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Joined 2 years ago
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Cake day: August 4th, 2023

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  • The binary executable for Fossil is a single file (repos are also single files, sqlite databases). That one executable does all the VCS functions but it also has a built-in web server that will host repos as a little customizable website. That’s how you access the wiki, chat, forums, and ticketing system. You can also configure the repo, view timelines, view code, and all that stuff.

    One can set up a proxy and publicly self-host the repo over the internet. That’s what the official fossil site is, a hosted repo of it’s own source code. I didn’t feel like setting up a local web host, an ngnx reverse proxy, figuring out vpn for remote access, etc etc. So i just use synching and only run locally, because it’s easier for me.

    That’s another nice thing about fossil, it’s quite flexible and can grow with the needs of the project.


  • I love Fossil and use it for all my personal projects! I use syncthing to keep my all my repositories updated across devices and it works great!

    I do wish I better understood either self-hosting or that there were more web hosts though, it would make collaboration easier when I feel like sharing. A git(hub) bridge could do it too I guess…








  • Codex@lemmy.worldtoAsklemmy@lemmy.mlTouch Typing
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    5 months ago

    Try a typing game, there’s lots of them now in several genres. I learned to touch type in secondary school, doing the old fashioned thing of taping a sheet of paper over the keyboard (and typing under it) so you can’t see the keys. That works but I believe in the educational power of games, and it’ll be more fun.

    Otherwise, just practice. If you use lemmy on mobile, try switching to desktop to type more. Start writing letters to people or short stories or anything that just encourages you to type more.





  • I really enjoyed this game back when, and replayed it a couple of years ago. Very unique RTS mechanics and engine, I’m excited to see this open sourced!

    Perimeter had several weird gimmicks. Bases must be built on terrain that has been flattened with a terriforming tool (voxel/heighmap manipulation of the landscape is part of the game.) The titular permiter is an energy shield that you can put up around your entire base. There’s also only 3 basic units, but units can be fused together (and separated back out) to make more advanced units on the fly.

    The terraforming-as-war approach is neat and I’ve always been surprised that more games don’t try to incorporate similar mechanics. The multi-units are interesting but to me suffer a similar issue as games with many guns but only one kind of ammo. By the time you’ve decided to switch tactics, you might already be too low on basic units of one type to change into what you need.



  • But then I decided, I wrote my own solution, a thing of 1,600 lines of code, which is, yeah, it’s like thousands of times less than the competition.

    And it works. It’s very popular. … I got 100 emails from people saying that it’s so nice that someone wrote a small piece of software that is robust, does not have dependencies, you know how it works.

    But the depressing thing is, some of the security people in the field, they thought it was a lovely challenge to audit my 1,600 lines of code. And they were very welcome to do that, of course. And they found three major vulnerabilities in there.

    He makes a ton of excellent points, but the succinct impact of this little example really hit for me. As someone who often rewrites things so that I can both understand and fully trust in what I’m depending on, it’s always good to be reminded that you literally can’t write 500 lines of code without a good chance of introducing a major vulnerability.

    The tech stack is so dizzyingly high today, and with so many interlocking parts, it continually amazes me that anything at all functions even in the absence of hostile actors.