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One secret rule of programming is ... that tool you ignored as too hard / useless, you may start seeing has a savior when you are ready Edit: ugh.. first post in a new page. This would have never happened if the forums where migrated to Discourse
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# ? Jun 22, 2022 15:05 |
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# ? May 25, 2024 14:05 |
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Tei posted:One secret rule of programming is ... that tool you ignored as too hard / useless, you may start seeing has a savior when you are ready Don't worry I'm sure that guy is going to come back with his rewrite in elixir in no time.
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# ? Jun 22, 2022 15:34 |
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leper khan posted:Don't worry I'm sure that guy is going to come back with his rewrite in elixir in no time.
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# ? Jun 22, 2022 15:45 |
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Sagacity posted:Who promised this? Should I get the popcorn? iirc there was a thread from before new management came in
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# ? Jun 22, 2022 15:53 |
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pokeyman posted:Programmers: The language isn't the hard part, really it's more about learning the libraries and system interfaces you're working with. I'm not sure what you mean? Do you want people to maintain Unity-specific forks of C# libraries och documentation so that Unity can make some non-backwards compatible changes to the language?
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# ? Jun 23, 2022 14:34 |
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Deffon posted:I'm not sure what you mean? Do you want people to maintain Unity-specific forks of C# libraries och documentation so that Unity can make some non-backwards compatible changes to the language? In practice people did that for years because of how out of date the C# version unity offered was.
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# ? Jun 23, 2022 14:42 |
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orenronen posted:I actually like Unity quite a bit and think there's more good library design in there than bad. It is a huge library with different parts made by different groups, though, so consistency among components isn't a thing and the bad parts tend to be pretty bad. I'm guessing the reason that Start() and friends aren't part of interfaces is ergonomics. Different scripts require differents sets of callbacks, and it's pretty verbose to add a single method that you might forget to annotate with override and mispell either way. They could be abstract methods with default implementations where Unity would check if every method is actually overridden by a MonoBehaviour subclass. One issue is that Unity also allows Start() to be a coroutine using IEnumerable. C# doesn't allow classes to have methods with the same signature except for the return type. I guess a better solution would've been to not call the IEnumerable method Start(). https://docs.unity3d.com/Manual/Coroutines.html Since UnityScript was succeeded by C#, the C# scripting layer was also retrofitted to work with the previously UnityScript conventions, which were quite dynamic.
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# ? Jun 23, 2022 15:04 |
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leper khan posted:In practice people did that for years because of how out of date the C# version unity offered was. That's why I think it's a good thing that they now try to keep pace with .Net Core and standardisation. Maintaining UnityScript, their own Javascript-like language on the CLR always felt like such a bad idea that was doomed from the start.
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# ? Jun 23, 2022 15:11 |
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Deffon posted:That's why I think it's a good thing that they now try to keep pace with .Net Core and standardisation. Has anyone in this thread ever talked about Boo? Does anyone have enough experience with it to make an effort post?
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# ? Jun 23, 2022 15:24 |
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My coding horror yesterday is abusing pythons ability to convert strings to methods using getattr and making a generic gRPC wrapper for a Django web interface that will be used for provisioning new devices.
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# ? Jun 23, 2022 17:28 |
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How does the other game engine, Unreal, handle all of this? Is it also insane in a load of ways?
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# ? Jun 24, 2022 09:14 |
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champagne posting posted:How does the other game engine, Unreal, handle all of this? Is it also insane in a load of ways? Their visual scripting language compiles to native. Not sure if it uses C++ as an intermediary or just dumps an AST for llvm. A subset of users believe this makes the visual scripting fast, because it's C++. That's more a failure of imagination on unreal users than a horror of the engine though. The same set usually in the same sentence talk about how that makes it faster than unity which transpiles the generated IL to C++ to compile with llvm. Last I looked at unreal it was insane in a lot of ways, but different from the ways unity is insane.
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# ? Jun 24, 2022 12:22 |
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champagne posting posted:How does the other game engine, Unreal, handle all of this? Is it also insane in a load of ways? Haven't used UE that much, but it seems like they still have their homegrown marker macros and generator to implement reflection in C++ (similar to QT?) https://www.unrealengine.com/en-US/blog/unreal-property-system-reflection
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# ? Jun 24, 2022 12:27 |
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leper khan posted:Their visual scripting language compiles to native. Not sure if it uses C++ as an intermediary or just dumps an AST for llvm. Lol, blueprint doesn't compile to native, it compiles to UnrealScript bytecode. UnrealScript was the scripting language they used through UE3, and it's not even close to native. Blueprint is useful for simple stuff (designers rigging up level triggers, etc) but in a full production game you don't want any tight loops in Blueprint, because it's very slow. Deffon posted:Haven't used UE that much, but it seems like they still have their homegrown marker macros and generator to implement reflection in C++ (similar to QT?) Yeah, it's this. UObject-derived classes have reflection macros. This also makes it easy to have Actor properties be replicated in network games. It's lightweight enough at runtime, and since UE4 is so popular, tools like Visual Assist understand unreal macros.
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# ? Jun 24, 2022 15:31 |
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more falafel please posted:Lol, blueprint doesn't compile to native, it compiles to UnrealScript bytecode. UnrealScript was the scripting language they used through UE3, and it's not even close to native. Blueprint is useful for simple stuff (designers rigging up level triggers, etc) but in a full production game you don't want any tight loops in Blueprint, because it's very slow. I should really stop trusting random people and focus on primary sources. In other news: people keep trying to solve problems with redis. Even problems that aren't caching or key-value things. Especially problems that are trivially resolved with an RDBMS. But also things that would be better resolved with a kd-tree or similar. It's very frustrating.
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# ? Jun 24, 2022 16:46 |
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I feel like the curriculum for the Java class I'm taking might be a little out of date:quote:Create an applet named Vote.java that extends JApplet. This application will have three buttons: "Vote for Candidate 1," "Vote for Candidate 2," and "See Results." The user will select one of the candidates, and the applet will display the user's selection as well as randomly display the results between the two candidates. Embed this apple in an HTML page named vote.html.
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# ? Jun 25, 2022 00:01 |
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more falafel please posted:Lol, blueprint doesn't compile to native, it compiles to UnrealScript bytecode. UnrealScript was the scripting language they used through UE3, and it's not even close to native. Blueprint is useful for simple stuff (designers rigging up level triggers, etc) but in a full production game you don't want any tight loops in Blueprint, because it's very slow. the nativization docs say it can be compiled into native c++. is that not actually true, or are you speaking specifically about the default setting? https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/TechnicalGuide/NativizingBlueprints/
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# ? Jun 25, 2022 01:11 |
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Dr. Arbitrary posted:Create an applet named Vote.java that extends JApplet. This application will have three buttons: "Vote for Candidate 1," "Vote for Candidate 2," and "See Results." The user will select one of the candidates, and the applet will display TMURP
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# ? Jun 25, 2022 04:50 |
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Dr. Arbitrary posted:I feel like the curriculum for the Java class I'm taking might be a little out of date:
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# ? Jun 26, 2022 12:05 |
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https://twitter.com/0xabad1dea/status/1540630733252952064
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# ? Jun 26, 2022 16:14 |
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that to me feels more like malicious compliance. you'd have to go to extra efforts to gently caress it up in that way
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# ? Jun 26, 2022 23:46 |
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Someone got a little too DRY.
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# ? Jun 27, 2022 02:41 |
the only valid value the prompt accepts is "exposure"
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# ? Jun 27, 2022 04:51 |
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If it uses eval on the client side it might be a legit XSS vulnerability as well. Someone should put in something like alert('test') || -1.
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# ? Jun 27, 2022 14:07 |
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But the applicants who pass this step are keepers in any controler's book. Not a bug, won't fix.
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# ? Jul 1, 2022 07:46 |
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Hi badidea, you can just type -75000 or if you REALLY want to specify a range for some reason you can also type -65000.00057. As it's currently working and usable, it's not a high priority fix for now. We did put it on our to-do list though!
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# ? Jul 1, 2022 10:20 |
Why In God's name Does this login endpoint return a 200 and valid response body (with all null fields) if it's missing the auth header
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# ? Jul 14, 2022 16:49 |
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It's to thwart hackers like you, ChickenWing (which I assume is some sort of hacker alias).
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# ? Jul 14, 2022 17:07 |
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ChickenWing posted:Why I was horrified the first time I set up a rest API that would 404 if a resource wasn't found and had the SPA team complain that "none of the other API end points do this". They were right too, the API responses returned 200 with {"error": "<error code>"} as the body. I thought it was unique to that place, but I've seen it in several other REST APIs out there so hell, maybe I'm the idiot.
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# ? Jul 14, 2022 22:38 |
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Maybe? We've got this weird back and forth argument where I work where upper management wants us to reduce our API error rates, which includes 400-level responses.
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# ? Jul 14, 2022 22:53 |
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Good old Goodhart's law at work.
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# ? Jul 14, 2022 23:17 |
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rarbatrol posted:Maybe? We've got this weird back and forth argument where I work where upper management wants us to reduce our API error rates, which includes 400-level responses. Which exec wants a magic "do what I mean not what I say" login page
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# ? Jul 14, 2022 23:30 |
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Just add password fuzzing, it logs you in if you're PRETTY close.
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# ? Jul 14, 2022 23:38 |
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NtotheTC posted:I was horrified the first time I set up a rest API that would 404 if a resource wasn't found and had the SPA team complain that "none of the other API end points do this". They were right too, the API responses returned 200 with {"error": "<error code>"} as the body. GraphQL works this way and I hate it.
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# ? Jul 14, 2022 23:40 |
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rarbatrol posted:Maybe? We've got this weird back and forth argument where I work where upper management wants us to reduce our API error rates, which includes 400-level responses. *CEO steeples fingers* "Simply add every possible entity into the database, then it cannot 404"
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# ? Jul 15, 2022 00:09 |
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Beef posted:Good old Goodhart's law at work. Not really. The number of 4xx results you're producing isn't a particularly useful thing to measure in the first place, since that's by definition not something under your control.
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# ? Jul 15, 2022 00:32 |
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Plorkyeran posted:Not really. The number of 4xx results you're producing isn't a particularly useful thing to measure in the first place, since that's by definition not something under your control.
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# ? Jul 15, 2022 00:45 |
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ChickenWing posted:Why That's a horror in and of itself. But it's probably just a matter of the developer hating all other status codes and just loving 200. But, what if, instead of just returning 200 with a json that contains the error message, you get a json with some members that contain javascript code which when executed in the browser will display the error message. Oh, you're not a browser you say? Tough luck I guess. Want that error message? Learn javascript.
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# ? Jul 15, 2022 03:01 |
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I think that happens because, from the developer's perspective, the client made a request for some json and successfully got some json, and the HTTP transport layer isn't really something they think about.
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# ? Jul 15, 2022 11:36 |
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# ? May 25, 2024 14:05 |
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Plorkyeran posted:Not really. The number of 4xx results you're producing isn't a particularly useful thing to measure in the first place, since that's by definition not something under your control. Except when you deploy a change to the front end that fucks up a payload or something.
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# ? Jul 15, 2022 14:55 |