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Search - "16mb"
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Sorry, need to vent.
In my current project I'm using two main libraries [slack client and k8s client], both official. And they both suck!
Okay, okay, their code doesn't really suck [apart from k8s severely violating Liskov's principle!]. The sucky part is not really their fault. It's the commonly used 3rd-party library that's fucked up.
Okhttp3
yeah yeah, here come all the booos. Let them all out.
1. In websockets it hard-caps frame size to 16mb w/o an ability to change it. So.. Forget about unchunked file transfers there... What's even worse - they close the websocket if the frame size exceeds that limit. Yep, instead of failing to send it kills the conn.
2. In websockets they are writing data completely async. Without any control handles.. No clue when the write starts, completes or fails. No callbacks, no promises, no nothing other feedback
3. In http requests they are splitting my request into multiple buffers. This fucks up the slack cluent, as I cannot post messages over 4050 chars in size . Thanks to the okhttp these long texts get split into multiple messages. Which effectively fucks up formatting [bold, italic, codeblocks, links,...], as the formatted blocks get torn apart. [didn't investigate this deeper: it's friday evening and it's kotlin, not java, so I saved myself from the trouble of parsing yet unknown syntax]
yes, okhttp is probably a good library for the most of it. Yes, people like it, but hell, these corner cases and weird design decisions drive me mad!
And it's not like I could swap it with anynother lib.. I don't depend on it -- other libs I need do! -
I just got my third 128GB MicroSD card off Amazon, this time SanDisk. Yet again, trying to do anything not involving the OEM full-disk exFAT partition staying intact (which, fuck that, all that uses that is Windows and Linux, i'm looking for splitting this thicc bih up) shifts EVERYTHING, including MBR+PT/GPT down the disk by 16MB exactly inserting data from... the atmosphere? whatever's using it? ...do SD cards have that secure key/DRM store space thing still?
(EDIT: I do verify that they ARE genuinely the right size after purchasing before reformatting or repartitioning, by the way.)
First it was a Silicon Power card, then a Samsung card, now a SanDisk.
(Also, why all S?)
Luckily, this time it wasn't a pain in the ass to get it to read as anything but "Bad Card" or a 0-byte/empty/non-existent device in Windows/Linux (respectively) so I was able to see that it was indeed the same issue without taking 3 days to jump through device hoops to finally get it to do it again but in such a way that it shifts out and back in all zeroes.2 -
Decided to change how my game engine asset loading and sorting systems work, giving up on making everything editable JSON files just so it's easier to manage and actually build things.
Currently trying to work out a way to load all of the packages sprites into 1 singular asset bundle and here is the evolution so far...
Revision 1: Compiles a single 328KB PNG into a 24MB file in 190 seconds.
Revision 2: Compiles same image into a 24MB file in 5 seconds.
Revision 3: Compiles into a 16MB image in 4 seconds.
It's not much but it's a start :-D
(Still haven't built a loading system so who knows if it works yet ¯\_(ツ)_/¯)3