Go to gnome.org, scroll down to "Developer Platform" and look at the title bar of the screenshot there. If you see a clean interface, then no reason other people give you will help.
But, if you do see the arrows there and think - why are there so many arrows and dots? It looks like bad UX. They you can see the issues others are talking about.
what an amazing example. We have on one window title bar:
- a "+"
- a down-arrow which presumably opens some sort of menu
- a hamburger menu (why is this different to the down arrow?)
- a "..." menu (err, isn't this the same as the hamburger menu and/or the down arrow?)
- A "hammer" icon next to the word "fetching". Because... Hammer Time! Also, yeah we use a hammer to fetch things. I think that's something we can all get behind.
- another two down-arrows. One probably opens out options for the "hammer" bar. The other...?
- an up and down arrow. Maybe this actually changes the options for the "hammer/fetching" bar.
- A search magnifying glass (no search field curiously).
Also, something about "Podcasts" in what is presenting as a Rust IDE. Looking more closely at the rest, I assume this is because it's the name of the project being edited, but it's still confusing. Fundamentally the title bar is being split in two, with a separate part for each main column of the window, as if it were really two windows docked together.
I currently have ~12 windows open (Win11 explorer, office, dev / terminal apps, sublime, Firefox, signal) : almost every one of them has a different top bar.
Visual studio does not look like this, because it uses text instead of icons. Which both uses less space, and is much easier to parse.
The gnome style client side decorations versus traditional menu bars is just bad. It works okay if your application has like… two buttons. Which, to be fair, is many gnome apps because they’re so feature-anemic. But once you have many functions, it becomes a mess that wastes huge amount of screen space.
Great! Now can you also optimize the memory usage please?
The blog post with all of the images, animations and embeds shows 167MB on my Firefox tab, while a plain claude.ai page is 297MB. For a text box with a few icons and some words, it a heck a lot of bloat.
For context, my Slack tab with "Threads" open is 239MB. Yup, Slack of all things is using less memory than a zero-chat Claude.ai landing page.
Similar to what others have said, we have had big changes in our systems, thanks to LLMs. Some examples of what we have done:
- Rewrote a data extraction and PDF bounding box algorithm - LLM provided the tooling to visualize the output of algorithm and find the right rules for our needs.
- Migrated an old SciBERT model that was bundled into a 6GB docker container that needed GPU, with to an ONNX based inference container about 900MB running on CPU.
- Setup a K3S cluster to replace our Nomad cluster.
- Optimized an algorithm that used SQLite with better indexes and optimized querying with some 60-80% performance gains.
We have reduce resource usage in specific areas of the application drastically. These were all possible before, but LLMs provided the tooling to iterate and deliver it in time and cost that seemed prohibitive before.
Now are the end users going to see the benefit and is the product magically better? Well no. The chicken answer is I am not involved in that side to know. But a more realistic answer is, user experience and product fit is not something LLMs can solve. That's still upto the humans to figure out and I think that's where this "nothing has improved" feeling comes from.
Short answer is GitOps. Other reasons include ghost services in nomad, random CSI volume lock-ups (which might just be AWS's fault), lack of deployment options for self-hosting 3rd party applications. K8s Helm charts are available for everything and ArgoCD visibility with SSO makes everything easy to see.
One of the thorniest conversions was the session.ts file, which was over 30,000 lines of TypeScript that touched all aspects of the runtime.
This can’t be real. Single file with 30K lines? Which human being is working on it and how much RAM does it take for a code editor to load that with full symbol tree? I am genuinely curious. Is this common? I think most files I come across stretch to maybe 2-3k lines max.
30000 is not that big in very old projects with many contributors. There are always one or two files that no one wants to take the time and responsibility to clean up. And 30000 is not a big number for RAM. The fact that you find it choking is more and of an indication of how bad our tools have become than anything else.
For example, until recently the main file for donet runtime GC was more than 50000 lines (it has since been split).
I recently saw a ~60k lines / 3mb .cpp file in one vibe coded project (and yes I was a bit horrified) Surprised it works at all but it apparently does. Not really for a human though and even for an LLM it would be more beneficial for it to be split up.
I have seen 30k line cpp files even a decade ago (World of Warcraft server emulator, gameplay logic of a boss enemy), and was told it is fairly normal in large software (even 100K not being unheard of), so I'm not sure if it's that much of an LLM thing.
This has to be 1) early LLM vibe coding or 2) “hand” vibe codingwhere the user asked the LLM to code sections and stitches them together manually, and the programmer is a novice. The second part I speak from experience; got to ~2k before realizing this is out of the script range and started to break it up. Regardless, it would be almost impossible to get an SOTA LLM agent to ever do this.
It is very possible. Sol Max created a 17k line monolithic file in a prototype not long ago. If I didn't stop it and make it refactor everything it easily would have went to 60k. I think it's the default if you start a new project and don't define the architecture concretely with files and folders beforehand. Models have zero concept of architecture or long-term planning, they just band-aid the fastest immediate solution that gets them the reward.
I find that specifically when you tell it you’re doing a prototype or POC, it takes that as a license to write huge single files and other shit coding practices.
The question should be how can they ever let that file grow that big. What kind of engineers were working on that, like I hate seeing any file more than 300-400 lines of code
If well organized the number of lines of code in a file is really irrelevant. 300-400 loc is a tiny file in any professional project. Splitting in a large number of file doesn’t magically make things simpler to manage, in fact you fragment the context by doing that. And very likely end up with unnecessary abstractions
I disagree, that makes it more readable, maintainable and testable. Just because everything is in one file doesn’t mean you’ll be able to build the context, you’d forget what was at the start of the file when you get to the bottom of it if it’s like 3k lines
We don’t read a source file as a book, from the first line to the last one. A file is just a set of classes, functions, types, constants, and you generally navigate it by blocks. Splitting multiple functions, classes into multiple files just to match an arbitrary number of lines is bad engineering, prioritizing a dogmatic approach instead of a thoughtful one. File units should have a meaning. And there are quite a lots of situation where keeping more things tied together in the same file is a meaningful thing to do, even if the file is itself large. There is an argument for avoiding extremely large files based on the impact on the resulting artifact, but lots of tiny files (400loc is really short) pretty much always results in duplicated logic and over engineering
Haven’t Australians just moved to US - Keith Urban, Chris Hemsworth, Russel Crowe, Nicole Kidman, Margot Robbie and the list goes on … it’s not the same way as Japanese’s or Korean output, because English as the native language makes the transition seamless and doesn’t stand out.
Oh! I forgot JIRA and Atlassian are Australian too :D Now you really can’t deny you haven’t felt the Australian influence in your life. Lol
In the 80-90's, the most popular destination for Australians was the UK: Nick Cave, Kylie Minogue, Lisa Gerrard (of Dead Can Dance fame) and many others moved up there.
>Wifi, actually, was developed there (CSIRO patents)
Ehhh thats more like CSIRO patent trolls for wifi.
My recollection is that the particular trick they patented was already in use in CDMA networks, the CSIRO did it using 2.4GHz on a low power device and called it a new invention. But honestly it reeks of Microsoft pursuing anyone using a file allocation table
I am going to say the question is the wrong way to look at this. People behave differently in different situations. While I am very conflicted like the GP about this specific case. I don’t think it’s as simple as - don’t do anything you won’t do in a human driven cab, and if you do those things, then calling cops should be acceptable.
Among the reasons are that kids (and some adults) are idiots. That's it, it's not income inequality or rage at the system, some people just break things because they think it's funny. That's not something you can fix, so you have to guard against it in other ways.
Is't that just bad education or parenting in the end ? I don
t think many people with good parents & education would be essentially insane to break thinks just for fun.
In general, I think you kinda need to fix people rather than make the environment basically so hostile to everyone, to prevent a small group of people from breaking it. Not saying its easy, but in my the only correct way.
I don't agree with your claim, but assuming you're right: Do you think that trying to solve "bad parenting" is less intrusive than cameras in robotaxis?
I hope so, but at the same time - I'm not sure how to best do it without ending up with some different authoritative issues.
Like, in general, you kinda want people to be good parent so their children end up as decent humans (that for example don't vandalize public restrooms for fun). But any direct attempts to control that process, even if well meant, would be rightfully considered a horrendous form of government/societal meddling. So it is definitely hard.
In any case, I think removing as many sources or uncertainty and stress as possible (stable income, affordable housing, no naked corruption visible day by day, etc.) could hopefully have positive outcomes on parenting without direct interference with the process. And I guess a better founded & more prestigious for the teach school system could also help.
As much as I disagree with it, graffiti is an interesting topic. A lot of graffiti proponents fully believe that they are beautifying the environment by making it human, and even continue doing it as the level of effort to bypass the consequences go up. They don't believe it to be an awful thing (though I'm sure some do, plus some have other motivations, plus some are lying to themselves about their motivations, etc, I just mean what they say and do).
I have come to the conclusion recently after trying to use computers as a hobby for years. Hobby coding, games, shows … anything with a screen just doesn’t provide the relief I need. Just takes a lot of time and leaves with a feeling of exhaustion
I think they are more lucky than privileged. Multiple IPO stock options, both well educated and high paying jobs and shared interests. They seem to have hit right timings multiple times. Things compound.
I think they are smart enough to take advantage of things. Hard work or not doesn’t matter. For example, assessing that their home in California is worth way more than they make out of it and seeking out a cheaper place to convert that “luck” into profit is definitely their smarts and not privilege.
both. And it's important to remember that. Luck being a main force (which is really true for almost any outcome good or bad). The other forces being talent and labor.
The world is absolutely packed with incredibly hard working people who make excellent decisions and die like a dog of a preventable disease in a slum somewhere.
Yes, luck. Hard work is table stakes. It is necessary but wholely insufficient. We shouldn't make the mistake of over-attributing our successes to hard work and ignore the massive social and economic advantages that let us capitalize on the work we do. Everyone else works hard too, they just don't get to reap the benefits of that labor.
I agree. I grew up poor, was accepted to every college I applied to, but couldn’t afford any of them so I joined the Navy instead.
10 years later, after a brief stint as an Electrical Distribution Engineer, Samsung hired me because one of their Directors at their Austin plant was specifically seeking out Navy Nuclear-trained Electronics Technician senior leaders — pure luck. While I was there, working nights on a 4/3 - 3/4 schedule, I got into UT Austin’s SWE MS program. That was hard work, and those 2 years are largely a blur. My wife also pulled more than her fair share of work taking care of our extremely young kids, lest I claim I was the I only one working hard.
After that, I convinced a hiring manager that I could do SRE work despite having zero industry experience, because I explained how I had done most of their job description at home. That was a mix of hard work and luck, I guess? Then it’s like any other industry: if you have experience, you can get interviews.
Meanwhile, I have family on both sides who have worked much harder than I have, and have far less to show for it. Tech pays absurdly well in many sectors, and I think people often forget that on here.
I hear a lot about these mythical slobs and slackers that we're all so much better than. I very rarely meet them. I mostly run into people doing their best with the resources they've got available to them.
The failure mode is not people that are supposed to work eight hours a day and then only work seven or six. And I don't really think of them as slobs or slackers. What they do is they come into the job and they turn the crank. They don't really think deeply about the impact they're trying to have. They do sort of what they're told, even if it leads to a dead end. And then maybe at some point they'll report that they hit a wall and you can loop back with them and adjust the plan. Iteration loops with these sorts of folks tend to be quite long. Decisions take more time than they should, and simple tasks turn into complex negotiations.
I manage engineering teams by day, so I've seen my fair share of folks that have these traits. They're not bad people, but they don't care about the quality of their work, and they're not thinking very hard about what they're producing.
Both. Everybody gets good and bad luck, nothing you can do about that. However hard work will make a major difference in the outcome. His good luck was in large part only possible because of working for the right company at least hard enough to not get fired. (a different post says he is a principal engineer which implies a lot of hard work to get - edit: also good luck that someone else wasn't also working that hard and got selected, but second to principal engineer is probably still a good income)
My dad was able to pay for me to attend the University of Minnesota.
More importantly though was that my parents fed my childhood fascination with computers, making sure I had the opportunity to learn to code early (a volunteer at my school taught me BASIC at age 8; my parents bought me a PC so I could continue experimenting) and then they gave me a lot of free time to spend building things and learning. After I graduated my mom let me spend a couple more years in her basement just working on open source software projects. These are certainly privileges that wouldn't be possible if my dad didn't have comfortable income.
I got into Google by applying on the web site and showing them my projects.
You are likely engaging as a good sport (and the anecdata are fun) but you don't really need to explain yourself, if that's what you are trying to do.
Life is all shades of precarious, unfair, galtonboard-ish, windfall-ish. Pareto-powerlaw-nonergodic-pissed off pikachu-ish. Have fun. Somebody's got to.
Cant always say its hardwork... As a people observer there seems to be a lot of people coasting, or doing as little as possible, and yet get promoted, or they get into really high paying positions. This is far more common in larger corporations, where the visibility is lower.
In smaller companies the people are definitely worth their weight in gold as if they are not doing the work its very visible.
Are my eyes deceiving me or is Mapbox not participating as an event sponsor? It's been a while, but wasn't mapbox's existence completely relied on OSM?
But, if you do see the arrows there and think - why are there so many arrows and dots? It looks like bad UX. They you can see the issues others are talking about.
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