#!/bin/bash
input=$(cat)
| import type { RemoteFormInput } from "@sveltejs/kit"; | |
| import { command, form, query } from "$app/server"; | |
| import { Effect, Schema } from "effect"; | |
| /** | |
| * Creates a remote query defined with `Effect`. Shares the same behaviour as | |
| * SvelteKit's `query`. | |
| * | |
| * @param schema The `Schema` to validate arguments against. | |
| * @param handler The `Effect` to run when this function is ran. |
| KFZUS-F3JGV-T95Y7-BXGAS-5NHHP | |
| T3ZWQ-P2738-3FJWS-YE7HT-6NA3K | |
| KFZUS-F3JGV-T95Y7-BXGAS-5NHHP | |
| 65Z2L-P36BY-YWJYC-TMJZL-YDZ2S | |
| SFZHH-2Y246-Z483L-EU92B-LNYUA | |
| GSZVS-5W4WA-T9F2E-L3XUX-68473 | |
| FTZ8A-R3CP8-AVHYW-KKRMQ-SYDLS | |
| Q3ZWN-QWLZG-32G22-SCJXZ-9B5S4 | |
| DAZPH-G39D3-R4QY7-9PVAY-VQ6BU | |
| KLZ5G-X37YY-65ZYN-EUSV7-WPPBS |
Descriptor sets have vexed me at every step of development. They're new and different and they have a lot of rules which aren't all that obvious. This document will hopefully lay out everything in one convenient place that I - and also you - can refer to
First, let's talk about what we're trying to do
Most renderers need some way for shaders to access resources like textures, buffers, etc. For the Vulkan API, this way is the almighty descriptor set. Descriptors, as I understand them, are essentially a pointer to a resource. You update your descriptor sets with your resources, then you bind the descriptor sets to your command buffer, then shaders involved in subsequent drawcalls can look at the descriptors to know what resources they should actually read from. I'm not entirely sure why there's this indirection - and in fact, on AMD GPUs descriptor sets are actually just pointers - but the indirection exists, and we all have to find a way to deal with it
Descargar las hojas de atajos recomendadas:
| Character code (character) | Duration (ms) | Alias to | Pronounced as |
|---|---|---|---|
| 27 (�) | 656 | None | Escape |
| 33 (!) | 1333 | None | Exclamation mark |
| 35 (#) | 409 | None | Hash |
| 36 ($) | 425 | None | Dollar |
| 37 (%) | 631 | None | Percent |
| 38 (&) | 329 | None | And |
| 43 (+) | 396 | None | Plus |
| 45 (-) | 706 | None | Dash |
Code is clean if it can be understood easily – by everyone on the team. Clean code can be read and enhanced by a developer other than its original author. With understandability comes readability, changeability, extensibility and maintainability.
| # Generated by Powerlevel10k configuration wizard on 2020-04-23 at 01:02 +03. | |
| # Based on romkatv/powerlevel10k/config/p10k-classic.zsh, checksum 30840. | |
| # Wizard options: nerdfont-complete + powerline, small icons, classic, unicode, dark, | |
| # 24h time, angled separators, sharp heads, flat tails, 1 line, compact, many icons, | |
| # concise, instant_prompt=verbose. | |
| # Type `p10k configure` to generate another config. | |
| # | |
| # Config for Powerlevel10k with classic powerline prompt style. Type `p10k configure` to generate | |
| # your own config based on it. | |
| # |
Your exploration session is the worst one to implement the solution.
You've spent an hour exploring a codebase with Claude. You ask it to implement the fix—and it repeats mistakes, forgets what you discussed, or gets confused. LLMs anchor to their own outputs, repeat errors, and degrade at 20% context fill.
The fix: explore in one session, execute in a fresh one.
-- DISCOVER --