Formerly /u/Zalack on Reddit.

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  • 37 Comments
Joined 1 year ago
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Cake day: June 13th, 2023

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  • It’s worth pointing out that reproducible builds aren’t always guaranteed if software developers aren’t specifically programming with them in mind.

    imagine a program that inserts randomness during compile time for seeds. Reach build would generate a different seed even from the same source code, and would fail being diffed against the actual release.

    Or maybe the developer inserts information about the build environment for debugging such as the build time and exact OS version. This would cause verification builds to differ.

    Rust (the programing language) has had a long history of working towards reproducible builds for software written in the language, for instance.

    It’s one of those things that sounds straightforward and then pesky reality comes and fucks up your year.






  • It’s not that strange. A timeout occurs on several servers overnight, and maybe a bunch of Lemmy instances are all run in the same timezone, so all their admins wake up around the same time and fix it.

    Well it’s a timeout, so by fixing it at the same time the admins have “synchronized” when timeouts across their servers are likely to occur again since it’s tangentially related to time. They’re likely to all fail again around the same moment.

    It’s kind of similar to the thundering herd where a bunch of things getting errors will synchronize their retries in a giant herd and strain the server. It’s why good clients will add exponential backoff AND jitter (a little bit of randomness to when the retry is done, not just every x^2 seconds). That way if you have a million clients, it’s less likely that all 1,000,000 of them will attempt a retry at the extract same time, because they all got an error from your server at the same time when it failed.

    Edit: looked at the ticket and it’s not exactly the kind of timeout I was thinking of.

    This timeout might be caused by something that’s loosely a function of time or resources usage. If it’s resource usage, because the servers are federated, those spikes might happen across servers as everything is pushing events to subscribers. So, failure gets synchronized.

    Or it could just be a coincidence. We as humans like to look for patterns in random events.


  • Apex Legends: Been playing since Season 0 with my SO and brother and I think it’s honestly the longest I’ve ever played a single game. The gunplay just feels so good.

    Tears of the Kingdom: Still working my way through it, taking my time exploring. Honestly it’s such a great game, but I have to say the resource gathering is getting a little tedious. I like the weapon durability mechanic from the angle of being forced to switch up your fighting style, but I wish there was a way to repair weapons between fights.