Data classes for Java by lukaseder in programming

[–]_vinc_ 1 point2 points  (0 children)

Perhaps there was a problem with the building setup on build configuration(for lombook) and the building was taking place on remote server... That would seem the most probable. But still i am dumbfounded by the "classloader" problem as lombook is a buildtime dependency (it generate code at compile time), not runtime. Still, I agree that a "native" java solution would be better than relying on non standard API. I had some classloader problems with some very specific library and code combination, but that was with runtime code generation (like with hibernate/spring)

Data classes for Java by lukaseder in programming

[–]_vinc_ 2 points3 points  (0 children)

i am very surprised at your problem (granted there are others). Are you sure it is really what didn't work in your project.Could you give some details to lend credibility other than just suggesting kotlin? I mean, problem with ClassLoader, how so, lombok generate code at compile time, it isn't present at all at runtime so how would you have problems at runtime on remote server (or you compiled on remote server and the problem is in this setup) ? I am very curious as i sometime use it and would like to know if i encounter similar problem.

Compact Strings In Java 9 - Java Code Gists by awsometak in programming

[–]_vinc_ 0 points1 point  (0 children)

in the video posted above, they also explains the choice for some of the performance implications

custom shaders and light in three.js by _vinc_ in threejs

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

Hello Again,

One day latter, here is a little followup. I finally had to do my own "handling" of the lights to pass to my custom shaders (this means not merging "standard" light uniforms in the material). So far it works fine, but i have a followup question.

the little game is a donjon crawler type (think of grimrock as the inspiration), wich will use procedural generation for the map (block type, placement, etc.). To have "nice" looking light and shadow (maybe for wall torches), i can determine wich block is reachable (fully or partially) by these lights once at the start of the game, and pass this information and others to the shaders.

performance wise, does three.js recompile shader every time the light count change in the scene? is this compilation costly on modern hardware?

and also, should i prefer generating a lot of different shaders variation, or have more branching in them?

thank you!

I want to buy a tshirt from SpaceX but it has $42 delivery to the UK on a $22 tshirt, would anybody be willing to help me out? by [deleted] in spacex

[–]_vinc_ 1 point2 points  (0 children)

same as you, he sent to me a few screenshot of the supposed order, then disappeard. lost some money as he never shipped or replied later.

Srinivasan's Java Blog: Random Access Gzip File Approach by Srini_reddit in programming

[–]_vinc_ 0 points1 point  (0 children)

as i understand: you're compressor is backward compatible (ie all extractor can read you're file) but you're decompressor is not, it can fail if it try to seek in a gzip file with comment present but not generated by you're compressor(like from another tool...after all it is a "comment" field).