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Joined 11 months ago
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Cake day: June 4th, 2024

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  • I don’t develop distributed applications, but Im not understanding how it simplifies dependency management. Isn’t it just shifting the work into the app bundle? Stuff still has to be updated or replaced all the time, right?

    That’s correct. This simplifies the dependency management system because not every distribution ships with every version of every package, so when software requires a version of a package that the distro dosesn’t ship with or have in its repositories, the end user has to either build the package from source, or find some other way to run their software. Flatpaks developers will define the versions of dependencies that are required for an application to run and that exact version is pulled in when the flatpak is installed. This makes the issue of every distro not having every version of every package moot.

    Don’t maintainers have to release new bundles if they contain dependencies with vulnerabilities?

    They don’t have to, no. But they absolutely should.

    Is it because developers are often using dependencies that are ahead of release versions?

    Sometimes, yes. Or the software is using a dependency that is so old that it’s no longer included in a distro’s package repositories.

    Also, how is it so much better than images for your applications on Docker Hub?

    I would say they’re suited to different purposes.

    Docker shines when availability is a concern and replication is desired. It’s fantastic for running a swarm of applications spread across multiple machines automatically managing their lifecycles based on load. In general though, I wouldn’t use Docker containers to run graphical applications. Most images are not suited for this by default, and would require you install a bunch of additional packages before you could consider running any graphical apps. Solutions to run graphical applications in Docker do exist (see x11docker), but it doesn’t really seem like a common practice.

    Flatpaks are designed to integrate into an existing desktops that already have a graphical environment running. Some flatpaks include the packages required for hardware acceleration (Steam, OBS) which can eliminate the need for those packages to be available via your distro’s package manager.

    What this means is that a distro like Alpine Linux that doesn’t have an nvidia package in its repos can still run Steam because the Steam flatpak includes the nvidia driver if you have an nvidia GPU installed.

    Never say never, I guess, but nothing about flatpak really appeals to my instincts. I really just want to know if it’s something I should adopt, or if I can continue to blissfully ignore.

    ¯_(ツ)_/¯ It’s a tool. Use it when it’s useful, or don’t.




  • In my work organization, we don’t allow pushes from users that have not signed their commits. We also frequently make use of git blame along with git verify-commit. For this reason, we have most new developers at any level create a GPG key and add it to their GitHub profile shortly after they join or organization. We’re a medium-sized FinTech organization though, so it’s very important we keep track of who is touching what.

    That said, I can’t see it being all that important to an individual unless they’re very security-focused. For me personally, I have multiple yubikeys and one is meant specifically for SSH authentication and GPG operations including signing commits. Since I use NixOS and home-manager, I use the programs.git module to setup automatic signing and key selection. I really haven’t touched it at all in years now. It was very “set it and forget it” for me.





  • These are a few I’ve played over the years and really enjoyed. I think most are still available, but some are unfortunately only distributed via discord servers.

    No particular order to these:

    • Pokemon Prism - A very in-depth mod of Pokemon Crystal with 2 entirely new regions and a large catalog of Pokemon from multiple generations to capture. To my knowledge, it is a successor to Pokemon Brown
    • Pokemon Brown - A very in-depth mod of Pokemon Red. This was made 2 decades ago, and was the first mod I ever played. Includes a new region and many Pokemon from different generations.
    • Polished Crystal - A faithful (or not) upgrade to Pokemon Crystal.
    • Pokemon Crystal Clear - A mod of Pokemon Crystal that brings in many new features and vastly upgrades the AI.
    • Pokemon RedStar/BlueStar - A mod of Pokemon Red/Blue that includes the SpaceWorld 1997 assets.
    • Pokemon Crystal Kaizo - A mod of Pokemon Crystal that adds in much better AI and a fair bit more difficulty. All Gen 2 Pokemon can be captured and just about every trainer presents a new level of difficulty.
    • Altered Emerald - A massive mod of Pokemon Emerald that adds “(almost) every move and ability from gen 1 to 7” along with a few extras while making all 386 Gen 3 Pokemon capturable.

    Edit: Just realized this wasn’t strictly Pokemon mods… Oops lol.






  • Yeah this was an update from June. I’ve been using Rider 2024.2 when writing C# for my own personal Godot project(s) for the last month or so. I can say it’s been pretty smooth. All of the friction I encountered was mostly in setup. You have to point Rider at your Godot binary to ensure it can launch the editor, specific scenes, or a headless language server. This was slightly difficult at first because I was using the Godot flatpak, but I got it sorted out. Most features you’d expect (syntax highlighting, goto definition/invocation, automatic imports, etc.) are there and the IDE is capable of launching specific packed scenes or the editor itself if you need it. I can’t speak to how this plugin compares to other engine plugins (Unity), but I have yet to run into any issues.