Event JSON
{
"id": "2c2b68534f9b44d7d3196b72ed464836ae58a1c190bd7cff94f5646ef5bd2589",
"pubkey": "49f3a746c8d602bb57f2fbcbcec59910fc8742b2c71c4609b3091709fc2a2375",
"created_at": 1692832902,
"kind": 1,
"tags": [
[
"p",
"b05df304563277c34b62c29c188d256490f8208ddfef098d001c77d4d0b73e80",
"wss://relay.mostr.pub"
],
[
"p",
"12da98a3a66fb47b43526b1b241e91df632bfd4058dc5364938dc932fe931118",
"wss://relay.mostr.pub"
],
[
"e",
"d7ea79770be738db5a7433085a4eb1efe91d3627743aebc9db4680e1be2867f1",
"wss://relay.mostr.pub",
"reply"
],
[
"emoji",
"blobcatshrug2",
"https://blob.cat/emoji/custom/blobcats/blobcatshrug2.png"
],
[
"proxy",
"https://blob.cat/objects/25d7d936-ba3b-4285-a227-143ffa59bb3e",
"activitypub"
]
],
"content": "nostr:npub1kpwlxpzkxfmuxjmzc2wp3rf9vjg0sgydmlhsnrgqr3maf59h86qqdxxzz4 they stop the world without telling the process, which is the sin. nim used an incremental gc (until they rewrote it all to use refcounting :blobcatshrug2:) so we could collect between game frames. the hoard of c# games doesn't scavenge time when its opportune and just framedrops at random ass times.\n\nthere's a lot of deployments where its actually fine for the GC to stop the world, it just needs to tell the load balancer about it ahead of time",
"sig": "c6553b87b84329ee0a107ef4dbe1f3c20a3026e8174fdbf2bae3ee84dbd1ec62822f50998e1b51205d337a53cdc1729b7e657d8fdc4b73e539e46a15a4fdd12a"
}