Eniko Profile picture
22 Mar, 6 tweets, 2 min read
WFH is not breaking people, WFH during a pandemic where nobody gets to hang out with their friends or do most of the things they normally would do as an outlet is breaking people

Come on people, WFH is not the problem here
I've worked from home since 2015 and I've never had an issue until THE LITERAL PANDEMIC happened. Science shows that the #1 best way to get a permanent boost in happiness without hedonic adaptation is to SHORTEN COMMUTE TIMES

IT'S NOT THE WFH. IT'S THE APOCALYPSE
For real imagine putting a problem like "there is no clear transition between work and home" that is pretty fixable on the level of "I have to sit in my car 2 hours out of every day because if I don't I will become homeless"
God fucking damn how gullible are people

"Why are you stressed?"

'Well I mean I think it might be that I don't have to go into the office every day anymore...'

"Are you sure it's not the fact that godzilla is destroying the eastern seaboard?"

'No I think it's the other thing'
This isn't work from home. This is being stuck in a bunker, all day every day, with no way to get out, no healthy emotional outlets or fun activities, with the ever present looming threat of disease, death and or permanent disability

Jesus fuck this makes me so mad
You're literally letting the elites get what they want from you by swallowing this bullshit what the fucking fuck

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More from @Enichan

21 Mar
hrm i think i maybe??? found a way specific to QB# to make Bacon's simple synchronous cycles collector iterative 🤔

the problem with analyzing one potential reference cycle root at a time is that you can get quadratic complexity, which they illustrate using this figure
as i understand it the problem is if you trace these roots from left to right, assuming they're labeled A, B, C, D in order of appearance, you trace:

- A
- A + B
- A + B + C
- A + B + C + D

so you're doing 2.5 times the work to collect the garbage, and that's... bad
i'm looking at cycles collectors because it's too hard, in QB#, to actually know 100% certain what references are actually coming from the stack

but you DO know when a refcount being decreased came from the stack, aka from a root into the object graph:
Read 11 tweets
20 Mar
had my 2nd shot of pfizer about 2 hours ago. will update this thread with how things go! fingers crossed it doesn't knock me on my ass
the only thing i'm worried about is on my official "i've been vaccinated" card they dropped an 'a' from my last name :/ hope that doesn't cause me trouble down the line...
not much to report so far. a little over 5 hours. had some arm/shoulder tingles, shoulder is a bit tender, that's about it
Read 15 tweets
20 Mar
honestly given how scary people make garbage collection sound it doesn't seem that bad?

... famous last words, to be sure, but
People have decided to take up residence in the comments to my tweet talking about GC /development/ to rehash the same tired arguments about whether GC is good at all so I'm gonna mute this because tbh that is extremely not a discussion I wanna see
If you want my take on it it's that GC sucks and manual memory management sucks too, because resource management sucks no matter what ¯\_(ツ)_/¯
Read 4 tweets
20 Mar
and now i've made it iterative by basically tracing the reference graph from one potential root at a time and copying that into a temporary buffer

then the next time collection is initiated it walks only that portion of the graph (cached) and determines what is garbage
so basically the iterative approach is

(program runs)
copy reference graph from potential root 1
(program runs)
trace graph and free any garbage
(program runs)
copy reference graph from potential root 2
(program runs)
trace graph and free any garbage

etc
and this should work because copying a section of the graph means the actual heap can keep changing, but garbage can never change (nothing references it) so the portions that are determined to be garbage can safely be freed
Read 4 tweets
2 Nov 19
This is a big topic so this'll probably be a bit of a thread

Save games are hard primarily because modern programming doesn't just let you take chunks of raw bytes from RAM, write them to disk, then later put them back and have the same state you had before 1/
In fact modern languages/OSes mostly don't let you access memory in this way at all. This approach is how emulator savestates work: they just dump all the working memory to disk, and then reload it, and it basically restores the state of the entire machine. 2/
So instead you get what's called "serialization". Serialization roughly means taking an object that exists in memory and manually (or semi-automatically) converting that into a set of primitive values like numbers, true/false, and text. 3/
Read 26 tweets
8 Sep 19
Gamers really think that most indie devs are trying to get EGS deals while accumulating Steam wishlists when 99.9% of us know we have got zero chance of that and we're not even anywhere on the same continent as Epic's radar let alone on it
The reality is that the vast majority of indies impacted by this new legalese are tiny indies with tiny budgets doing early access on itch to make sure their games are the best and most bug free they can be before they hit Steam, so think about that before you gloat about this
You're gloating about the 1% in indie game development getting screwed by this when it mainly just fucks up indie devs who are legitimately trying to launch their games on Steam and want to make sure they're not a buggy mess on launch for Steam users
Read 5 tweets

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