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ASDF - another system definition facility - is the de facto standard build system for common lisp.

https://asdf.common-lisp.dev/

In common lisp, you don't need a build system at all; you can `(load "file.lisp")` everything and it should generally just work. But of course, build systems are useful tools, so nonetheless ASDF exists and it's nice enough to the degree that nobody has built a better and more widespread common lisp build system.

Some good trivial examples are in the lisp cookbook:

https://lispcookbook.github.io/cl-cookbook/systems.html


In my case, my boss won't let me.


Github has a neat extension to its' markdown syntax where if you comment with a block for a specific line or lines, it will render to have a "commit suggestion" button.

```suggestion

my_change

```

if there's someone on your team prone to style nitpicks like this, this can often sate them, and it's convenient for you to merge into your branch


> much of what it does do could easily be replaced with a generative AI model that produces new space pictures for desktop backgrounds.

Ok, you're obviously trolling here. This is clearly bait. But for anyone else reading this:

NASA's budget for 2023 was roughly $25 billion [0]

For the same year, NASA generated (again, roughly) $76 billion in economic output [1].

Every dollar of funding goes back into the economy three-fold. Doesn't really seem like a waste to me.

Also, NASA's operations in 2023 created/supported over 300,000 jobs to Americans[2]. Again, doesn't seem like a waste to me.

[0] - https://www.nasa.gov/wp-content/uploads/2023/03/fiscal-year-...

[1] - https://www.nasa.gov/wp-content/uploads/2024/10/final-fy23-n...

[2] - https://www.nasa.gov/wp-content/uploads/2024/10/nasa-fy23-ec...


> Ok, you're obviously trolling here. This is clearly bait. But for anyone else reading this:

Only a little. The point is "waste" and "efficiency" are so subjective to be a near meaningless concepts. You could make the same points you did about many of the things Musk wants to cut, but they're not going to resonate to a tech audience like cutting NASA does. It's basically a temple of geek religion.

> NASA's budget for 2023 was roughly $25 billion [0]

That money could fund a lot of housing assistance or healthcare.

Personally, I think the things that "engineers" like should be cut first instead of being protected.


I like tilt [https://tilt.dev] if the dev infra has any significant complexity to it.

Docker compose also has a "watch" command that can do lots of the the things devcontainers does, and I use it for more simple setups.

https://docs.docker.com/compose/file-watch/


In team fortress 2, players can receive loot boxes/in game items during normal gameplay. The loot boxes can be unlocked by purchasing a "key" for ~$2.50, to receive cosmetic items. Many of the cosmetic items can sell for a lot, on the scale of hundreds or even thousands of dollars.

The cosmetic items from loot boxes (as well as those attained from normal play) can then be sold in online markets (such as scrap.tf or marketplace.tf) for real-world currency.

This is probably what the primary goal of the bots is. Ironically, the source of TF2's profit for Valve (microtransactions for cosmetics) is also a partial cause for the bot crisis.


You probably don't play TF2. It's not just "human behind the kb/m using an aim assist cheat".

It's literally bots/non-human players that stare at the sky and beeline to either the objective or a predefined path. They usually spam music over in-game chat and there is simply zero plausible deniability that this player in the game is a bot. They usually come into a game, and then invite other instances of the bot to the same game, to prevent them from getting kicked (which requires 6 "yes" responses from the same team) and to kick other players from the game. These are the vast majority of bots/cheaters that you see in the game, and they are the primary reason that "casual" matchmaking is sometimes unplayable.

"real" players that are cheating in the game with some kind of aim assist, but it's still a human behind the wheel, are relatively easy to detect and spectate if you're on their team. They typically get noticed and kicked


How does fp in clojure differ from fp on common lisp?


Clojure has immutability built into the language and the core data structures are all persistent so that you can get sufficiently efficient partial updates while still preserving a pure FP style.

Furthermore, the data structures in clojure also have interfaces that make it easier to swap out which data structure you're using while still keeping whatever map/filter/reduce algorithm implementation you're sending it through.

Common lisp, on the other hand, has setf. Which more or lets you mutate anything. You certainly can code in an FP style in common lisp, but it doesn't restrict you in any meaningful way. Not a problem if you control the entire codebase, but when gluing components together this can be a source of friction.


FP in CL is kind of optional, and it's also more in the sense that you can pass functions as arguments or return functions, meaning FP == First Class Functions.

But in Clojure, FP is kind of mandatory, there's no OO for example, and it's more than just first-class functions, it's also immutability.


I worked on a project with an e-commerce company a few months back. They use autoscaling in their Kubernetes cluster to account for high load during peak hours (generally noon until 7PM or so). It would go to 10-ish instances of 2 apps during this peak, and then during the non-peak times it'd drop back down to 2 instanches.

This is pretty significant, since the 2 different apps are relatively large JVM apps, each requiring ~16GiB of memory


I'm not too familiar with CMaNGOS, but my understanding is that the original MaNGOS is the ancestor of AzerothCore (as well as most other C++ WoW emulators).

The primary differences that come to mind between CMaNGOS and AC are AC's larger and more active community, AC's module system, and CMaNGOS has a relatively good bot (as in, non-human players) system [0].

As an aside, AC does have a playerbots module [1], but my understanding is that it doesn't have the same polish as CMaNGOS's. It's also distributed as a patch to the upstream AC repo instead of a standard AC module, so that can be a pain for some as well.

[0] - https://github.com/celguar/mangosbot-bots [1] - https://github.com/liyunfan1223/mod-playerbots


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