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    • Lob12L
      Lob12 @Jam
      last edited by Lob12

      @jam said in The OFFICIAL programming thread:

      @lob12 said in The OFFICIAL programming thread:

      The Code civil du Québec :

      http://www.studenthousingguide.co.uk/wp-content/uploads/2017/08/Room.jpg

      Now, the Criminal Code of Canada :

      http://www.personal.psu.edu/afr3/blogs/siowfa13/RCAT-100MessyRoom.jpg

      So English Common Law is a bit messy like a college kids room, but Code Civil du Quebec is like a girl’s bedroom?

      Tidy as fuck.

      I googled “tidy rooms” and all I got was girlie rooms :/

      [IMG] https://image.ibb.co/nhhF0Q/new_sig_lob12.jpg [/IMG]

      KilemallK 1 Reply Last reply Reply Quote 2
      • KilemallK
        Kilemall Careful, railroad agent @Lob12
        last edited by

        @lob12 said in The OFFICIAL programming thread:

        @jam said in The OFFICIAL programming thread:

        @lob12 said in The OFFICIAL programming thread:

        The Code civil du Québec :

        http://www.studenthousingguide.co.uk/wp-content/uploads/2017/08/Room.jpg

        Now, the Criminal Code of Canada :

        http://www.personal.psu.edu/afr3/blogs/siowfa13/RCAT-100MessyRoom.jpg

        So English Common Law is a bit messy like a college kids room, but Code Civil du Quebec is like a girl’s bedroom?

        Tidy as fuck.

        I googled “tidy rooms” and all I got was girlie rooms :/

        Google understands.

        Everything you were up to.

        https://i.imgur.com/hX2CMMZ.jpg

        Never go full Lithu-
        Twain

        No editing is gonna save you now-
        Wingmann

        http://s3.amazonaws.com/rrpa_photos/72217/DSC_2528.JPG

        http://s3.amazonaws.com/rrpa_photos/20416/PTOB 101_resize.jpg

        GustafG 1 Reply Last reply Reply Quote 0
        • GustafG
          Gustaf @Kilemall
          last edited by

          @kilemall said in The OFFICIAL programming thread:

          @lob12 said in The OFFICIAL programming thread:

          @jam said in The OFFICIAL programming thread:

          @lob12 said in The OFFICIAL programming thread:

          The Code civil du Québec :

          http://www.studenthousingguide.co.uk/wp-content/uploads/2017/08/Room.jpg

          Now, the Criminal Code of Canada :

          http://www.personal.psu.edu/afr3/blogs/siowfa13/RCAT-100MessyRoom.jpg

          So English Common Law is a bit messy like a college kids room, but Code Civil du Quebec is like a girl’s bedroom?

          Tidy as fuck.

          I googled “tidy rooms” and all I got was girlie rooms :/

          Google understands.

          Everything you were up to.

          Pedo-Lob

          "Let's give it a week! Still a disaster? Let's give it another week…" -Tazz

          1 Reply Last reply Reply Quote 0
          • StuS
            Stu @Lob12
            last edited by

            @lob12 said in The OFFICIAL programming thread:

            The modern version has been rewritten 2-3 times in the last 150 +/- years and it was heavily influenced by France’s Code Napoleon.

            I understand Napoleonic Code leans towards a “guilty until proven innocent,” view. Does Quebec’s civil code also do that?

            It is easy to do justice - very hard to do right

            Lob12L 1 Reply Last reply Reply Quote 1
            • Lob12L
              Lob12 @Stu
              last edited by Lob12

              @stu said in The OFFICIAL programming thread:

              @lob12 said in The OFFICIAL programming thread:

              The modern version has been rewritten 2-3 times in the last 150 +/- years and it was heavily influenced by France’s Code Napoleon.

              I understand Napoleonic Code leans towards a “guilty until proven innocent,” view. Does Quebec’s civil code also do that?

              No, but the presumption of innocence is more of a criminal law concept anyway. I don’t know French criminal law at all tbh but I’m quite sure they have something that is very similar. Here is a quote from wiki :

              “In France, article 9 of the Declaration of the Rights of Man and of the Citizen of 1789, which has force as constitutional law, begins: “Any man being presumed innocent until he has been declared guilty …” The Code of Criminal Procedure states in its preliminary article that “any person suspected or prosecuted is presumed innocent for as long as their guilt has not been established”[6] and the jurors’ oath repeats this assertion (article 304; note that only the most serious crimes are tried by jury in France). However, there exists a popular misconception that under French law, the accused is presumed guilty until proven innocent.”

              In Canada, presumption of innocence in criminal matters is guaranteed by section 11(d) of the Canadian Charter of Rights and Freedoms.

              Like I said before, the Code civil applies to non-criminal matters (i.e. tort, contract laws) where the burden of proof basically always falls (unless you were able to demonstrate the existence of a legal presumption) to the party who is making the allegations. Example : Jam pushed me down the staircases and I’m suing him for damages (classic tort case). Well I have to prove that Jam pushed me down the staircase and demonstrate the damages I suffered. The burden of proof I have to satisfy here is not “beyond a reasonable doubt” but more according to a “balance of probabilities”.

              What you do find a lot in the civil code is the notion of Good faith vs Bad faith. And one of the first articles of the Book of Evidence states that “Good faith is always presumed, unless the law expressly requires that it be proved.” So if you’re accusing someone of being a lying scumbag in any kind of litigation, or if you pretend that someone’s actions were purposely designed to hurt you in any way, well its up to you to prove it.

              [IMG] https://image.ibb.co/nhhF0Q/new_sig_lob12.jpg [/IMG]

              1 Reply Last reply Reply Quote 1
              • KilemallK
                Kilemall Careful, railroad agent
                last edited by

                I don’t think Canadian OT boards would be fun at all with that kind of proof required!

                https://i.imgur.com/hX2CMMZ.jpg

                Never go full Lithu-
                Twain

                No editing is gonna save you now-
                Wingmann

                http://s3.amazonaws.com/rrpa_photos/72217/DSC_2528.JPG

                http://s3.amazonaws.com/rrpa_photos/20416/PTOB 101_resize.jpg

                1 Reply Last reply Reply Quote 0
                • ?
                  A Former User
                  last edited by A Former User

                  My Dad tried to get me interested in machine code / assembly programming when I was grade school. He’d bought this thing called the Microprofessor and was happily learning about how setting bits in code translated directly to the hardware.

                  d3eb8fa3-489b-4798-aab5-306b9818c65c-image.png

                  It wasn’t too long before he was building custom hardware and programming eeproms to control lighting for productions at the theatre where he was the Technical Director.

                  Anyway, I listened dutifully to every he excitedly tried to teach me on the subject but really had zero interest in it myself. However, just now, 4 decades later, I had a requirement to store cartesian coordinates as a single unsigned integer and boy I’m glad I understood enough of what he taught me to not be put off by things like two’s-complement and bit shifting/masking.

                  const BITS_PER_DIMENSION = 2
                  const MAX_EXTENT = 1 << (BITS_PER_DIMENSION - 1)
                  
                  func _ready():
                  	print("Bits per dimension: %d, Max extent: %d" % [BITS_PER_DIMENSION, MAX_EXTENT])
                  	var ids = []
                  	for col in range(-MAX_EXTENT, MAX_EXTENT):
                  		var col_normalized = col + MAX_EXTENT
                  		var col_shifted = col_normalized << BITS_PER_DIMENSION
                  		for row in range(-MAX_EXTENT, MAX_EXTENT):
                  			var row_normalized = row + MAX_EXTENT
                  			var id = col_shifted + row_normalized
                  			ids.push_back(id)
                  			print("col: %4d, row: %4d, id: %4d" % [col, row, id])
                  	
                  	print("**************** Reversed **************")
                          var mask_high = (1 << BITS_PER_DIMENSION) - 1
                  	print("mask high: %d" % mask_high)
                  	for id in ids:
                  		var row_normalized = id & mask_high
                  		var row = row_normalized - MAX_EXTENT
                  		var col_normalized = id >> BITS_PER_DIMENSION
                  		var col = col_normalized - MAX_EXTENT
                  		print("col: %4d, row: %4d, id: %4d" % [col, row, id])
                  

                  Result:

                  --- Debugging process started ---
                  Godot Engine v3.3.2.stable.official - https://godotengine.org
                  OpenGL ES 2.0 Renderer: GeForce 940MX/PCIe/SSE2
                  OpenGL ES Batching: ON
                   
                  Bits per dimension: 2, Max extent: 2
                  col:   -2, row:   -2, id:    0
                  col:   -2, row:   -1, id:    1
                  col:   -2, row:    0, id:    2
                  col:   -2, row:    1, id:    3
                  col:   -1, row:   -2, id:    4
                  col:   -1, row:   -1, id:    5
                  col:   -1, row:    0, id:    6
                  col:   -1, row:    1, id:    7
                  col:    0, row:   -2, id:    8
                  col:    0, row:   -1, id:    9
                  col:    0, row:    0, id:   10
                  col:    0, row:    1, id:   11
                  col:    1, row:   -2, id:   12
                  col:    1, row:   -1, id:   13
                  col:    1, row:    0, id:   14
                  col:    1, row:    1, id:   15
                  **************** Reversed **************
                  mask high: 3
                  col:   -2, row:   -2, id:    0
                  col:   -2, row:   -1, id:    1
                  col:   -2, row:    0, id:    2
                  col:   -2, row:    1, id:    3
                  col:   -1, row:   -2, id:    4
                  col:   -1, row:   -1, id:    5
                  col:   -1, row:    0, id:    6
                  col:   -1, row:    1, id:    7
                  col:    0, row:   -2, id:    8
                  col:    0, row:   -1, id:    9
                  col:    0, row:    0, id:   10
                  col:    0, row:    1, id:   11
                  col:    1, row:   -2, id:   12
                  col:    1, row:   -1, id:   13
                  col:    1, row:    0, id:   14
                  col:    1, row:    1, id:   15
                  
                  Gators1G rote7R 2 Replies Last reply Reply Quote 3
                  • Gators1G
                    Gators1 @A Former User
                    last edited by

                    @hog said in The OFFICIAL programming thread:

                    My Dad tried to get me interested in machine code / assembly programming when I was grade school. He’d bought this thing called the Microprofessor and was happily learning about how setting bits in code translated directly to the hardware.

                    d3eb8fa3-489b-4798-aab5-306b9818c65c-image.png

                    It wasn’t too long before he was building custom hardware and programming eeproms to control lighting for productions at the theatre where he was the Technical Director.

                    Anyway, I listened dutifully to every he excitedly tried to teach me on the subject but really had zero interest in it myself. However, just now, 4 decades later, I had a requirement to store cartesian coordinates as a single unsigned integer and boy I’m glad I understood enough of what he taught me to not be put off by things like two’s-complement and bit shifting.

                    const BITS_PER_DIMENSION = 2
                    const MAX_EXTENT = 1 << (BITS_PER_DIMENSION - 1)
                    
                    func _ready():
                    	print("Bits per dimension: %d, Max extent: %d" % [BITS_PER_DIMENSION, MAX_EXTENT])
                    	var ids = []
                    	for col in range(-MAX_EXTENT, MAX_EXTENT):
                    		var col_normalized = col + MAX_EXTENT
                    		var col_shifted = col_normalized << BITS_PER_DIMENSION
                    		for row in range(-MAX_EXTENT, MAX_EXTENT):
                    			var row_normalized = row + MAX_EXTENT
                    			var id = col_shifted + row_normalized
                    			ids.push_back(id)
                    			print("col: %4d, row: %4d, id: %4d" % [col, row, id])
                    	
                    	print("**************** Reversed **************")
                    	var mask_high = 2 ^ BITS_PER_DIMENSION - 1
                    	print("mask high: %d" % mask_high)
                    	for id in ids:
                    		var row_normalized = id & mask_high
                    		var row = row_normalized - MAX_EXTENT
                    		var col_normalized = id >> BITS_PER_DIMENSION
                    		var col = col_normalized - MAX_EXTENT
                    		print("col: %4d, row: %4d, id: %4d" % [col, row, id])
                    

                    Result:

                    --- Debugging process started ---
                    Godot Engine v3.3.2.stable.official - https://godotengine.org
                    OpenGL ES 2.0 Renderer: GeForce 940MX/PCIe/SSE2
                    OpenGL ES Batching: ON
                     
                    Bits per dimension: 2, Max extent: 2
                    col:   -2, row:   -2, id:    0
                    col:   -2, row:   -1, id:    1
                    col:   -2, row:    0, id:    2
                    col:   -2, row:    1, id:    3
                    col:   -1, row:   -2, id:    4
                    col:   -1, row:   -1, id:    5
                    col:   -1, row:    0, id:    6
                    col:   -1, row:    1, id:    7
                    col:    0, row:   -2, id:    8
                    col:    0, row:   -1, id:    9
                    col:    0, row:    0, id:   10
                    col:    0, row:    1, id:   11
                    col:    1, row:   -2, id:   12
                    col:    1, row:   -1, id:   13
                    col:    1, row:    0, id:   14
                    col:    1, row:    1, id:   15
                    **************** Reversed **************
                    mask high: 3
                    col:   -2, row:   -2, id:    0
                    col:   -2, row:   -1, id:    1
                    col:   -2, row:    0, id:    2
                    col:   -2, row:    1, id:    3
                    col:   -1, row:   -2, id:    4
                    col:   -1, row:   -1, id:    5
                    col:   -1, row:    0, id:    6
                    col:   -1, row:    1, id:    7
                    col:    0, row:   -2, id:    8
                    col:    0, row:   -1, id:    9
                    col:    0, row:    0, id:   10
                    col:    0, row:    1, id:   11
                    col:    1, row:   -2, id:   12
                    col:    1, row:   -1, id:   13
                    col:    1, row:    0, id:   14
                    col:    1, row:    1, id:   15
                    

                    ???

                    Next time please post tits.

                    alt text

                    ? 1 Reply Last reply Reply Quote 5
                    • ?
                      A Former User @Gators1
                      last edited by A Former User

                      @gators1 said in The OFFICIAL programming thread:

                      ???

                      I’m making a game with a map where everything is a at a position that is a grid reference away from the center. So player X might be at grid reference (-2, 1), and there might be a big impassable rock at (1, 0).

                      However, the pathfinding API (the library that tells me how the player moves from one location to another,) requires that each point on the map be expressed/id’d as a single number greater than zero.

                      So, how do you take something like (-2,1) or (1,0) and create a single, unsigned, numbers from them like 3 or 14 and then later take 3 or 14 and turn it back into (-2,1) and (1,0)? That’s what my code does.

                      Gators1G 1 Reply Last reply Reply Quote 2
                      • ?
                        A Former User
                        last edited by

                        Oh, and:

                        a4341b6d-019a-4482-b611-244f75e7e369-image.png

                        B 1 Reply Last reply Reply Quote 8
                        • Gators1G
                          Gators1 @A Former User
                          last edited by

                          @hog said in The OFFICIAL programming thread:

                          @gators1 said in The OFFICIAL programming thread:

                          ???

                          I’m making a game with a map where everything is a at a position that is a grid reference away from the center. So player X might be at grid reference (-2, 1), and there might be a big impassable rock at (1, 0).

                          However, the pathfinding API (the library that tells me how the player moves from one location to another,) requires that each point on the map be expressed as a single number greater than zero.

                          So, how do you take something like (-2,1) or (1,0) and create a single, unsigned, numbers from them like 3 or 14 and then later take 3 or 14 and turn it back into (-2,1) and (1,0)? That’s what my code does.

                          Wait, did Jerry hire you to work on his game? You know it’s a scam, right?

                          alt text

                          1 Reply Last reply Reply Quote 3
                          • rote7R
                            rote7 @A Former User
                            last edited by rote7

                            @hog said in The OFFICIAL programming thread:

                            const BITS_PER_DIMENSION = 2
                            const MAX_EXTENT = 1 << (BITS_PER_DIMENSION - 1)
                            
                            func _ready():
                            	print("Bits per dimension: %d, Max extent: %d" % [BITS_PER_DIMENSION, MAX_EXTENT])
                            	var ids = []
                            	for col in range(-MAX_EXTENT, MAX_EXTENT):
                            		var col_normalized = col + MAX_EXTENT
                            		var col_shifted = col_normalized << BITS_PER_DIMENSION
                            		for row in range(-MAX_EXTENT, MAX_EXTENT):
                            			var row_normalized = row + MAX_EXTENT
                            			var id = col_shifted + row_normalized
                            			ids.push_back(id)
                            			print("col: %4d, row: %4d, id: %4d" % [col, row, id])
                            	
                            	print("**************** Reversed **************")
                                    var mask_high = (1 << BITS_PER_DIMENSION) - 1
                            	print("mask high: %d" % mask_high)
                            	for id in ids:
                            		var row_normalized = id & mask_high
                            		var row = row_normalized - MAX_EXTENT
                            		var col_normalized = id >> BITS_PER_DIMENSION
                            		var col = col_normalized - MAX_EXTENT
                            		print("col: %4d, row: %4d, id: %4d" % [col, row, id])
                            

                            Result:

                            --- Debugging process started ---
                            Godot Engine v3.3.2.stable.official - https://godotengine.org
                            OpenGL ES 2.0 Renderer: GeForce 940MX/PCIe/SSE2
                            OpenGL ES Batching: ON
                             
                            Bits per dimension: 2, Max extent: 2
                            col:   -2, row:   -2, id:    0
                            col:   -2, row:   -1, id:    1
                            col:   -2, row:    0, id:    2
                            col:   -2, row:    1, id:    3
                            col:   -1, row:   -2, id:    4
                            col:   -1, row:   -1, id:    5
                            col:   -1, row:    0, id:    6
                            col:   -1, row:    1, id:    7
                            col:    0, row:   -2, id:    8
                            col:    0, row:   -1, id:    9
                            col:    0, row:    0, id:   10
                            col:    0, row:    1, id:   11
                            col:    1, row:   -2, id:   12
                            col:    1, row:   -1, id:   13
                            col:    1, row:    0, id:   14
                            col:    1, row:    1, id:   15
                            **************** Reversed **************
                            mask high: 3
                            col:   -2, row:   -2, id:    0
                            col:   -2, row:   -1, id:    1
                            col:   -2, row:    0, id:    2
                            col:   -2, row:    1, id:    3
                            col:   -1, row:   -2, id:    4
                            col:   -1, row:   -1, id:    5
                            col:   -1, row:    0, id:    6
                            col:   -1, row:    1, id:    7
                            col:    0, row:   -2, id:    8
                            col:    0, row:   -1, id:    9
                            col:    0, row:    0, id:   10
                            col:    0, row:    1, id:   11
                            col:    1, row:   -2, id:   12
                            col:    1, row:   -1, id:   13
                            col:    1, row:    0, id:   14
                            col:    1, row:    1, id:   15
                            

                            My bit shifting days are but a remote memory so you may have to help me understand how

                            var id = col_shifted + row_normalized

                            does not overwrite the previously stored pattern in col_shifted.

                            fffg

                            ? 1 Reply Last reply Reply Quote 0
                            • B
                              Blanks @A Former User
                              last edited by

                              @hog said in The OFFICIAL programming thread:

                              Oh, and:

                              a4341b6d-019a-4482-b611-244f75e7e369-image.png

                              Maybe you should program this forum. That’s award winning content right there.

                              1 Reply Last reply Reply Quote 1
                              • ?
                                A Former User @rote7
                                last edited by A Former User

                                @rote7 said in The OFFICIAL programming thread:

                                @hog said in The OFFICIAL programming thread:

                                const BITS_PER_DIMENSION = 2
                                const MAX_EXTENT = 1 << (BITS_PER_DIMENSION - 1)
                                
                                func _ready():
                                	print("Bits per dimension: %d, Max extent: %d" % [BITS_PER_DIMENSION, MAX_EXTENT])
                                	var ids = []
                                	for col in range(-MAX_EXTENT, MAX_EXTENT):
                                		var col_normalized = col + MAX_EXTENT
                                		var col_shifted = col_normalized << BITS_PER_DIMENSION
                                		for row in range(-MAX_EXTENT, MAX_EXTENT):
                                			var row_normalized = row + MAX_EXTENT
                                			var id = col_shifted + row_normalized
                                			ids.push_back(id)
                                			print("col: %4d, row: %4d, id: %4d" % [col, row, id])
                                	
                                	print("**************** Reversed **************")
                                        var mask_high = (1 << BITS_PER_DIMENSION) - 1
                                	print("mask high: %d" % mask_high)
                                	for id in ids:
                                		var row_normalized = id & mask_high
                                		var row = row_normalized - MAX_EXTENT
                                		var col_normalized = id >> BITS_PER_DIMENSION
                                		var col = col_normalized - MAX_EXTENT
                                		print("col: %4d, row: %4d, id: %4d" % [col, row, id])
                                

                                Result:

                                --- Debugging process started ---
                                Godot Engine v3.3.2.stable.official - https://godotengine.org
                                OpenGL ES 2.0 Renderer: GeForce 940MX/PCIe/SSE2
                                OpenGL ES Batching: ON
                                 
                                Bits per dimension: 2, Max extent: 2
                                col:   -2, row:   -2, id:    0
                                col:   -2, row:   -1, id:    1
                                col:   -2, row:    0, id:    2
                                col:   -2, row:    1, id:    3
                                col:   -1, row:   -2, id:    4
                                col:   -1, row:   -1, id:    5
                                col:   -1, row:    0, id:    6
                                col:   -1, row:    1, id:    7
                                col:    0, row:   -2, id:    8
                                col:    0, row:   -1, id:    9
                                col:    0, row:    0, id:   10
                                col:    0, row:    1, id:   11
                                col:    1, row:   -2, id:   12
                                col:    1, row:   -1, id:   13
                                col:    1, row:    0, id:   14
                                col:    1, row:    1, id:   15
                                **************** Reversed **************
                                mask high: 3
                                col:   -2, row:   -2, id:    0
                                col:   -2, row:   -1, id:    1
                                col:   -2, row:    0, id:    2
                                col:   -2, row:    1, id:    3
                                col:   -1, row:   -2, id:    4
                                col:   -1, row:   -1, id:    5
                                col:   -1, row:    0, id:    6
                                col:   -1, row:    1, id:    7
                                col:    0, row:   -2, id:    8
                                col:    0, row:   -1, id:    9
                                col:    0, row:    0, id:   10
                                col:    0, row:    1, id:   11
                                col:    1, row:   -2, id:   12
                                col:    1, row:   -1, id:   13
                                col:    1, row:    0, id:   14
                                col:    1, row:    1, id:   15
                                

                                My bit shifting days are but a remote memory so you may have to help me understand how

                                var id = col_shifted + row_normalized

                                does not overwrite the previously stored pattern in col_shifted.

                                Sure, it’s a combination of three things:

                                • they’ve both been converted to unsigned ints (normalized) so the highest bit isn’t set in either number
                                • and the lowest bits of col_shifted are 0 because of the shift
                                • row_normalized only has the lowest bits set because the size of the number is constrained to +/- MAX_EXTENTS

                                So, even with maximum values for row and column, the addition is like:

                                00001100 col_shifted +
                                00000011 row_normalized =
                                --------
                                00001111
                                

                                Edit: by the way, the code i posted earlier was just a proof of concept. My actual use case (which I’ve since coded) has three dimensions. It is using 22 bits (9 + 9 + 4) for a map of 512x512x16 possible locations.

                                1 Reply Last reply Reply Quote 1
                                • ?
                                  A Former User
                                  last edited by

                                  This post is deleted!
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                                  • PakoonP
                                    Pakoon
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                                    E5dT-87WUAQHOqV.jpg

                                    ♙♙♙ Michael Waltz added you to the group.

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                                    • tiggerT
                                      tigger @Pakoon
                                      last edited by

                                      @pakoon said in The OFFICIAL programming thread:

                                      E5dT-87WUAQHOqV.jpg

                                      Jajajaja!

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                                      • rote7R
                                        rote7
                                        last edited by

                                        Time for my favorite frownie: m(

                                        fffg

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                                        • rote7R
                                          rote7
                                          last edited by

                                          The Case Against SQL - Slashdot

                                          The Case Against SQL - Slashdot

                                          Long-time Slashdot reader RoccamOccam shares "an interesting take on SQL and its issues from Jamie Brandon (who describes himself as an independent researcher who's built database engines, query planners, compilers, developer tools and interfaces). It's title? "Against SQL." The relational model...

                                          Interesting article, I didn’t know that

                                          “The SQL spec (part 2 = 1732) pages is more than twice the length of the Javascript 2021 spec (879 pages), almost matches the C++ 2020 spec (1853) pages and contains 411 occurrences of ‘implementation-defined’, occurrences which include type inference and error propagation.”

                                          Sweet jesus, double the length of the JS specs…

                                          One SQL problem that I couldn’t solve so far is finding a good way to use the output of a single column query (multiple rows, result count must be flexible) as headers and/or fields for a subsequent query.

                                          fffg

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                                          • KilemallK
                                            Kilemall Careful, railroad agent @rote7
                                            last edited by

                                            @rote7 said in The OFFICIAL programming thread:

                                            The Case Against SQL - Slashdot

                                            The Case Against SQL - Slashdot

                                            Long-time Slashdot reader RoccamOccam shares "an interesting take on SQL and its issues from Jamie Brandon (who describes himself as an independent researcher who's built database engines, query planners, compilers, developer tools and interfaces). It's title? "Against SQL." The relational model...

                                            Interesting article, I didn’t know that

                                            “The SQL spec (part 2 = 1732) pages is more than twice the length of the Javascript 2021 spec (879 pages), almost matches the C++ 2020 spec (1853) pages and contains 411 occurrences of ‘implementation-defined’, occurrences which include type inference and error propagation.”

                                            Sweet jesus, double the length of the JS specs…

                                            One SQL problem that I couldn’t solve so far is finding a good way to use the output of a single column query (multiple rows, result count must be flexible) as headers and/or fields for a subsequent query.

                                            Dynamic DB-driven filter query? Sounds like a specific SQL client function to me.

                                            https://i.imgur.com/hX2CMMZ.jpg

                                            Never go full Lithu-
                                            Twain

                                            No editing is gonna save you now-
                                            Wingmann

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