• Karna@lemmy.mlOP
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    17 days ago

    Variable refresh rate (VRR) allows your display to match the framerate of an image source, such as a game — and doing so prevents screen tearing. Support for VRR has been added to the cosmic-comp compositor and Displays Settings. You can set VRR to be either always on or automatic, which will enable VRR for fullscreen content.

    Source: https://blog.system76.com/post/cosmic-alpha-4

  • Mwa@lemm.ee
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    17 days ago

    Ngl this Desktop might make me use Popos and even outside Popos it looks nice,Idk about X Fallback. support (Since i play Beamng Which does not run on Nvidia Wayland And i cannot figure out a way to fix it),And i wanna see peoples opinion on it or if people will care anymore.

  • theshatterstone54@feddit.uk
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    17 days ago

    So… there will be Alphas 5 and 6. And we got Alpha 4 a week late, compared to the old release schedule of the last Thursday of every month. And a lot of the things that were meant for Alphas 3 and 4 were pushed back. I hope that System76 doesn’t encounter more features that push things back further (the way VRR seems to have done), for their own sake. That way, they can keep up a lot of hype around the Betas and the release of Epoch 1.

    • Eugenia@lemmy.ml
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      17 days ago

      That is normal in software development. System76 thinks that they will reach v1.0 early next year, but in reality, this won’t mature for another 2 years or so.

      • theshatterstone54@feddit.uk
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        16 days ago

        At their self-imposed rates of 1 new Alpha at the last Thursday of every month, and assuming only 2 Betas, and assuming they can get Alpha 5 done in December, we’re looking at the end of April for release, though I’d realistically expect Epoch 1 at the end of June or July, or maybe even after that.

        This is normal in Software Development.

        I know. I’m a CS student, but they are still in a pretty early stage of their project and don’t have anywhere near the technical debt or size of projects like Plasma or GNOME, and as such, I think they should still be able to keep on going at a pretty fast pace.

    • cplusplus@programming.dev
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      16 days ago

      And we got Alpha 4 a week late, compared to the old release schedule of the last Thursday of every month

      i bet most likely due to the US holiday. 28/11 and 29/11 were the Thanksgiving and Black Friday holiday in US

      • OsrsNeedsF2P@lemmy.ml
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        17 days ago

        Back when I was a wee bit Java noob, I was trying to write a RuneScape bot to play Soul Wars. I had a basic recursive pathfinding algo for figuring out how to walk around the map, but it blew out of memory very quickly (each tile has 4 options, do that recursively, etc). So I added caching. Anyways, I never cleared the caching. So after 20 minutes of running the script, you had like 2GB of allocated RAM calculating the best path from any 2 tiles in the minigame.

        Great times. No amount of language safety features would have saved me from that stupidity.

      • thingsiplay@beehaw.org
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        17 days ago

        Especially if you have to use unsafe libraries from C, or use any unsafe block at all to do low level programming or for performance.

        • naonintendois@programming.dev
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          17 days ago

          You don’t need unsafe. Just keep pushing to a vec and never remove anything. Memory leaks are more than lost memory allocations. You can even have them with rc/arc cycles

          • thingsiplay@beehaw.org
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            17 days ago

            Yeah. Lot of people also use Ai generated code… so…

            I have tested if clippy would warn me with a simple example (generates 6.7gb memory usage, be careful not to crash your computer if you add another 0…), while I watch with a system monitor (in KDE):

            use std::thread;
            use std::time;
            
            fn main() {
                let mut vec = Vec::new(); // Create an empty Vector.
            
                for number in 0..900000000 {
                    let bign: i64 = number * number;
                    vec.push(bign);
                }
            
                thread::sleep(time::Duration::from_secs(10));
            }
            

            I used the pedantic option of clippy and the only thing it complained was about the notation of the number…:

            $ cargo clippy -- -W clippy::pedantic
            warning: long literal lacking separators
            --> src/main.rs:7:22
            |
            7 |     for number in 0..900000000 {
            |                      ^^^^^^^^^ help: consider: `900_000_000`
            |
            = help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#unreadable_literal
            = note: `-W clippy::unreadable-literal` implied by `-W clippy::pedantic`
            = help: to override `-W clippy::pedantic` add `#[allow(clippy::unreadable_literal)]`
            
            warning: `notright` (bin "notright") generated 1 warning
            Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.00s
            
          • flashgnash@lemm.ee
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            15 days ago

            Surely that’s not a memory leak, that’s just the program using a lot of memory intentionally

      • flashgnash@lemm.ee
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        15 days ago

        Thought the whole point was that it forced you to handle memory properly and automatically released things when they go out of scope

        What kind of situation can cause a memory leak in rust

        • naonintendois@programming.dev
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          15 days ago

          You can have a memory leak when items are still in scope in some loop or when you have a reference count cycle. The latter happens with the Rc/Arc types in rust.

          An example for the former can be a web server that keeps track of every request it’s ever received in memory. You will eventually run out of memory. But you did not violate any memory rules (dangling pointer, etc.). Memory leaks can be caused by design issues.

          • flashgnash@lemm.ee
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            15 days ago

            That doesn’t fit the definition of memory leak in my mind, had thought a memory leak was specifically when the program completely loses track of memory

            • MoonMelon@lemmy.ml
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              15 days ago

              That’s one kind, and Rust’s “ownership” concept does mean there’s built-in compile time checks to prevent dangling pointers or unreachable memory. But there’s also just never de-allocating stuff you allocated even though it’s still reachable. Like you could just make a loop that allocates memory and never stops and that’s a memory leak, or more generally a “resource leak”, if you prefer.

              Rust is really good at keeping you from having a reference to something that you think is valid but it turns out it got mutated way down in some class hierarchy and now it’s dead, so you have a null pointer or you double free, or whatever. But it can’t stop the case where your code is technically valid but the resource leak is caused by bad “logic” in your design, if that makes sense.