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  • I don’t think either of these models can work. Fund-to-release is basically the same as crowdfunding, except painted as more focused. Now users, rather than “donate 5$ every month to fooProject” need to deal with a constant stream of “donate X$ to fooProject for Y feature / bug”, so it sharply increases subscription fatigue. I guess it wouldn’t be subscription fatigue then. Shopping fatigue?

    And what if bugfix X reaches 90% of the funding, and feature Y reaches 90% of the funding, but neither reaches 100%? With a simpler subscription the project would have a set amount of money to distribute across its internal needs.

    And this isn’t even touching on the subject of cost overruns. What happens when your feature estimated at 2 months of dev time is 60% done after 7 weeks? Do you ask for a second donation round?

    Rather, for this kind of focused work a project should keep one single treasury to distribute as needed, and have polls for contributors (monetary or otherwise) to vote on which parts to focus on first.

    The fund-to-release model shifts all the risk on the authors, who don’t see any monetary reward while the work is ongoing and are not guaranteed any even when the work is finished. Dev work needs a constant stream of funding (to eat, pay rent etc) unless the author starts with a sizeable initial treasury, in which case they can deal with big lump sumps to distribute as they need. But this requires at the very least the guarantee of payment once the work is done which, again, this model does not guarantee.

    Sorry I don’t have solutions to propose, but I think the flaws of these alternatives far outweigh their pros.






  • Thank you for the explanation, now I understand the context on the original message. It’s definitely an entirely different environment, especially the kind of software that runs on a bunch of servers.

    I have built business programs before being a game dev, still the kinds that runs on device rather than on a server. Even then, I always strived to write the most correct and performant code. Of course, I still wrote bugs like that time that a release broke the app for a subset of users because one of the database migrations didn’t apply to some real-world use case. Unfortunately, that one was due to us not having access to real world databases pr good enough surrogates due to customer policy (we were writing an unification software of sorts, up until this project every customer could give different meanings to each database column as they were just freeform text fields. Some customers even changed the schema). The migrations ran perfectly on each one of the test databases that we did have access to, but even then I did the obvious: roll the release back, add another test database that replicated the failing real world use case, fixed the failing migrations, and re released.

    So yeah, from your post it sounds that either the company is bad at hiring, bad at teaching new hires, or simply has the culture of “lol who cares someone else will fix it”. You should probably talk to management. It probably won’t do anything in the majority of cases, but it’s the only way change can actually happen.

    Try to schedule one on one session with your manager every 2 to 3 weeks to assess which systematic errors in the company are causing issues. 30 minutes sessions, just to make them aware of which parts of the company need fixing.


  • Sorry, this comment is causing me mental whiplash so I am either ignorant, am subject to non-standard circumstances, or both.

    My personal experience is that developers (the decent ones at least) know hardware better than IT people. But maybe we mean different things by “hardware”?

    You see, I work as a game dev so a good chunk of the technical part of my job is thinking about things like memory layout, cache locality, memory access patterns, branch predictor behavior, cache lines, false sharing, and so on and so forth. I know very little about hardware, and yet all of the above are things I need to keep in mind and consider and know to at least some usable extent to do my job.

    While IT are mostly concerned on how to keep the idiots from shooting the company in the foot, by having to roll out software that allows them to diagnose, reset, install or uninstall things on, etc, to entire fleets of computers at once. It also just so happens that this software is often buggy and uses 99% of your cpu taking it for spin loops (they had to roll that back of course) or the antivirus rules don’t apply on your system for whatever reason causing the antivirus to scan all the object files generated by the compiler even if they are generated in a whitelisted directory, causing a rebuild to take an hour rather than 10 minutes.

    They are also the ones that force me to change my (already unique and internal) password every few months for “security”.

    So yeah, when you say that developers often have no idea how the hardware works, the chief questions that come to mind are

    1. What kinda dev doesn’t know how hardware works to at least an usable extent?
    2. What kinda hardware are we talking about?
    3. What kinda hardware would an IT person need to know about? Network gear?

  • Meh. Been developing professionally with C++ for 10 years at this point. I’m one of the weird people that kinda likes C++ and its pragmatism despite all its warts.

    I’d like C++ better if it didn’t have inheritance. There are better solutions to model interfaces, and without inheritance people can’t write class hierarchies that are 10 levels deep with a different set of virtual functions overridden (and new virtual functions added) at each level.

    And yes, that is not hypothetical. Real codebases in the real world shipping working products do that, and it’s about as nice as you can imagine.


  • You do have a terminology mismatch. In C++, an abstract class is a class with at least one pure virtual method.

    Such classes cannot be instantiated, so they are useful only as base classes.

    An interface is more of a concept than a thing.

    Sure you can say that Iterable is an interface that provides the Next() and Prev() methods and you can say that Array is an Iterable because it inherits from Iterable (and then you override those methods to do the correct thing), and that’s one way to implement an interface in C++.

    But you can also say that Iterable<T> is a class template that provides a Next() and Prev() methods that call the methods of the same name on the type that they wrap (CRTP aka static polymorphism).

    Or you can say that an algorithm that scans a collection T forward requires the collection to have a Next() method by calling Next() on it.

    And I can think of at least 2 other ways to define an interface that isn’t using abstract classes.

    And even if using abstract classes, inheriting from them is definitely the least flexible way to use them to define an interface, because it doesn’t allow one to do something like mocking functionality in tests, because it’s not possible to redefine the class to be tested to inherit from the test interface implementation with mocked functionality, so one still needs something to the effect of dependency injection anyway.

    So yeah, abstract class is very different from inheritance, and it’s also very different from interface, even though it relates to both.



  • if you’re using windows and expect any privacy at all […] throw that notion out the window

    Correct. And the same is true even if you are using linux, macOS, android, or a butterfly to manipulate bits to send a message through the internet.

    Because if your message ends up on the screen of a windows user, it’s also going to be eaten by AI.

    And forget the notion of “anything you post on the internet is forever”, this is also true for private and encrypted comms now. At least as long as they can be decrypted by your recipient, if they use windows.

    You want privacy and use linux? Well, that’s no longer enough. You now also need to make sure that none of your communications include a (current or future) windows user as they get spyware by default in their system.

    Well maybe not quite by default, yet



  • ugo@feddit.ittoProgrammer Humor@lemmy.mlgot him
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    11 months ago

    Since my previous example didn’t really have return value, I am changing it slightly. So if I’m reading your suggestion of “rewriting that in 3 lines and a single nested scope followed by a single return”, I think you mean it like this?

    int retval = 0;
    
    // precondition checks:
    if (!p1) retval = -ERROR1;
    if (p2) retval = -ERROR2;
    if (!p3 && p4) retval = -ERROR3;
    
    // business logic:
    if (p1 && !p2 && (p3 || !p4))
    {
        retval = 42;
    }
    
    // or perhaps would you prefer the business logic check be like this?
    if (retval != -ERROR1 && retval != -ERROR2 && retval != -ERROR3)
    {
        retval = 42;
    }
    
    // or perhaps you'd split the business logic predicate like this? (Assuming the predicates only have a value of 0 or 1)
    int ok = p1;
    ok &= !p2;
    ok &= p3 || !p4;
    if (ok)
    {
        retval = 42;
    }
    
    return retval;
    

    as opposed to this?

    // precondition checks:
    if(!p1) return -ERROR1;
    if(p2) return -ERROR2;
    if(!p3 && p4) return -ERROR3;
    
    // business logic:
    return 42;
    

    Using a retval has the exact problem that you want to avoid: at the point where we do return retval, we have no idea how retval was manipulated, or if it was set multiple times by different branches. It’s mutable state inside the function, so any line from when the variable is defined to when return retval is hit must now be examined to know why retval has the value that it has.

    Not to mention that the business logic then needs to be guarded with some predicate, because we can’t early return. And if you need to add another precondition check, you need to add another (but inverted) predicate to the business logic check.

    You also mentioned resource leaks, and I find that a more compelling argument for having only a single return. Readability and understandability (both of which directly correlate to maintainability) are undeniably better with early returns. But if you hit an early return after you have allocated resources, you have a resource leak.

    Still, there are better solutions to the resource leak problem than to clobber your functions into an unreadable mess. Here’s a couple options I can think of.

    1. Don’t: allow early returns only before allocating resources via a code standard. Allows many of the benfits of early returns, but could be confusing due to using both early returns and a retval in the business logic
    2. If your language supports it, use RAII
    3. If your language supports it, use defer
    4. You can always write a cleanup function

    Example of option 1

    // precondition checks
    if(!p1) return -ERROR1;
    if(p2) return -ERROR2;
    if(!p3 && p4) return -ERROR3;
    
    void* pResource = allocResource();
    int retval = 0;
    
    // ...
    // some business logic, no return allowed
    // ...
    
    freeResource(pResource);
    return retval; // no leaks
    

    Example of option 2

    // same precondition checks with early returns, won't repeat them for brevity
    
    auto Resource = allocResource();
    
    // ...
    // some business logic, return allowed, the destructor of Resource will be called when it goes out of scope, freeing the resources. No leaks
    // ...
    
    return 42;
    

    Example of option 3

    // precondition checks
    
    void* pResource = allocResource();
    defer freeResource(pResource);
    
    // ...
    // some business logic, return allowed, deferred statements will be executed before return. No leaks
    // ...
    
    return 42;
    

    Example of option 4

    int freeAndReturn(void* pResource, const int retval)
    {
        freeResource(pResource);
        return retval;
    }
    
    int doWork()
    {
        // precondition checks
    
        void* pResource = allocResource();
    
        // ...
        // some business logic, return allowed only in the same form as the following line
        // ...
    
        return freeAndReturn(pResource, 42);
    }