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Won't that particular code fail to compile in java because the return is unreachable?


If it is then storing it without backups sounds like a bad idea


This was linked from the top comment on the Rust subreddit: https://wiki.alopex.li/LetsBeRealAboutDependencies

I think it makes a good point that some of the difference here is just perception due to dependencies in C/C++ being less immediately visible since they're dynamically loaded. To some degree that is a plus though as you likely trust the maintainers of your OS distribution to provide stable, supported libraries.

As other commenters have said, perhaps this is an area where the Rust maintainers could provide some kind of extended standard library where they don't guarantee backwards compatibility forever, but do provide guarantees about ongoing fixes for security issues.


> This was linked from the top comment on the Rust subreddit: https://wiki.alopex.li/LetsBeRealAboutDependencies

It was also posted here, shortly before this thread: https://news.ycombinator.com/item?id=43934343

(And several times in the past, too.)

> I think it makes a good point that some of the difference here is just perception due to dependencies in C/C++ being less immediately visible since they're dynamically loaded.

The point wasn't so much about the loading mechanism, but about the fact that the system (especially on Linux) provides them for you; a good amount come pre-installed, and the rest go through a system package manager so you don't have to worry about the language failing to have a good package system.


> some of the difference here is just perception due to dependencies in C/C++ being less immediately visible since they're dynamically loaded.

Not in my case. I manually compile all the dependencies (either because I need to cross-compile, or because I may need to patch them, etc). So I clearly see all the transitive dependencies I need in C++. And I need a lot less than in Rust, by a long shot.


Part of the rust dependency issue is that the compiler only multithreads at the crate level currently (slowly being improved on nightly, but there's still some bugs before they can roll out the parallel compiler), so most libraries split themselves up into a ton of small crates because otherwise they just take too long to compile.

edit: Also, `cargo-vet` is useful for distributed auditing of crates. There's also `cargo-crev`, but afaik it doesn't have buy in from the megacorps like cargo-vet and last I checked didn't have as many/as consistent reviews.

https://github.com/mozilla/cargo-vet

https://github.com/crev-dev/cargo-crev


Can't believe I'd never heard of cargo vet before, that sounds really promising!


> so most libraries split themselves up into a ton of small crates because otherwise they just take too long to compile.

In practice, does this make it feasible to pick and choose the pieces you actually need?


It can do. Additionally, because each part is now smaller it's now easier to ensure that each part, in isolation, does what it says on the tin. It also means that other projects can reuse the parts. An example of the last point would be the Regex crate.

Regex is split into subcrates, one of which is regex-syntax: the parser. But that crate is also a dependency of over 150 other crates, including lalrpop, proptest, treesitter, and polars. So other projects have benefited from Regex being split up.


Yes, when done properly. Rust has "feature flags" that can selectively enable dependencies, and effectively act as `#ifdef` guards in the code.


This is a common complaint, but I think the controls are actually very tight. Usually the issue is that the player is struggling with travelling in a vacuum with a ship that can quickly get up to tens of thousands of km/h and it's very difficult to judge distances in space. I realise you're unlikely to go back if you've read a story synopsis, but for anyone else I would highly suggest locking on to your target and using the two numbers (your current speed relative to the object and the distance from the object) to judge how hot you're coming in.


It's not mandatory, there's 1 part in Dark Bramble where you can go a little faster if you use a very small amount of thrust. You can just use the momentum you came in on though, there's still plenty of time


Is that reduction absolute or real terms? If it's absolute then that's a pretty large reduction considering inflation


"That assertion is wrong. The city was in the process of negotiating a new contract with the fire department at the time the budget was being crafted, so additional funding for the department was set aside in a separate fund until that deal was finalized in November. In fact, the city’s fire budget increased more than $50 million year-over-year compared to the last budget cycle, according to Blumenfield’s office, although overall concerns about the department’s staffing level have persisted for a number of years."

https://www.politico.com/news/2025/01/08/wildfire-threatens-...


Weirdly Goldeneye did have a control layout where you could move with one joystick and aim with the other using 2 controllers: https://www.youtube.com/watch?v=dZaEpugk3hY


That's how I played, and while the N64 joysticks aren't very good, it was alright. The much bigger problem was lag.


Yeah, it's awesome as you can set this up relatively easily with EmuDeck and play it with the two sticks on the Steam Deck.


Strange, I would have thought a pro rata refund would be allowable in these cases. I'm pretty sure that's how it works with insurance so I'm unsure why a toll pass would be any different.


Because they only sell them for durations of 10 days, 2 months and 1 year. So if you only need to cross the country for 5 hours, they would lose a lot of money.


Total spend or age adjusted per capita? Those are very different things when you have a growing and ageing population


Total spend went up.


There are signs that the blackout will have an affect on their bottomline if it's kept up [1]. I'd imagine that's why they're making these moves to remove moderators participating in the blackout so quickly. I think it'll be interesting to see if they can find other moderators who participate for free and bring as much value to reddit as the current mods do.

My guess is that the changes will still go ahead and the general quality of content on reddit will go down longer term although how much is an open question.

[1] https://www.adweek.com/social-marketing/ripples-through-redd...


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