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1000 results for “asynchronaut”

  1. Disquiet Junto Project 0591: The Loneliest Number
    The Assignment: Record the first third of a trio.

    Please note: While this is the start of a three-part project, you can participate in one, two, or all three of the parts, which will occur over the next three weeks.

    Step 1: This week’s Junto project is the first in a sequence intended to encourage and reward collaboration. You will be recording something with the understanding that it will remain unfinished for the time being. Your part will be done, but more will happen. Read on.

    Step 2: The plan is for you to record a short and original piece of music using any instrumentation of your choice. Conceive the piece as something that leaves room for something else — other instruments, other people — to join in.

    Step 3: Record a short piece of music, roughly two to three minutes in length, as described in Step 2.

    Step 4: This is important: be sure to make your track downloadable because it may be used by someone else in the next Disquiet Junto project, and then after that.

    Deadline: This project’s deadline is the end of the day Monday, May 1, 2023, at 11:59pm (that is, just before midnight) wherever you are. It was posted on Thursday, April 27, 2023.

    Details: disquiet.com/0591

    #DisquietJunto #AsynchronousCollaboration

  2. protip: when running e.g. scx_bpfland on a server, make sure to use the -k (--local-kthreads) flag, otherwise full system saturation with CPU-bound tasks (e.g. a parallel make job using all cores) will severely starve I/O (e.g. DNS, NFS).
    Really should be the default.. 🚀

  3. Just went through [Unit testing Asynchronous Code in Swift] by @tundsdev on this video:

    youtube.com/watch?v=P4Zee8weKV

    Absolutely brilliant, clear and concise explanation. I would highly recommend it. 👌🏾

    Got me doing a bit of refactoring on some of my unit tests too. Even more so, I discovered that Apple did release an Async/Await API for HealthKit (starting with iOS v15) and I went ahead and made a bunch of code updates there too.

    #swift #swiftdev #bdd #tdd #asyncawait

  4. Here's a convenient helper I wrote that can be used to simplify asynchronous initialization of heavy objects without caring about concurrency or call order: gist.github.com/moonshinebot/f

    The pattern scales to multiple lazy properties, and even multiple independent initializers can be used per class (if desired).

    #unitydev #unity3d #gamedev #asyncawait #unitask

  5. Why struggle with complex asynchronous code when coroutines can simplify it all? My self-study course breaks down everything you need to know—in just three hours of video content. Learn now, apply tomorrow!

    fertig.to/slcoro

    #cpp20 #programming #coroutines #cpp

  6. Why struggle with complex asynchronous code when coroutines can simplify it all? My self-study course breaks down everything you need to know—in just three hours of video content. Learn now, apply tomorrow!

    fertig.to/slcoro

    #cpp20 #programming #coroutines #cpp

  7. Why struggle with complex asynchronous code when coroutines can simplify it all? My self-study course breaks down everything you need to know—in just three hours of video content. Learn now, apply tomorrow!

    fertig.to/slcoro

    #cpp20 #programming #coroutines #cpp

  8. Why struggle with complex asynchronous code when coroutines can simplify it all? My self-study course breaks down everything you need to know—in just three hours of video content. Learn now, apply tomorrow!

    fertig.to/slcoro

  9. Why struggle with complex asynchronous code when coroutines can simplify it all? My self-study course breaks down everything you need to know—in just three hours of video content. Learn now, apply tomorrow!

    fertig.to/slcoro

    #cpp20 #programming #coroutines #cpp

  10. C++ coroutines are a game-changer for asynchronous programming. But trying to grasp them can be pretty tough. Join my self-study course and finally make asynchronous programming work for you!

    fertig.to/slcoro

    #cpp20 #programming #coroutines #cpp

  11. C++ coroutines are a game-changer for asynchronous programming. But trying to grasp them can be pretty tough. Join my self-study course and finally make asynchronous programming work for you!

    fertig.to/slcoro

    #cpp20 #programming #coroutines #cpp

  12. C++ coroutines are a game-changer for asynchronous programming. But trying to grasp them can be pretty tough. Join my self-study course and finally make asynchronous programming work for you!

    fertig.to/slcoro

    #cpp20 #programming #coroutines #cpp

  13. C++ coroutines are a game-changer for asynchronous programming. But trying to grasp them can be pretty tough. Join my self-study course and finally make asynchronous programming work for you!

    fertig.to/slcoro

  14. C++ coroutines are a game-changer for asynchronous programming. But trying to grasp them can be pretty tough. Join my self-study course and finally make asynchronous programming work for you!

    fertig.to/slcoro

    #cpp20 #programming #coroutines #cpp

  15. Got home very late, was woken up very early by a VERY excited 7yo. Now setting up an asynchronous session for my class today (and yes, I'm grateful that this is possible - in pre-pandemic times I would have missed most of my kid's birthday). #AcademicParenting

  16. It's that time of the year for VisualWorks job offers. :smalltalk:

    #visualworks #smalltalk

  17. It's that time of the year for VisualWorks job offers. :smalltalk:

    #visualworks #smalltalk

  18. In case you are interested in a permanent remote #VisualWorks #Smalltalk position for a company in #Frankurt, let me know. German required.

    I'm not involved with this in any way, but for some reason I keep getting these offers.. 🤷

    #jobs #getfedihired

  19. In case you are interested in a permanent remote position for a company in , let me know. German required.

    I'm not involved with this in any way, but for some reason I keep getting these offers.. 🤷

  20. In case you are interested in a permanent remote #VisualWorks #Smalltalk position for a company in #Frankurt, let me know. German required.

    I'm not involved with this in any way, but for some reason I keep getting these offers.. 🤷

    #jobs #getfedihired

  21. In case you are interested in a permanent remote #VisualWorks #Smalltalk position for a company in #Frankurt, let me know. German required.

    I'm not involved with this in any way, but for some reason I keep getting these offers.. 🤷

    #jobs #getfedihired

  22. In case you are interested in a permanent remote #VisualWorks #Smalltalk position for a company in #Frankurt, let me know. German required.

    I'm not involved with this in any way, but for some reason I keep getting these offers.. 🤷

    #jobs #getfedihired

  23. 🔴 Today on Live, we'll experiment with Spritely Goblins, a Guile Scheme library that provides a distributed programming model for writing secure, asynchronous code that can be called either locally or across a network.

    Let's try it out to see if it might be a good fit for the Spring Lisp Game Jam next week!

    Join us here:

    - youtube.com/live/rs1xyXquFKE
    - twitch.tv/SystemCrafters
    - systemcrafters.net/live

    🕐 in your time zone: time.is/compare/1800_in_Athens

  24. We're very excited for #PG18, just released!

    Ahsan Hadi wrote about some notable features released within #PostgreSQL 18 that we're excited about here at pgEdge, such as the ability to add an asynchronous I/O subsystem to boost database I/O performance (especially for sequential scans, bitmap heap scans, & VACUUM operations).

    Two more blogs to come in this series. In the meantime, what features are *you* most excited for?

    pgedge.com/blog/highlights-of-

    #developer #programming #postgres #technews

  25. Geese – Getting Killed [Things You Might Have Missed 2025]

    By Dear Hollow

    When a non-metal album is this good, the Great Ape mandates that we write about it – it’s unclear if it’s for posterity or humiliation. But when you have a band called Geese, the latter seems more likely. New York City fowl collective owe just as much of their attack to Bruce Springsteen and Television as to Swans and The Velvet Underground, as its drawling and honkin’ blend of roots rock, noise rock, blues, country, funk, and post-punk is a clusterfuck that feels distinctly like something a band called Geese would make. Mastermind Cameron Winter’s warbling drawls, Emily Green’s smooth bluesy plucking and jagged shutters, Dominic Digesu’s groovy bass undercurrent, and Max Bassin’s rock-solid drumming collide – all in the service of the sonic incarnation of the uncanny. Geese offers another slab of rock’s fringe movements that builds upon critically acclaimed predecessor 4D Country. Like its cover, Getting Killed is both angelic and violent, smooth and jagged – and undeniably American.

    While its openers serve to showcase Geese’s two extreme sides in explosively screamy noise rock (“Trinidad”1) and bluesy pop-country (“Cobra”), the uncanniness of Getting Killed is much more nuanced. Beneath each guitar riff and yearning melody, just as much with its more jagged movements, is a dedication to deterioration. Most tracks begin with a solid funk groove or a predictable chord progression, an undercurrent of dissolution growing over the course of its three-to-six minutes. Unlike the improvised randomness so many artists claim as a reflection of group chemistry, Geese’s movements feel calculated to the minutest detail in the service of a parodied and uncanny version of rock music, such as maddeningly repetitive riffs (“Husbands,” “Islands of Man,” “100 Horses”), repetitive cliche lyrics drawled with irony and apathy (“Cobra,” “Half Real”), and splattered movements guided by heart and hate (“Trinidad,” “Getting Killed”).

    The blend of tones that exist here is noteworthy, as the sunny country, groovy punk, and jagged noise movements feel anachronistic on paper yet somehow feel exactly what Geese ought to be doing. Noisier tracks move seamlessly into the more melodic and vice versa (the brooding “100 Horses” to the ethereal “Half Real”; the smooth ballad “Au Pays du Cocaine” to the chaotic and arrhythmic “Bow Down” and explosive “Taxes”), highlighting the intentionality behind the curtain of Getting Killed. Winter’s vocals are initially jarringly loud and off-kilter, but just as the twinkling quality that emerges from asynchronous guitar/piano noodles (“Getting Killed,” “Islands of Man”) or the brass emerges in short bursts like gusts of wind (“Trinidad,” “Husbands”), the drawling baritone stumbles upon vocal lines that get seared into the mind, catchy and seamless in their delivery – although initially feared lazy (“Cobra,” “Half Real,” “Long Island City Here I Come”). Geese, while embodying much more than just noise rock, nonetheless captures lightning in the bottle with its layers of intensity giving way to an uncanny catchiness.

    Geese’s more intense moments recall the noise rock/post-punk misanthropy of White Suns or the quirky squonks of Black Midi, but its uncanny country twang recalls the clouded and colloquial conversations of Mark Z. Danielewski’s book Tom’s Crossing: yes, it’s a western, but a caricature of it with a bleak heart beating at its core. Geese embodies rock’s most extreme peripheries in a breed of music that is as alienating as it is catchy, unique and on-brand for a band whose caliber of sound feels uncanny, otherworldly, and delightfully apeshit. Sure, it ain’t metal, but Geese offers some of the most intriguing music of the year regardless.

    Tracks to Check Out: “Trinidad,” “Cobra,” “Getting Killed,” “100 Horses,” “Long Island City Here I Come”2

    #2025 #AmericanMetal #BlackMidi #Blues #bruceSpringsteen #Country #FunkMetal #Geese #GettingKilled #JPEGMAFIA #NoiseRock #NonMetal #PartisanRecords #postPunk #Rock #Swans #Television #TheVelvetUnderground #ThingsYouMightHaveMissed2025 #WhiteSuns

  26. I want to be your next #FediHire !

    I've been a programmer since 1985 (as a child), I've been an IT professional since 1995 (pulling wires and swapping cards and configuring MS Windows). I graduated from University of Arkansas Fayetteville with a BS in CS in December of 2003. A full resume is available.

    I am currently splitting my time between Fayetteville, Arkansas and Cove, Arkansas but I am open to relocation for the right position. My last two positions were 100% remote so I work well on asynchronous teams.

    I prefer something where I can be a high-performing individual contributor: reading, writing and improving source text the majority of my day, with some time spent knowledge-sharing with other developers -- learning and teaching. I'd like to work with #Haskell, #Purescript, or #Idris as the primary source language, but I can be productive in almost any language (no PHP, please; I promised myself never again).

    I would prefer W-2 employment with a base salary of at least 130k USD/yr, plus some sort of retirement offering (401k or similar) and healthcare benefits (HDCP + HSA or similar). But, I will certainly give due consideration to other compensation packages.

    (Boosts appreciated.)

  27. CW: Steam VR for Linux

    Yes I'm CW'ing this because of the horrors inside. :soft_sweating:​

    I decided to pull out my Valve Index tonight and mess around with it. After spending several hours getting Windows to update (seriously Windows Update wtf), I decided I'd check out how Steam VR is coming along for Linux.

    The good news:

    • Base station power management finally works, so they'll sleep when you turn Steam VR off.
    • The VR overlay works flawlessly.
    • Proton games seem a lot more stable in VR.

    The bad news:

    • Still no motion smoothing.
    • Asynchronous reprojection is still broken.

    So, like, yeah. The Steam VR experience on Linux has all the quality of life of Windows, except for the puke factor :corgi_wtf1:​ Which to me is, y'know, the most important thing.

    Motion smoothing is self-explanatory, it just smooths out motion so it's not so jittery. Asynchronous reprojection is a little more complicated. It's essentially a method of re-using frames your GPU has already made paired with the motion data from your headset to paper over your GPU lagging behind the motion tracking while making new frames. Unfortunately, this has been broken on Steam VR for Linux for years. If the game you're playing isn't keeping up with the framerate of your headset, it generates a bunch of ghost frames that make your entire headset look like you just dragged a window around on Windows XP while it was freezing up. It also looks super jittery as it tries to catch up.

    This isn't a huge problem in games like Beat Saber or Synth Riders, but it makes playing VR Chat (and, frankly, Steam VR Home because it's optimized like shit) really nauseating.

    So yeah, Steam VR is kind of a nonstarter for some games. So I decided to try Monado, which is an open source OpenXR platform for Linux. I've tried working with Monado before but, back in the day, it was pretty confusing to set up and hard to troubleshoot. Nowadays there's a GTK-based setup utility called Envision. It's really really nice. :blobyeengrin:​

    Unfortunately it didn't work for me. :corgi_wtf1:​ For some reason Monado would crash out with an exit code of 11 and I couldn't find a way to make it spit out any useful logs as to why. Launching the Monado service manually worked fine, but trying to connect to it kept erroring out. I could maybe get it working if I gave up on Envision and set it up manually, but it's really not worth the effort. Maybe I'll do more research later, but right now I'm just very let down. :redpanda_sweat:​

    So yeah, VR on Linux is still in a very frustrating state. It doesn't seem like Valve has abandoned Steam VR as there are a lot of improvements, but the most crucial things remain unimplemented or broken. While I'm hopeful Valve's upcoming Deckard headset might mean they give Steam VR some love, I'm a bit worried that it'll be like the Steam Deck where everything that isn't Steam OS is treated as a second-class citizen. I have a feeling Valve will hack together Gamescope to work well with Deckard but leave a lot of things broken on XWayland (since Steam still doesn't support Wayland on any compositor other than Gamescope). I love Valve and SteamOS is great, but I'm increasingly worried about how fragmented the Steam experience on Linux is becoming. :drgn_sigh:​

    The October deadline for Windows 10 is looming large and VR is the last thing keeping my Windows partition around. :blobfoxmeltsob:​ C'mon Valve, please fix Steam VR for Linux.

    (Side note: I have a Radeon 6900XT so it's not an Nvidia thing. :blobfoxmlem:​ )

    #Linux #FOSS #Steam #Valve #SteamVR #VR #VirtualReality #Monado #Envision

  28. Reviving old Nitrocid Documentation

    While we are gathering information about how we plan to finalize the documentation for the upcoming Nitrocid release, we’ve discovered an interesting way to revive the old Nitrocid documentation. Before we get into details into how we did it, here’s some background information about the original Nitrocid documentation.

    When version 0.0.6 was still in development, we did it as part of the executable using embedded resources. You can see the resultant “manual page” files here, before the migration to GitHub Wiki started at around 2019 before the release of 0.0.8. The documentation then stayed on GitHub Wiki until 2022, when we had planned to move the docs to DocFX during the development of 0.0.23.x.

    However, during development of 0.0.24.x, we’ve discovered that the documentation needed a rework, and that libraries at the time had no documentation. The only documentation that was provided at the time was the API docs, and that, in our opinion, wasn’t enough, because the API docs don’t usually provide detailed information about the functionality of the library.

    So, when 2023 started, we’ve begun a project that focuses on a complete rewrite of the Nitrocid documentation, which was part of our plan of the Nitrocid 0.1.0 release. During the beta release, we’ve brought the GitBook documentation online. That was after careful choosing of the documentation frameworks: whether to continue using DocFX or to switch to another doc framework (GitBook, Read The Docs, etc.) was our question.

    Modernity of our docs and simplification of our workflow was our requirements, and GitBook has been carefully chosen after considering its capabilities. The current GitBook documentation can be found here. This migration has caused us to shut down the Wiki section in our GitHub as we were telling people that the migration was done.

    Fast forward to today, as we no longer have backups of the old wiki for versions 0.0.23.x and older, we’ve decided to run a Git clone on the Wiki repository of Nitrocid to check to see if we can fetch them. Here’s the command:

     $ git clone https://github.com/Aptivi/Nitrocid.wiki.git 

    Instead of getting an error or getting an empty repository, we got a full history of the wiki that was active from 2019 to 2022. This gave us a brand new project to do during the “Final Touches” stage of 0.2.0 as part of the documentation preservation project under the Archived Manuals GitHub organization, making February 12th the biggest milestone yet.

    We will study the structure of the commits and release archived documentation under GitBook when each version is discovered. This release is going to be asynchronous to the 0.2.0 release plan.

    We have learned that when you disable the Wiki on GitHub, the repository that contains the wiki itself won’t be deleted. For example, deactivating Nitrocid’s Wiki section on GitHub won’t remove the Nitrocid.wiki.git repository. Therefore, this is done on purpose to make restoration easier, in case you ever want to turn the Wiki section back on.

    To clone the wiki repository when the Wiki section is disabled, just run this command:

     $ git clone https://github.com/<owner>/<repo>.wiki.git 

    You can interact with it just like any other Git repository.

    #docs #documentation #gitbook #KernelSimulator #KS #NKS #news #nitrocid #NitrocidKS #Tech #Technology #update