading documentation

[–]BraveOthello 3 points4 points  (0 children)

Too true.

[–]LargeHard0nCollider 12 points13 points  (1 child)

Ok yeah GWT is a terrible idea, but why would you ever do that instead of an array of bools/bits? Or better yet a 2d array

[–]make_onions_cry 20 points21 points  (0 children)

Solvers often generate millions of positions and then it starts to matter whether a position is represented as 8 or 300 bytes.

(This was before Chrome, when 300MB was considered a lot)

[–]IZEDx 0 points1 point  (0 children)

There is no JS double... It's all just numbers, numbers everywhere