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@@ -43,19 +43,18 @@ will:
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This may seem confusing, but if you've worked with Fusion360 or Creo, you've basically done
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This may seem confusing, but if you've worked with Fusion360 or Creo, you've basically done
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the same thing (see the timeline in the bottom of the window in Fusion360 or the history in Creo).
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the same thing (see the timeline in the bottom of the window in Fusion360 or the history in Creo).
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I've found that it once the idea clicks what's going on isn't that hard to work out.
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I've found that once the idea clicks what's going on isn't that hard to work out.
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What is a pain to work out is when something goes wrong.
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What is a pain to work out is when something goes wrong.
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Its very hard to introspect what's happening at each step.
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It is very hard to introspect what's happening at each step.
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Particularly when so much is wirtten on basically one line, which isn't a requirment per se,
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Particularly when so much is written on basically one line, which isn't a requirment per se,
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but definitely the suggested workflow.
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but definitely the suggested workflow.
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Regardless, the actions in each of the lines is extremely dependent on state hidden in the workplane
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Regardless, the actions in each of the lines is extremely dependent on state hidden in the workplane
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that is basically impossible to tease out.
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that is basically impossible to tease out.
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What I've found more challenging is it is really hard to organize things in a way that allows for code
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It is also really hard to organize things in a way that allows for code reuse.
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reuse.
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Specifically, I've worked on two projects where I've wanted to reuse sketches in multiple places,
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Specifically, I've worked on two projects where I've wanted to reuse sketches in multiple places,
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and in neither case could I really find a nice way to do that while using the Fluid API.
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and in neither case could I really find a nice way to do that while using the Fluent API.
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I've found the Direct API to make this much easier.
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I've found the Direct API to make this much easier.
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The Direct API is much closer to "normal" OOP programming, where objects are made by calling
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The Direct API is much closer to "normal" OOP programming, where objects are made by calling
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@@ -42,7 +42,7 @@ of `libm::powf`.
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When compiling with the default optimization level (`-O3`), I saw a similar performance
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When compiling with the default optimization level (`-O3`), I saw a similar performance
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increase, but not when I switched to compiling with `--release`, which I found interesting,
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increase, but not when I switched to compiling with `--release`, which I found interesting,
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and which underscores the importance of building in `--release` which shipping Rust binaries.
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and which underscores the importance of building in `--release` when shipping Rust binaries.
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[libm]: https://github.com/rust-lang/libm
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[libm]: https://github.com/rust-lang/libm
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[micromath]: https://github.com/tarcieri/micromath
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[micromath]: https://github.com/tarcieri/micromath
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