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Is what appears to be less than 2,000 lines including detailed comments etc. "quite a lot"?

This seems like a manageable amount to very carefully maintain and not at all like writing something entirely in C.


I haven't checked the ACK code to see what they do, but this is what the resync period is for in controllers.

Here's a comment with some discussion: https://github.com/kubernetes/kubernetes/pull/75423/files


I'm not 100% sure about the specifics for ACK, but I've been using Weave Flux to manage manifests in my cluster. It resyncs every 5 minutes or so and will correct any drift on the manifests that it can see in the git repo. Rerunning terraform on a set schedule can achieve the same thing with pieces of infrastructure that falls under terraform.

The issue with both of these is that if you create any new resources/manifests outside of git, they'll be invisible to the tools. If ACK can solve this problem, I can see it being quite useful, but if not, the problems that 013a mentioned apply.


It's a lot easier with git commit --fixup:

https://blog.sebastian-daschner.com/entries/git-commit-fixup...


In case anyone's thinking of running some multiplayer games in the coming weeks and wants some more advanced economy metrics, I recently started writing a set of patches to add a prometheus /metrics endpoint to the OpenTTD server to use with a grafana dashboard:

https://github.com/grand-central-garbage/openttd-prometheus (warning: grim c++ code)


In a similar vein, I played a factorio game with https://github.com/afex/graftorio - It was useful, but also un-useful as I ended up spending more time making pretty graphs than they could possibly have saved me in noticing resource bottlenecks.


Argh. Just what I don't need. _More_ things to make me want to play Factorio. The factory must grow....


I think it's more interesting on an openttd server, because you're competing against other players, so the graphs inform you about their actions and how well you're keeping up with their economy.


AFAIK many OpenTTD online games are cooperative with many players building a very complex transport networks, usually with some objective. Like all with steam locomotives, bus network with transshipping, etc.


Could that be classed as cheating or is this info already in the game?

Note: Not passing judgement if it is, just curious.


It's added as part of the dedicated server, and available for all players on the server. This kind of data is also available in game, but not as detailed.


I wanted to be productive this weekend. Shit


I think you have won TTD :)


hold on. you need to feed these metrics into a slack bot that tells you how much you suck in order to win


Your also need slash commands that deploy trains


wait. now feed that to a neural network. that way you can win without any effort.


That sounds pretty fun. I suggest you add some screenshots of what a dashboard might look like. (If I missed them, I'm sorry for the noise)


Grafana is a general-purpose realtime stats dashboard and you construct your graphs with it yourself—so for the examples you mostly can just see Grafana's site or search for images.


OpenTTD economy is not advanced enough to warrant such metrics :p

And while it had been done before for citybuilder, hardcore players that can really appreciate it are no longer playing the game :( http://dpointer.org/data/ttd/stats30/


What are those hardcore players playing now instead then?


No idea rly. I know that some played starcraft before openttd xD And now most seem to be too busy with real life...


Factorio or Satisfactory possibly?


This is fantastic. Now I need this for Rimworld...



"staff" just means they volunteer around the year. Volunteers help out during the weekend.


What a bad choice of name! I may not be the only one who was thinking of people in yellow "Staff" hoodies as employees/contractors.

There is nothing inherently bad in getting paid, it's just that it's cooler when everyone knows that FOSDEM is a real volunteer-organized event.


“Staff” just means “official representative of the organisation” in this context.

I had not assumed anything regarding payment in that context.

But googling around for definitions does lead to the conclusion that “staff” == “employed” and “employed” == “paid”.

I guess you could use the second definition of staff to mean “close representative” although that definition seems to be from the army. (“A general and their staff”)


They are core staff and the shirts show leadership. Getting paid or not they make the decisions or at least lead the group in implementing items previously decided on.



While this is 'good' for the users of the software, isn't it 'bad' for the software industry?

Community funded projects will never match the salaries that companies like AutoDesk pay their developers.


Ton Roosendaal (Blender creator) estimated in 2018 interview that 3D software market is very small, and pulled up Autodesk's (3DsMax/Maya, etc) business results from that time, which amounted to 25000 - 30000 yearly licenses. He also claimed that Maya has "maybe 20" developers behind with things being similar for other products.

https://www.youtube.com/watch?v=qJEWOTZnFeg (jump to 1h mark)


Ton is underestimating the market considerably, but he's still right in that it's a tiny market. But what he misses is the fact that Autodesk isn't developing its DCC tools for profit. They are for prestige, that is, supported by image marketing rather than sales. So the dev headcount is probably too low as well.


At $1500/yearly subscription, 30,000 licenses is $45 million a year. Don't foreget about everyone who works at Autodesk that isn't a developer but stil involved with the product. And then there are plugin writers (are there commercial plugins for Blender?) and resellers etc


Autodesk does $2.7B/year in revenue. The revenue from 3DsMax and Maya is a rounding error compared to the revenue from their CAD products.


There was some unrest in the community just recently when Ton reminded everybody that Blender is GPL and that commercial plug-ins need to be GPL as well.


It's not a zero-sum game; multiple software that performs the same function can co-exist, and should co-exist. If Autodesk is feeling a pinch on their bottom line because of a free software product, the burden is on them to make a better product; they've certainly had the runway to do so in the past 30 years of building products and acquiring other similar products.


The market is weird and it's currently a zero sum game at best. DCC tools are in this weird little market that has extremely few paying (and mostly cash-strapped) customers, but the software itself is ridiculously complex. IIRC, Maya was estimated at ~5 mio. lines of code when version 1 or 2 was released, and it has gotten much, much more complex since. My understanding is that not all companies selling these programs are in the market for profit. If that goes away, it's likely that everybody loses.


A community funded project could end up with someone like Linus Torvalds or Fabrice Bellard working on it, whereas a company like AutoDesk wouldn't pay enough to hire someone of that calibre.


Don't those people work on things because they want to and not because the community pays them?

There are plenty of high-caliber developers working on commercial products


Can you elaborate on your reasoning for that?


not speaking for OP, but the significant changes between GPL v2 and GPL v3 would make me absolutely paranoid, and represent a good example. A "v2-and-later" would have subjected people to licensing changes they absolutely don't want.


From GPL 2:

> either version 2 of the License, or (at your option) any later version.

"At your option" means that no one is 'subjected' to changes they don't want. They just have the option to upgrade.


Sure, but this thread is about licensing the software as "version $x or later", which pushes the choice to the user of the license.


And that is why GrafX2 devs switched[0] to GPLv2 only

> GPL v2, without the "any later version" clause (sorry FSF, I don't want to accept licences you didn't even write yet).

[0] https://gitlab.com/GrafX2/grafX2/commit/26c6d12d0987f4467036...


Yeah, you can use https://man.sr.ht/dispatch.sr.ht/ to push github commits to builds.sr.ht, or write some automation to push builds using the API.


>Add a type aware print utility with format specification syntax similar to python

Does anyone have more information about this proposal?


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