Is the shuffle vector a novel data structure? It almost looks too elegant and simple to not have been discovered yet! I wonder what other uses it might have?pic.twitter.com/jd16LKXhwO
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Is the shuffle vector a novel data structure? It almost looks too elegant and simple to not have been discovered yet! I wonder what other uses it might have?pic.twitter.com/jd16LKXhwO
So to all the gamedev and procgen prodigies I follow on Twitter, like @mrj_games, @GridSageGames, @redblobgames, @gavanw, @eigenbom: can you see a use for this? A really elegant and low-overhead randomization data structure.
Hey @MikeHommey and @froydnj, did you see this?
I just realized I had a pre-print of the paper sitting on my to-read list... since June.
Paper candidate for @adriancolyer ?:)
"Mesh’s write barrier is implemented with [read-only] page protections and a segfault trap handler [... which] waits on a lock for the current meshing operation to complete, the last step of which is remapping the source virtual span as read/write." 
Very nice! There are a few issues I would worry about that you didn't mention in the paper...
VMA fragmentation. As the number of VMAs grows Linux VM operations get slower, and there is a hard limit of 65536 per process. Seems like you have to keep a mapped view of a span around as long as there is at least one object in the span.
The paper seems to have some syntax errors (Linux if MacOS, section 3.2 has a half sentence dangling in it,...) but is otherwise very well written!
Is this something a new compiler could just apply blindly?
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