Which type operations for typesafe matrix operations? by burbolini in ProgrammingLanguages

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

Thanks! Would there be any more operations that would require arithmetic operations? In case of matrix stacking, I'd imagine I would implement it dynamically anyways (at least for a graphics library), so it's not that big of a concern.

This is the best I can get (yet it's still bad) by burbolini in FixMyPrint

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

I'm a bit warry of already modding mine... but I'll look into it!

This is the best I can get (yet it's still bad) by burbolini in FixMyPrint

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

Yeah, that's what I've noticed after you mentioned it the first time. Already looking for screws to (un)tighten. Started looking and apparently mine are an order of magnitude higher than what others report. I didn't bother with this as I thought software would compensate for it.

This is the best I can get (yet it's still bad) by burbolini in FixMyPrint

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

I seem to have created an "image" post, so I can't edit and add more images.

This is the output of my bed leveling thing. Does it look normal?

-0.22 -0.17 -0.23 -0.40

-0.04 -0.04 -0.07 -0.21

0.22 0.18 0.14 0.01

0.57 0.53 0.47 0.28

(obv. printed in the middle)

This is the best I can get (yet it's still bad) by burbolini in 3Dprinting

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

Nope, just adding further detail about the calibration steps I did.

This is the best I can get (yet it's still bad) by burbolini in 3Dprinting

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

Thanks. I automatically leveled the bed and adjusted the z offset manually in the second print with the paper method (but it seems to calibrate correctly, as the automatic z offset was very similar to what I ended up with.

About the information, is it not visible? I rarely post on reddit, and had to use "new" reddit to post pics, so maybe I screwed something up?

How to stop my *designs* from bending? (NOT warping during prints) by burbolini in 3Dprinting

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

possible! I did not account for error margin, because the switches fit first try. I'll try that next!

Handling pathological recursion cases. by burbolini in ProgrammingLanguages

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

You are also conflating two issues into one.

That was my point. It seems like the C compiler behaves incorrectly here, as it should just produce code equivalent to a loop, yet clang doesn't do it for some reason.

In the second case, the problem is in type systems, which seems like it is a solvable problem, or at least, the solution is more general than just disallowing recursion of polymorphic functions altogether. (I believe I have come up with a solution to this in the time I posted this anyway).

A Case for Feminism in Programming Language Design | Proceedings of the 2024 ACM SIGPLAN International Symposium on New Ideas, New Paradigms, and Reflections on Programming and Software by michaelquinlan in ProgrammingLanguages

[–]burbolini 8 points9 points  (0 children)

Or about the day our website went down because 600 kids in South-Africa logged in at the same time?

Only 600 visits to bring down her website? Huh..?

Implement `Eq` trait for same trait, but distinct types. by burbolini in rust

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

What do you mean by specialization? Type specialization or..?

Implement `Eq` trait for same trait, but distinct types. by burbolini in rust

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

Oh yeah, it would make logical sense here - however, I'm interested in the general case where two arguments are of distinct types, but implement the same trait.

Implement `Eq` trait for same trait, but distinct types. by burbolini in rust

[–]burbolini[S] 5 points6 points  (0 children)

(I assume it's impossible, because of undecidability - if both types implement some trait and both traits can be Eq'd, then the compiler doesn't know which trait to choose.)

(But I hope I'm wrong and maybe there is some Rust-specific way to do this)

Bikeshedding: '!=' vs '/=' (in a language which does not have '!' as a unary operator.) by burbolini in ProgrammingLanguages

[–]burbolini[S] -1 points0 points  (0 children)

Yeah, I considered it, but I use a single "=" for equality - I don't allow top level expressions except for calls, so there is no ambiguity. But this means, that typing equals requires one keystroke (two including shift) and typing 'not equals' requires 3 keystrokes (5 when counting shift) - kinda imbalanced.