And maybe could this developing system be used through Termux, to have a C development environment on Android for Android?
https://gist.github.com/deniska/f1ee73e18e1444eb724c01f933b6...
And maybe could this developing system be used through Termux, to have a C development environment on Android for Android?
https://gist.github.com/deniska/f1ee73e18e1444eb724c01f933b6...
- db will generate new plans as necessary when row counts and values change. Putting in hints makes the plan rigid likely leading to headaches down the line.
- as new Postgres comes out, it's planner will do a better job. Again forcing specific plan might force the planner into optimization that no longer is optimal.
In my experience developers almost never comeback to a query with hints to double check if hints are really needed.
Famously oracle has query hints that don't do nothing no more, that are ignored, but oracle can't remove them from query language because that would break too many existing queries.
I like Postgres stance that if query planner doesn't do a good job, then dba should first update table/column statistics, and if things are truly bad, submit but to Postgres so the query optimizer can be updated itself.
Saying all that, hints support through an extension to Postgres is a good compromise. Postgres developers don't need to bother with hints, its a third party feature. And dba/users, if they really need hints, now they have them.
FreeBasic was probably the most fun of them to me: cross-platform, compiles to fairly fast running binaries, can easily interface with libraries written in C, and has qbasic syntax mode.
Most likely your phone is more powerful than those old computers. Why not just hook it into an external monitor and use it?
Modding a game means that you have a specific starting point, the original game, which you are probably a fan of. And you may want your creation to be a part of this original world, share some (or most) of gameplay elements, design elements, story elements etc.
People modded Half-Life not only because modding Half-Life was somewhat easier than making an FPS game from scratch, but also because they wanted to explore the original story from another angle, or they liked how engine feels to play, or for whatever other reason wanted a starting point to be a complete game. Kind of the original asset store: the assets of the game you are modding.
The main problem with python packaging is that it's often C/C++ packaging in disguise, among multiple OSes and CPU architectures, and that's far from being solved. Building such python wheel is essentially like building a "portable" (aka one you don't need to properly install into the system) linux/windows/macos application. That comes with a variety of caveats and requires some specialized knowledge one wouldn't pick up playing around with just python alone.
(a) rename the column, be the guy who broke the system and spend all weekend trying to fix 6 systems he never knew existed, written in Access, Excel, Crystal Reports, VB6, Delphi and a CMD file on a contractors laptop.
(b) keep the column name, deliver the feature, go home.
This is why that, when phones tether, those tethered packets are routed separately so that the cell carrier can throttle them when needed to maintal quality of service for everyone else.
By tethering/tunneling through your normal connection, they can't do this, and if this became an epidemic they would either need to do thorough DPI and heuristics to detect and block the tethering/ban the user, or over-provision their towers to handle the varied traffic volumes of both regular cell phone activity and people watching 4k Netflix on their TV through their phone.
launches bittorrent client on the phone
So I mostly stuck with really simple text editors (first likes of notepad++, geany and gedit, later switched to barely customized vim). You learn the language, you learn its standard lib, you learn the libraries you use often, you learn to navigate their docs. You learn the project you are working on, and remember how things are named. I do use a simple autocomplete (ctrl+n in vim), but it's more of a typo preventer (or a typo propagator, depending on how you look at it). It autocompletes every word in open files. Which might be more handy than it sounds, because it will autocomplete stuff not typically being autocompleted in IDEs, like json keys, or file names in the open directory listings, or even outputs in the open terminal session.
As for navigating unfamiliar code bases and "go-to-definition": it's grep. Just search for a substring in the whole project. You will find the definition. You will also find some other interesting stuff, which "normal" IDE tools wouldn't look into. Heck, you'll find interesting comments, interesting name clashes, interesting usecases for a thing you were looking for. And it's a language agnostic skill. You don't need another bespoke IDE, you don't need to configure some weird LSP to navigate unfamiliar code base even in not so familiar language.