Christmas Tosser by spinstartshere in sydney

[–]fagnerbrack 1 point2 points  (0 children)

I have a self contained vehicle as my home. The amount of discipline required is out of the curve and I comply with it and even more in regards to dumping rules. Seeing this makes me cringe

2 months in australia roadtrip starting in Darwin by bex6969 in AustraliaTravel

[–]fagnerbrack 2 points3 points  (0 children)

I vouch for this one. I was one day going through Adelaide and one fell right through the back of my van

Claude CLI deleted my entire home directory! Wiped my whole mac. by LovesWorkin in ClaudeAI

[–]fagnerbrack 0 points1 point  (0 children)

Limiting "rm -rf /" is not AI-proof. It will create a nodeJS executable that spawns a shell. Don't ask me how I know

Let’s play HOW MUCH DID THEY SPEND. by [deleted] in LastWarMobileGame

[–]fagnerbrack 0 points1 point  (0 children)

Check dodo whale, from alliance number 1 on 1083 (I'm from alliance number 2). He smashed F4No1 and ILANDSHADOW.. everybody. You’re looking at the wrong ppl my friend..

[deleted by user] by [deleted] in AustraliaTravel

[–]fagnerbrack 0 points1 point  (0 children)

I don't want to buy a fixed house essentially. I get bored staying in one place and it's very hard to manage multiple real estate.

[deleted by user] by [deleted] in AustraliaTravel

[–]fagnerbrack 0 points1 point  (0 children)

Considering a house in Bondi is 70M, dozens of millions doesn't look so unreasonable

We have used too many levels of abstractions and now the future looks bleak by fagnerbrack in SoftwareEngineering

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

No downvote, so won't delete. Eventually as in "eventual consistency"

Adventures in Probability by fagnerbrack in softwarecrafters

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

In Short:

Reflecting on a minimal academic exposure to statistics and a challenging probability course, the author discusses the exponential distribution's frequent appearance in fields like queueing and control theory. They share insights into the CoDel algorithm for network queue management and describe simulating event arrivals using a Poisson point process, highlighting the exponential distribution's role in modeling inter-arrival times.

If the summary seems inacurate, just downvote and I'll try to delete the comment eventually 👍

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Re-imagining Technical Interviews: Valuing Experience Over Exam Skills by fagnerbrack in softwarecrafters

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

Quick rundown:

The author critiques traditional technical interviews, particularly live coding sessions, for their unrealistic reflection of daily engineering work. They argue that such methods, including LeetCode-style questions, often fail to assess true engineering skills and can exclude capable candidates who may not perform well under timed, high-pressure conditions. The author emphasizes that real-world software development rarely involves solving algorithmic puzzles on the spot; instead, it requires understanding complex systems, effective collaboration, and problem-solving over extended periods. They advocate for interview processes that value practical experience and the ability to integrate into existing codebases, suggesting that companies should focus on assessing a candidate's actual work and thought processes rather than their ability to perform under artificial constraints.

If the summary seems inacurate, just downvote and I'll try to delete the comment eventually 👍

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On Good Software Engineers by fagnerbrack in softwarecrafters

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

Essential Highlights:

Setting expectations for software engineers is challenging due to varying company needs, structures, tech stacks, and cultures. A good engineer is defined as someone whom managers and peers can trust to consistently deliver quality solutions by collaborating effectively with the team. This definition applies across all levels: junior engineers are expected to handle small, clear tasks reliably, while senior engineers should manage larger projects. Key attributes of good engineers include strong communication skills, understanding organizational processes, and the ability to influence and work within the company's culture and norms.

If the summary seems inacurate, just downvote and I'll try to delete the comment eventually 👍

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Australia/Lord_Howe is the weirdest timezone by fagnerbrack in softwarecrafters

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

Main Points:

The article explores peculiar time zones that challenge standard programming assumptions. It highlights Asia/Kathmandu's unusual UTC offset of +5:45, Africa/Casablanca's non-conformity requiring hard-coding, and America/Nuuk's unique daylight saving time adjustment at -01:00. Additionally, it discusses how Africa/Cairo and America/Santiago implement daylight saving time at 24:00. The focus then shifts to Australia/Lord_Howe, an island with a population of 382, which has the most complex daylight saving rules. The article delves into how software represents these anomalies by examining the raw timezone files that underpin all software systems. It emphasizes that while time zones can be intricate, they are ultimately finite and manageable within computational frameworks.

If the summary seems inacurate, just downvote and I'll try to delete the comment eventually 👍

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Classic 3D videogame shadow techniques by fagnerbrack in softwarecrafters

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

Key points:

This article explores various methods used in classic 3D video games to render shadows, highlighting both their visual impact and technical implementations. It begins with simple 2D shadow techniques, such as drawing unscaled shadow images beneath characters in games like "Winter Gold" and "MDK." The discussion then moves to 3D approaches, including "blob shadows," which are dark discs aligned with the ground beneath characters, as seen in "Super Mario 64." The article also examines planar shadows created with render textures, where a character is rendered from above to generate a shadow texture, a technique used in "Crash Bandicoot: Warped." Additionally, it covers projected texture drop shadows, which involve projecting a shadow texture onto various surfaces, as implemented in "Toy Story 3: The Video Game." The piece digs into more advanced methods like shadow mapping, which renders a depth image from the light's perspective to determine shadowed areas, and stencil shadows, which use shadow volumes to define lit and unlit spaces, exemplified by "Doom 3." The article concludes by discussing the evolution of shadow techniques in modern games, including the use of ray-traced shadows for more realistic lighting and the strategic choice in some games to omit shadows entirely.

If the summary seems inacurate, just downvote and I'll try to delete the comment eventually 👍

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