It…seems like there may be some issues with the repo…
That’s a fair point. I’ve always assumed it was a form of rate-limiting, but you’re right, that’ll be part of their analytics at least
Oh, whoops! I didn’t notice its timestamp when I read it 😅
I don’t hate YAML, but it has the same issues languages like PHP and JS introduce…there are unexpected corner cases that only exist because the designer wanted the language to be “friendly”
For what it’s worth, I have been a convert from naive to aware for a couple years now. I used to like to think naive == UTC, but when data comes from unverifiable sources, you can’t know that for certain…
Yes, testing infrastructure is being put in place and some low-hanging fruit bugs have already been squashed. This bodes well, but it’s still early days, and I imagine not a lot of GIL-less production deployments are out there yet - where the real showstoppers will potentially live.
I’m tenatively optimistic, but threading bugs are sometimes hard to catch
I’m curious to see how this whole thing shakes out. Like, will removing the GIL be an uphill battle that everyone regrets even suggesting?Will it be so easy, we wonder why we didn’t do it years ago? Or, most likely, somewhere in the middle?
If “build the server and client in the same language” is a hard requirement, I believe your only choice is JavaScript…
The tone of the post makes me think you’re newer to programming, so I’ll leave it at that, as extensions to this question can overwhelm quickly, but yeah, JavaScript is a fine language for what you’re doing
I probably have about 3-4 hours remaining on Tales of Xillia on the PS3. I’ve really enjoyed this one (this is my 4th or 5th Tales game, AFAIR). Hoping to finish before the week (weekend?) is up.
What a strange article. The reasoning for why 22 is interesting though very straightforward, and the rest of the article is essentially “I asked for port 22, and they gave it to me”. Little fanfare, little in way of storytelling conflict.
Not an issue in and of itself, but strange with a title of the form “This is the story of…” That sort of titling usually begets intrigue and triumph over adversity, dunnit?
Well, this has piqued my interest. I’m glad it’s more substantial than a straight remake/remaster
I remember a book I read in elementary school (in the Cam Jansen series, IIRC) where the main conflict was a mean older brother put a password on the new family computer (a huge deal in the early 90s), and the younger hires the kid detective to find the password. The password is “hot dog”, ultimately determined because the desktop BG was a picture of ketchup and mustard.
I recall being not super satisfied with that ending.
All roads lead to woodworking
I think this belongs here.
I also love the idea of some sort of CI/CD pipeline with this in its linting stage
I kinda feel your pain. A project that I helped launch is written in Typescript technically, but the actual on-the-ground developers were averse to using type safety, so any
is used everywhere. So, it becomes worst of both worlds, and the code is a mess (I don’t have authority in the project anymore, and wouldn’t touch it even if I could).
I’m also annoyed at some level because some of the devs are pretty junior, and I fear they are going to go forward thinking Typescript or type safety in general is bad, which hurts my type-safety-loving-soul
I have been playing Evoland Legendary Edition. The 2 games bundled are surprisingly dissimilar, with the first being almost a parody game of extremely short length, and the second being a fairly fleshed-out, 20 hour RPG-lite, with a story of real stakes (highly inspired by Chrono Trigger).
Very worth it if picked up on sale, just be prepared for the tone-whiplash between games.