Closed marianoguerra closed 3 weeks ago
š„ Operational Version Control š® The Future of Coding š” Subsequently
I created this spreadsheet / paint-program hybrid. That may sound weird, but it actually makes sense when you see how it works (I think). Here are two videos showing it's basic features and 2D and 3D turtle graphics support
I'm working on a server/website so that people can publish and share their creations. Feedback and suggestions appreciated.
hello again it's me.
i gave a talk last week on why i am a machine š¤
š¦ Guyren Howe (@unclouded) on X: LLMs are a distillation of everything ever written.
We are a distillation of all the successful responses to the experiences that drove our ancestorsā evolution.
I think the distillations methods are kinda similar. But are not experiences. This is how we differ.
A couple of days ago I noticed a bug that's been in all my apps since I started programming with LĆVE at the start of 2022. Start searching for text, type nothing into the pattern to search for, then find again repeatedly. Crash. Caused by misusing a Unicode library, even though this bug needs no special chars to trigger.
Now I've pulled the bugfix into 54 forks š®āšØ
I've built a single file notebook export format in Observable userspace. Convert an Observable notebook into a single file. Self-replicating notebooks. You don't even need a local webserver to run them, they work in a file://
context. You can put them on a webserver if you want. This is complement the userspace notebook sourceš¬ #devlog-together@2024-10-20. I still have some more work on this to consider it fully working (e.g. FileAttachment support), but today I finally reached the milestone that the exporter can export an operational version of itself.
My talk on the future of coding
Marcel Goethals presenting Subsequently at LIVE
Hello! I'm curious if anyone here has a good idea about interleaving works between a compute shader and a fragment shader.
Some relevant details:
@group(0) @binding(2) var<storage, read_write> output: array<vec4<f32>>;
vec4<f32>
. The fragment shader is very simple, and doesn't touch anything else in the storage buffer.I've added timestamp queries to the pipeline, and what I'm seeing is this:
Duration #1: 47.800208ms
Duration #2: 47.809876ms
Frame time: 51.2545ms
Duration #1
is computed from the compute shader timestamps (the duration between the beginning and end of the compute pass) and Duration #2
is the time for the render pass, computed the same way.
Frame time
is measured on the CPU.
I expected the duration of the compute shader and fragment shader to add up to the frame time (approximately). But it doesn't and I'm confused about why! Could it be due to interleaving of the compute pass and render pass? If so, I'm curious how the synchronization works. How does the GPU figure out the dependencies between the write (a compute shader invocation) and the reader (fragment shader invocation)?
I don't have any explicit synchronization, but I'm also not seeing any tearing or anything that would indicate that there is a data race between the shaders.
Here's the recording of the Future of Coding virtual meetup 6. We had a demo of Automat.org from @Marek Rogalski, a demo of Inkling from myself, and a demo of Kendra.io's dashboard builder from @Daniel Harris. Good stuff all around! See you next month.
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