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Race to the Root Cause — Talk at PyCon NL 2025
https://www.reddit.com/r/programming/comments/1od1siq/race_to_the_root_cause_talk_at_pycon_nl_2025/

<!-- SC_OFF -->Examples include: Chained Exception Puzzle: Python’s “During handling of the above exception, another exception occurred” messages rarely make the real flow obvious. We’ll see how these stacktraces force you to piece together what actually happened. The Missing Curly Bracket: Sometimes Python blames a line with a with statement, even though no code runs there. Why does this happen? And what does it have to do with curly brackets? By the end, you’ll have a better feel for Python’s stacktraces, some new strategies for debugging faster, and at least one story to share the next time a stacktrace tries to trick you. You’ll walk away with sharper debugging instincts, some practical tricks, and maybe a laugh at Python’s expense. If you’ve ever felt outsmarted by a stacktrace, this is your chance to race to the root cause — and win. <!-- SC_ON --> submitted by /u/klaasvanschelven (https://www.reddit.com/user/klaasvanschelven)
[link] (https://www.youtube.com/watch?v=S67A1WYiMZU&t) [comments] (https://www.reddit.com/r/programming/comments/1od1siq/race_to_the_root_cause_talk_at_pycon_nl_2025/)
React Server Components with Rust: 12x faster P99 latency than Next.js
https://www.reddit.com/r/programming/comments/1od6vja/react_server_components_with_rust_12x_faster_p99/

<!-- SC_OFF -->I built Rari, a React framework with a Rust runtime. We just added proper app router support, SSR, and correct RSC semantics. The results: - 0.69ms avg response (3.8x faster than Next.js) - 20,226 req/sec throughput (10.5x higher) - 4ms P99 latency under load (12x faster) - 68% smaller bundles The architecture: server components by default, 'use client' for interactivity, true SSR from the Rust runtime. When your implementation matches React's design philosophy, performance follows naturally. Read the full story: https://ryanskinner.com/posts/the-rari-ssr-breakthrough-12x-faster-10x-higher-throughput-than-nextjs Try it: npm create rari-app@latest GitHub: https://github.com/rari-build/rari All benchmarks: https://github.com/rari-build/benchmarks <!-- SC_ON --> submitted by /u/BadDogDoug (https://www.reddit.com/user/BadDogDoug)
[link] (https://ryanskinner.com/posts/the-rari-ssr-breakthrough-12x-faster-10x-higher-throughput-than-nextjs) [comments] (https://www.reddit.com/r/programming/comments/1od6vja/react_server_components_with_rust_12x_faster_p99/)
My snake game is now 54 bytes
https://www.reddit.com/r/programming/comments/1odhklb/my_snake_game_is_now_54_bytes/

<!-- SC_OFF -->The game is now only 1 byte away from fitting in a version 3 QR Code. The new version has the side effect of making the left wall do a "kaleidoscope" effect every time you lose. The main change was storing the offset to the head position from end of the screen instead of from start, but also abusing the PSP in a complementary way. I think this PR (https://github.com/donno2048/snake/pull/80) is pretty easy to understand as there are only 6 pretty independent major changes, switching BX and SI, the two mentioned earlier, position reset method, new head position calculation, different snake character setting, all the changes are needed together to reduce the size but you can understand them one by one. <!-- SC_ON --> submitted by /u/Perfect-Highlight964 (https://www.reddit.com/user/Perfect-Highlight964)
[link] (https://github.com/donno2048/snake) [comments] (https://www.reddit.com/r/programming/comments/1odhklb/my_snake_game_is_now_54_bytes/)
Can I call a pure-Python library from native C++ without embedding the interpreter or starting a subprocess?
https://www.reddit.com/r/programming/comments/1oducfa/can_i_call_a_purepython_library_from_native_c/

<!-- SC_OFF -->just curiosity to know, Is there any other techniques available or can i use FFI to use libraries which is written purely in python like DeepSeek-OCR, rather than embedding python's interpreter, library in whl and python code inside cpp or sub process like system("python3 main.py argparse-param") or popen or IPC <!-- SC_ON --> submitted by /u/nonesubham (https://www.reddit.com/user/nonesubham)
[link] (https://huggingface.co/deepseek-ai/DeepSeek-OCR) [comments] (https://www.reddit.com/r/programming/comments/1oducfa/can_i_call_a_purepython_library_from_native_c/)
I built a mobile game in Godot from scratch which now has over 1k+ players after just 1 month after release — here’s what I learned.
https://www.reddit.com/r/programming/comments/1odvevs/i_built_a_mobile_game_in_godot_from_scratch_which/

<!-- SC_OFF -->Hi guys, i just released my game "Hunt Escape" about 1 month ago (for now it's just available on the Google Play Store) and it just recently exceeded the 1k+ installations goal. I need to say before this game i have never touched a game engine before (i only had experience in regular C++ and the Qt GUI Framework) and i really need to say that game engines are extremely powerful and at first can be a bit overwhelming but i was able to work quite well with the Godot engine after about 1-2 weeks. Now i want to share my thoughts about programming a whole game here and maybe give some other indie devs some tips: Pick & Stick: The first question you should ask yourself when creating a game is always "What do i want to create?", and when this first question is answered you then need to ask yourself "Which engine or framework do i want to use? What fits best?" then when you have finally picked your game engine for your game it will be very important for you to stick to that exact engine or framework to avoid major project rewamps. Don't rush things: i noticed that trying to get things done as quickly as possible has 2 major negative effects, first of all it kills the fun and beauty of creating a game and even more important you will propably need to invest more time later when the features are not well programmed. Create & maintain TODO lists: Now this point might sound obvious but the thing is a lot of people do create TODO lists that is correct, but most of them do NOT maintain them and then they think "This TODO List is outdated, i am just gonna delete it or never touch it again". For me TODO lists were an absolute game changer. I also made a kind of "archive" in my TODO list where i moved all my features that i implemented from "TODO" to "ARCHIVE" which really boosts motivation when you see how much you already did for this project! :D Getting your app accepted on Google Play: getting your game accepted on the Google Play Store is actually not as hard as people on the internet claim it to be. Sure you need to aquire at least 12 Beta Tester for your game and run the Beta for 14 days but after that your game should be accepted when no major issues appeared during the Beta (i also found out working with some emulators can work when trying to aquire the 12 Beta Testers 👀) Marketing: Well this is probably the hardest part for an indie developer like me ... I need to say that social media can and will work long term if you have enough discipline but creating content and programming the game at the same time can really take a lot of your time which is why so much devs quit at this point. But well i also got some tips for you here: Social Media: TikTok and Instagram are the best platforms to reach a large audience, but be warned that the first few videos or posts will probably not perform very well, you just need to keep pushing until 1 video or post goes viral (then from my experience it will be easier to get more views on the next posts) Google Ads: I am not gonna lie this is a game changer (but at it's cost), i am running my very first campaign now for about 2 weeks and i got about 1,5k installs in those 2 weeks (with a daily budget of 5€). Surely as a indie dev you can't run the campaign forever because it costs way to much money but it is extremely useful to get your first downloads to look more serious on your store page (because 1000+ Downloads builds more trust then for example 10+ Downloads - i think you get what i mean) I think that everybody can create a good game which performs well on the leading App stores with enough courage and a bit of Know-How.
What do you think? Let me know your thoughts :D Have you ever created and published a mobile game? <!-- SC_ON --> submitted by /u/Embarrassed_South_63 (https://www.reddit.com/user/Embarrassed_South_63)
[link] (https://play.google.com/store/apps/details?id=org.qtproject.example.HuntEscape) [comments] (https://www.reddit.com/r/programming/comments/1odvevs/i_built_a_mobile_game_in_godot_from_scratch_which/)