I concur. There's something about concurrency and multithreading that ticks your brain in a weird way. It keeps me stimulated.
My favorite is setting up a scenario that would normally be considered as a disasterous concurrency failure. Like intentionally messing up a `volatile` state. You can't ever have those in prod, of course, but seeing them in a controlled, _expected_ way tickles my brain in a very perverse way.
This is incredible! I didn’t know the story! Thank you so much for finding the link, it’s a great piece of history!
Just a reminder, at that time you couldn’t do console.log(), because it worked with the devtools open, but “console” would be null with the devtools closed, which is treacherous because it only bugged for non-dev users. As a bonus, IE would ask the user whether they wanted to debug.
By the time the communication was sent to all the users, wouldn't it have been too late? "Lose" the account or not, I don't imagine the company ever wanted to deepen the relationship with Facebook.
Shout out to Canadian highlander! it's a 1v1 format where you play with a 100 card singleton deck with 20 life, so aggro is viable. The power levels of the decks are checked by points system and not a banlist. It's a format where Time Vault sometimes kills at turn 3, but players are still terrified by a Goblin Guide on turn one.
I concur. There's something about concurrency and multithreading that ticks your brain in a weird way. It keeps me stimulated.
My favorite is setting up a scenario that would normally be considered as a disasterous concurrency failure. Like intentionally messing up a `volatile` state. You can't ever have those in prod, of course, but seeing them in a controlled, _expected_ way tickles my brain in a very perverse way.