People have got to start prompting their LLMs to stop with the goddamn emoji.
10,888 karma · joined September 25, 2013
People have got to start prompting their LLMs to stop with the goddamn emoji.
I'm going to press Circle to Doubt.
Oh look, every section header starts with an emoji. Gee, wonder who wrote this.
That said, it is nice that they finally borrowed the pipe-forward operator from the ML languages. Record and tuple syntax is gross though.
I played that in my teens, and 30 years later, I can still remember the name of the peaceful agricultural planet that had blimps as their main form of transportation - Bex.
Why? Because the cutscene played and I was like "Wow, look at this place, this is nothing like New Detroit".
And it didn't make you (IIRC) watch the cutscenes. Every. Damn. Time you landed thereafter.
Stories are obviously fun, otherwise no-one would read books, but a story that you interact with meaningfully, that you can change significantly, really hard to do well.
Like every game where you can do good thing or bad thing, and the game punishes you for doing bad thing. It's really hard to write a compelling story where a nasty piece of shit still somehow saves the Fantasy Kingdom from the Prophesised Doom and becomes the hero.
I honestly cant't think of any good examples where game mechanics and stories interacted in a way that gave you significant agency while still being fun. I'd love to be given contra-examples though.
I think of the Mass Effect games and their attempts at this, "Oh you were only 92% Paragon, so now we're at the end, _this_ crew-member has to die for some reason, if only you'd known that 30 hours of gameplay ago when you punched that grifter in the Citadel!"
Or one I still bear a massive, MASSIVE grudge against, Fable III, where if you didn't massively grind for resources before the bit you thought was the end-game - where you fought and defeated the evil oppressive king, you found yourself making ridiculously stupid binary decisions like "Should this multi-storey building be used as an orphanage? Or as a whore-house?" That's literally one of the decisions you had to make. Oh, and the game made sure to tell you "Btw, because you didn't grind enough, if you choose the way that earns less money, EVERY ONE DIES BECAUSE YOU WANTED TO HELP THE ORPHANS."
It was an interesting attempt, to be sure, a brave experiment but I resented the game so much for the heel turn it pulled - "Actually, the evil oppressive money grubbing king you overthrew was RIGHT! Now you have to do what he was doing! Mwahahaha! Irony!"
Worst of all, it never let me make nuanced choices - why can't it be orphans downstairs, sex workers upstairs, and during the daytime, I pay the sex-workers to look after the orphans? Nope, it was either "look after the innocent children" or "four floors of whores". Complete with animations of crying children if you chose sex-workers. Or crying sex-workers if you chose the children. Once again, not kidding.
Once you knew the heel-turn twist, you could game it massively beforehand, one of the best strategies was to buy properties, become an incredibly oppressive landlord by demanding extortionate rents, so when it came time for the "orphans/whores" decisions, you had so much money you could could choose the good path and everyone declared you a saint.
But I felt so disrespected by the game that I didn't even bother.
That's the problem - good stories need direction towards a satisfying end, and it's really hard to give a player agency in a good narrative, and so I felt railroaded into comically absurd black/white choices.
Honestly, I think the only games that have ever done the good/evil choices in a story well were the Knights of The Old Republic series, but once again, it stopped being so much fun when I had to keep on being evil because I'd chosen evil stuff prior.
Can't I just be evil today, and maybe a bit nice tomorrow? After all, the best villains are the mercurial ones.
* <Arrow hitting target emoji> 15 compiled libraries!
* <green tick> Works on my machine
* <red cross> No ARM support.
None of which are at the end of a statement. So, I'm not sure who you're replying to.
Incidentally, I recently reviewed a PR heavily written by Cursor that had statements like this.
logger.info("<magnifying glass emoji> DEBUG: {actual message")
And then CursorBot reviewed it and flagged the emojis as indicative of "debugging statements not suitable for production".Which made me laugh, loudly, and only somewhat sadly, Cursor added the emojis, Cursor then flagged them as not appropriate in prod code.
But CursorBot missed the obvious problem with
logger.info("DEBUG: ...")The fact that someone submitted this PR in that state though...
Glad it has a new acronym to prevent any confusion.
I checked the DNS records, then the Companies Office register of all companies the blogger is a director and/or shareholder of.
And it's his personal blog considering it's on the domain name of <first-name>.<country-code>.
Not sure why you're so certain that it must be a dubious company.
Business networking, local ISP, card payment solutions, basically. Given the blog posts about cPanel and Outlook, it tracks.
I note that the blogger lives in a small town in the South Island, so likely is focused on the local market.
Acking in an MQ is very different.
That was all deliberately pushed onto consumers to manage to achieve scale.
It's a complex piece of software that solves a complex problem, but there's many trade-offs, so only use it when you need to.