When your management judges teams by lines-of-code written.
When your management judges teams by lines-of-code written.
I’m just going to start pronouncing it “The Gulf of MEH-he-co”, really laying on a heavy Spanish accent for clarity.
I’m surprised this doesn’t already exist.
After many years of using SO, I’ve started using ChatGPT for all of my programming questions and have not looked back once. For my usual “I know X is possible, but how do I do that in Y language” questions, it’s been a dream using ChatGPT.
In Rust, using the Option and Result types make the general flow of the application much easier to organize, make modular, and reuse.
This was a good blog post. I particularly appreciated the statement about the validate and parse function comparison: “Both of these functions check the same thing, but parseNonEmpty
gives the caller access to the information it learned, while validateNonEmpty
just throws it away.”
Is that a water dispenser? I need something like that.
They apologize in situations when it’s not even a big deal, like walking past someone in the grocery store aisle who’s trying to look at the items on the shelf.
In what scenario could the first character be a newline character? I think that if-statement may be unnecessary, but I never use raw user input like you are here.
I’m not sure that you need a range when pulling the character from the input
variable. Simply input[i]
and input[input.len() - i - 1]
should work.
I would love to see professional chess players give this a fair chance. The clock could stop when they declare their move verbally (ensuring that the game doesn’t devolve into an endurance test) and start up again for the next player upon the move being completed.
Boo, just missed it.
Is this already in a crate? I’d be happy to change over from rusqlite to limbo, at least for the async functionality.
That’s something I haven’t heard before about the memory safety. In what ways is it not memory-safe?
At first I was disappointed to see this, but after looking into it it looks like they weren’t using hyper as a means to migrate the project to Rust. If they’re not going to move away from C, it seems like a fair decision.
There is a market for a game engine that uses algebraic variables and geometry to guarantee purely accurate collision detection. That said, a bit of searching shows that it’s going to be much slower then current approximate approaches.
Do you happen to know of a few situations where bloom filters are super useful? I need to identify when to use them.
I feel almost the exact opposite. I don’t feel any progression and I do not enjoy the PvP elements of the game at all. I’m glad that you enjoy it, though.
Edit: by comparison, I’ve recently started playing Deep Rock Galactic and feel a great sense of progression without the game-ending effects of PvP. Losing a ship in Eve is a guaranteed time loss.
Nightmare Before Christmas
I prefer to just throw the state into a database. Each table has their own “repository” type that knows how to save/load models and then I have “manager” types that use “repository” types to compose larger, feature-specific domain models.
I usually just use Sqlite for it’s simplicity but I’m not opposed to Postgres via Docker.