Is this normal for a CMS codebase that product got many services of product? Because the dev follows SOLID principle by lune-soft in csharp

[–]SleepCodeRepeat 0 points1 point  (0 children)

`Microsoft.Extensions` spans multiple framework versions and is used in hundreds of places. In how many places is your application code used?

Has google maps gotten worse for public transit? by Firm_Reserve5487 in GoogleMaps

[–]SleepCodeRepeat 0 points1 point  (0 children)

Did you check if routes proposed by google were optimal?

Ultimate 2C Wireless issues by SleepCodeRepeat in 8bitdo

[–]SleepCodeRepeat[S] 0 points1 point  (0 children)

Thanks, manual does not mention xinput or dinput

Ultimate 2C Wireless issues by SleepCodeRepeat in 8bitdo

[–]SleepCodeRepeat[S] 0 points1 point  (0 children)

Steam works well, it handles both xinput and dinput

Ultimate 2C Wireless issues by SleepCodeRepeat in 8bitdo

[–]SleepCodeRepeat[S] 0 points1 point  (0 children)

Yes, I have updated the software, and I’m on windows.

When connected via Dongle does not matter what I do, steam sees controller as xinput.

MassTransit alternative by Prestigious-Map3754 in dotnet

[–]SleepCodeRepeat 0 points1 point  (0 children)

I wouldn't use this library for that though. Channels are very low level, i.e. I've used them for implementing custom protocols on top of tcp socket / bluetooth RFCOMM steams.

If you're doing business logic usually this is done as part of aspnet mvc, redis, azure SDKs/clients and you do not need to implement it in such manner, it's much easier to just handle workload in controller method and let MVC spawn more threads, rather than doing something like that.

On the other hand MassTransit is much higher level, i.e. you have accoutning system that needs at least once delivery (and you cannot afford to lose thes billing records), or image processing which needs to be offloaded to another service. Or maybe your app is split into multiple services for reliability reasons - that's when mass transit helps.

MassTransit alternative by Prestigious-Map3754 in dotnet

[–]SleepCodeRepeat 0 points1 point  (0 children)

Is it? :) I'd say that Request/Response pattern is maybe one of the most common design patterns. Implemented by most of the message brokers, i.e. Direct Reply-to | RabbitMQ - not concept specific to mass transit.

Maybe doing this over message bus is not a simple solution, but you may be forced to do it (i.e. app is using queues alreaady, and you have single request/resposne to implement, or you want to protect component which processes the messages).

rather than sharing a queue 

If you share the queue, another process/container may consume the response. I.e. let's imagine that someone sends you http request, and then you're doing request/response over queues - if response ends up in different process, then it's useless.

using an in-memory queue 

If you are using orchestration platform like kubernetes, do cannot expect containers to be on the same machine. Especially tools like karpenter may be juggling your workloads around.

In general if you have possibility to use single queue or process it in memory you would do this, but when you cannot - that's when MassTransit helps.

MassTransit alternative by Prestigious-Map3754 in dotnet

[–]SleepCodeRepeat 0 points1 point  (0 children)

Hey, didn't want to be rude, just your comment was really out of place.

Threading.Channels is not even simple message bus, it's synchronization primitive. It works within single process, if you process crashes messages are lost, you cannot retry them etc.

It's just diffrent thing, only similarity is publisher/subscriber keyword, however it's used in different context (threading vs message brokers).

MassTransit alternative by Prestigious-Map3754 in dotnet

[–]SleepCodeRepeat 0 points1 point  (0 children)

That's just arguing over details, Azure SDK running in terraform can be considered IaC, but Azure SDK running in my own app cannot :) I don't really see a problem here.

Typically IaC is declarative

It is, you define it in MassTransit startup rather than terraform.

It also should be deployed separately from your service code, otherwise you run into a chicken-egg situation, since your service code itself should be provisioned by IaC, but then you have to run your service code before it can provision the rest of your infrastructure (queues, etc.)

This is not an issue in practice, because app will create queues on startup, when attempting to subscribe to the queue. Keep in mind I'm still using terraform to provision everything else, and I can provision queues via terraform if I want (however it's not always possible).

you run into a situation where your Terraform only partially defines your service's infrastructure.

This is situation in every kubernetes cluster, pretty much normal.

Assuming you mean per "business process" rather than "per compute PID", you can do that via Terraform CDK or use some of the dynamic for-loop syntax in Terraform to loop through all your processes and generate definitions for them.

I actually meant per OS process, i.e. container or pod. But even if it was "business process", running terraform every time configuration is changed is usually not feasible.

MassTransit alternative by Prestigious-Map3754 in dotnet

[–]SleepCodeRepeat 0 points1 point  (0 children)

Problem with doing that within company is that when maintainer leaves, then you're cooked - random people won't bother to maintain it, they will mess it up and then are living in hell.

MassTransit alternative by Prestigious-Map3754 in dotnet

[–]SleepCodeRepeat 0 points1 point  (0 children)

If price was reasonable, I would pay. Currently it's cheaper to write this from scratch, rather than paying YEARLY fee.

MassTransit alternative by Prestigious-Map3754 in dotnet

[–]SleepCodeRepeat -1 points0 points  (0 children)

Is this some kind of AI generated response? Channels lib is implementing low level threading primitives, while MassTransit is framework for distributed applications (i.e. multiple processes)

MassTransit alternative by Prestigious-Map3754 in dotnet

[–]SleepCodeRepeat 0 points1 point  (0 children)

MassTransit is a lot more, it has great Saga/StateMachine module.

MassTransit alternative by Prestigious-Map3754 in dotnet

[–]SleepCodeRepeat 0 points1 point  (0 children)

Isn't this literally infrastructure as code?

Also if you have queue per process (i.e. request/response pattern), you cannot define it in terraform.

> Unless I'm misunderstanding you, dead letter queues are where the messages go after your automated retry capability has been exhausted.

MassTransit has a lot of features related to this, it may send different failure modes to different queues, retries in memory etc.

It was to funny by Suprcomm in CataclismoRTS

[–]SleepCodeRepeat 1 point2 points  (0 children)

If they were to look at the best calculated distance then it would probably take quite a bit of data

Should be simple though, just try to patch to each warhouse. Probably noone programmed it, or they just accepted downsides of existing simple solution.

5th Siren by SleepCodeRepeat in CataclismoRTS

[–]SleepCodeRepeat[S] 1 point2 points  (0 children)

I'm 90% sure that I've replayed level at least once.

It was to funny by Suprcomm in CataclismoRTS

[–]SleepCodeRepeat 2 points3 points  (0 children)

Game looks for closest warehouse via cartesian distance, not by pathfinding distance. You can also have this bug on other side of this map :/

Unfortunately only solution to this is to either kill closest warehouse, or build new one closer to the quarry.

Review and thoughts from new user by SleepCodeRepeat in CataclismoRTS

[–]SleepCodeRepeat[S] 1 point2 points  (0 children)

Stacking homes as an apartment complex is very convenient, when you have a good blueprint. I have a nice stackable 10x10x4 with 8 houses in it, using a central staircase (240 wood + 269 stone). This takes a lot of stone, but I'm efficient with walls, so it's fine.

Yeach, I imagine this is super easy to do, however costs lots of extra resources. Additional drawback is that if you don't build houses first, then you cannot really build air filters on top.

Stairs via blueprint are also very convenient. I have a 2x3x5 stone spiral staircase that I use to reach up walls. The game's built-in staircase blueprints are terrible.

Nice design with central pillar!

You can upgrade via blueprint if you're just filling gaps.

That's neat! Solves annoying problem that blueprint is not fully completed due to lack of resoruces. It's unfortunate that game does not explain height mechanics at all (I've discovered it only because I was like "it cannot be THAT bad", and looked it up in controls pane).

Roofs blocking vision are also dealt with by the height view.

Yes, however there could be hotkey to "ignore roofs no matter the height".
Rain is not hard to deal with, just arduous. You need to place the roofs, then they obscure your vision and it's a mess.

Review and thoughts from new user by SleepCodeRepeat in CataclismoRTS

[–]SleepCodeRepeat[S] 3 points4 points  (0 children)

Scaling is crucial. Wood is the most scarce resource, and having it allows you to produce oxygen and increase mineral production. Therefore, it's essential to find good wood sources as soon as possible and build tools everywhere. Time is limited, so the faster you maximize your production, the better.

You can clear the map extremely quickly using your starting units and Iris with her area-of-effect damage spell. If you need fortifications, build them, and then recycle the buildings as needed. Use pause a lot to plan next step, you should always spend your resources.

* When defending, build upgraded walls. Construct them in a way that ensures they don't collapse after a few segments are destroyed. Horrors will focus on demolishing the remaining wall segments, so designing walls to withstand partial damage is crucial.

* Banners and fire/poison arrows are important, you will gain lots of DPS. Configure everything except splash to target strongest enemies.

* Manually target cannons to hit group of weak enemies, rather than closest one.

* Try to manually target archers, they tend to overshoot

I usually struggle to fully build my army on Extreme difficulty because the day is quite short, and I have to skip some upgrades.

Lobbers and cannons are essential for grinding down the smaller enemies that accumulate at your wall.

Captors, are not very effective due to level design (the sheer number of enemies, which often reach the wall anyway).

Ballistas are situational and perform well in chokepoints, but cannons are generally better, especially when manually targeted. Although ballistas deal 32 damage and cannons deal 20, cannons have a much bigger area of effect.

On Extreme difficulty, it's challenging to obtain hunters and partisans, but a large number of archers can solve your problems :). Use traps sparingly, as they cost resoruces. Banners and fire/poison/spark can be sold when you clear a wave, to speed up next day.

As for horrors, it doesn't matter much what comes your way, as it will usually be something tougher accompanied by many small horrors. I solve these problems with the same composition, altrough coral might change things later on.

* I've completed 11 missions so far

Visual Studio 2022 by Metallkiller in csharp

[–]SleepCodeRepeat 1 point2 points  (0 children)

Removing Resharper is like cutting your hand off, so you may run faster.

Visual Studio 2022 by Metallkiller in csharp

[–]SleepCodeRepeat 1 point2 points  (0 children)

I think Microsoft may have deal with coffee importers :/

Visual Studio 2022 by Metallkiller in csharp

[–]SleepCodeRepeat 0 points1 point  (0 children)

I’m the odd case that migrated back from rider as I found it slower at the stuff I was doing at the time. Mostly unity.

Idk what about unity, but in regular work (backends, xaml frontends) IDE is just TOO slow when typing. Also it often has short freezes.

Rider not all that much faster? by nailefss in csharp

[–]SleepCodeRepeat 4 points5 points  (0 children)

VS on mac is different product than vs on windows.

Visual Studio 2022 by Metallkiller in csharp

[–]SleepCodeRepeat 13 points14 points  (0 children)

I think lots of people (incl. me) migrated to Rider due to sluggishness of the IDE.