1,887 karma · joined October 19, 2014
If you wanna be even more strict: You could allow up to X companions, but they must not have signed up with their own account (so they don’t have an advantage for doing so). And they must provide their ID before the event as well and arrive as a single party.
That library only resizes and does other basic pixel level operations.
Skia is for drawing vector graphics.
std::optional<T&>
Can't have optional references in C++. Use either std::reference_wrapper, or just a pointer window.$ = document.querySelectorAll.bind(document);
Since it works properly for any function no matter the number of arguments it receivesBut I guess we’re talking about the same people who made the mistake in the first place…
When you resell a physical item it’s worn and costs time & effort to resell. Software is very different. That means no one would ever buy the software from the developer once a few copies are sold and can be passed around.
That would force SaaS even harder, since developers would need to justify it being a license.
Some games aren’t able to prevent cheating. The client has the data on where the enemies on their screen are. The cheat only needs to move the mouse and click on the enemies heads. Other games like MMORPGs involve the cheat just playing the game and farming on behalf of the player.
It just becomes a cat and mouse game where the anti cheat is trying to detect something hooking into the game process while the cheat tries to hide itself.
In those type of games, you aren’t controlling a cursor, so there’s no “expected behavior”.
And in the end users who had used that feature and lost it got... $10.07
Later you get into another whole debate about movable types and what T should be once it's moved from (for example if you want to turn that std::optional<T> into a std::shared_ptr<T>), if it only has non-trivial constructors. An idea that just popped into my head would be to have a T constructor from std:optional<T>&&, which moves from it and resets the optional. But then it's not a real move constructor. With move constructors, a lot of times you just have to accept they'll have to leave the other object in some sort of empty or invalid state.