796 karma · joined July 22, 2010
Are you allowed to do that? Every full time job offer I've read forbids outside work.
Based on the name, I'd think it be for long running concurrent algorithms that require many resources, but the M of MEAN is throwing me off. Why do you need a persistence layer? Is it to load the data for input? To store the data as output? Is it for anything you want? If the latter, why can't I use this exactly as I'd use GAE?
I'm surprised to hear that it's not reflection compatible. As a Java programmer, I assumed that was the main point of C# properties: Create a property now because there's no logic needed, but if you need logic in the future you can change the code and nobody outside needs to be aware of the change.
That is marketing. Totalbiscuit probably couldn't have found it himself without the creator of Dust getting the word out to him (directly or indirectly).
I agree, it's probably easier and more beneficial on PC, but that doesn't really take away from my point.
> if your game is legit, you'll do just fine.
Even if your game is legit, nobody will buy it if they don't know it exists. IMO, marketing is just as important.
BTW, are you speaking from personal experience? Have you made a financially successful indie game?
Then shouldn't there still be a chance of having the mutation because nothing is selecting for or against it? Instead it seems the entire species can't taste sweetness so the gene was removed. Why would that happen? I don't know of any other explanation than, "there is an advantage to not being able to taste sweetness".
EDIT: I removed "50/50" from my question. That wouldn't be the right percentage.
It felt like my typical high school class. They'd teach us how to calculate the circumference of a circle, but they never told us what we'd use it for. "Programming" is not specific enough.
It's weird, the first time I read this I was excited to read the source of this quote. When I finished reading I scrolled up to the top and was disappointed to see a citation missing. Does anyone know what experiment he's referring to?
The best part is I should be able to resolve any conflicts before I start bisecting.
Where's the "accept as the right answer" check mark? :)
* How much time does it take to do a clean build?
* How much time does it take to do a deploy?
* How much time does it take to reproduce the issue manually?
Add those together and multiply them by the number of commits bisect makes you check. It can add up. 1. "Hey... this bug didn't use to happen. Where'd that get introduced?"
2. OK, this unit test will tell me when the bug is fixed.
3. Now lets automate bisect to tell me where this
test first failed even though I just wrote it.
How do you do that? I think as long as you DON'T commit your unit test, bisect will carry over to every commit check. But, you'll have to make sure you commit all your other changes or else they'll be carried around, too: Conflict-city.Also, if you do commit your unit test (a "bad" habit of mine) I have no idea how I'm supposed to work with this. I end up copying the unit test by hand to each commit it tries to test.
In summary, it seems like bisect was built with manual testing in mind. I know you can automate running a shell script, but I don't write my automated tests in shell script.
EDIT: Keep in mind, not all projects are interpreted. Some are compiled.
Also, I'm pretty convinced the dev tools have some sort of memory leak in them. Every 3-5 days I have to restart Firefox or my game runs so slow it's unplayable. I don't think it has to do with my code because I've got no persistent store and refreshing the page doesn't fix it. Restarting the browser always does.
Sometimes the debugger gets confused and puts breakpoints on things I no longer have breakpoints on.
The profiler does not have a very useful view. I can't figure out how to delete reports I've made without closing the dev tools. More importantly, I can't find a convenient way to answer the question, "What are the slowest parts of this code?" I have to do a lot of manual labor expanding deeply nested trees.
As I said, it's pretty good. These are just things I'd like to see improved, not things that drive me crazy. I prefer the dev tools to firebug because firebug takes a relatively long time to start up.
Re: this update, I'm embarrassed to say I didn't know console.error even existed (I don't consider myself a JS expert). I've been using `throw new Error("message")`. Will that show stack traces now, too? I always have to put breakpoints on the line with the throw to figure out the call stack. This can add a lot of time to my debugging if I'm not sure how to reproduce the error.
When I send someone a link, it's because I want them to see what I'm looking at.
Something that bugs me is I couldn't copy the code in the upper right to the code "try it" section. I haven't used haskell for 6-12 months, so I'm not sure what I'm doing wrong.
Here's a screenshot: http://imgur.com/N2SdFVq
Regardless of how to fix this, I think something should be changed so this can't be someone's first impression.
Wait is he really trying to say, "Setting a VALUE to nil removes the entry from the dictionary!"? If so, that sounds terrible.
I can imagine barking up the wrong tree wondering why my map is missing fields when the real problem is an object I passed into it is unexpectedly nil.