Mir wurde das Spiel glücklicherweise empfohlen und möchte es weiterempfehlen :)
- Apr 2021
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store.steampowered.com store.steampowered.com
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store.steampowered.com store.steampowered.com
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this game is - well not exactly bad, but it also isn't a very good game of the genre - there are some riddles and puzzles that can give you quite the headache. I like hard puzzles, I like games where all isn't quite obvious - but I also like a barrier-free gaming experience.
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store.steampowered.com store.steampowered.com
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It feels like it was thrown together in a weekend using parts from "Think To Die" since even the successful act of feeding your chickens has the same blood-splatter-on-camera-lens that you would get from scoring in Think To Die where your goal is to kill all of your people as opposed to this where you are feeding animals, so what's with the blood splatter? It just shows a lack of attention to detail.
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The blood when you get the animal to food is really off putting. It doesn't make sense, is the player suppose to be eating the animal once you get it to food? If the dev just removed that it would make this game MUCH MUCH better.
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store.steampowered.com store.steampowered.com
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It is also the first game I've seen whose icon for "mute" is not a crossed-out speaker/note, but a symbol for "pause" in musical notation...
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store.steampowered.com store.steampowered.com
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Inspired by Minesweeper.
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store.steampowered.com store.steampowered.com
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The problem is the 'power-ups' (aka cheats?): the ice cubes, bombs, and especially the teleports. They seem needed to solve some levels (at least for 3 stars completion), but because they are widely available (5 of each / level) they are completely overpowered. Why would you try to solve a level without them, when you can use them? It removes the incentive to actually solve the puzzles the hard way. It breaks the game. Shame.
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The Not So Good: The Dev/s seems to be in hiatus -- still waiting for the "coming soon" additional levels: Laser Land.
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store.steampowered.com store.steampowered.com
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This is an unfinished/abandoned 2D "diving" game (basically a flyer/"platformer") where you swim through an underwater maze and collect various objects. The game wasn't finished, it's clunky, and lacks polish. The developer dumped it on Steam as a quick cash grab and ran. This should be removed from Steam until completed (if ever). I can't recommend incomplete games,
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I would be really proud to show it off it was "my baby", but as a player, it's incredibly boring.
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The gameplay (swim to treasure chests to loot them and kill sharks on your way) is basic.
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The movement speed is painfully slow. There's nothing to do on your way.
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store.steampowered.com store.steampowered.com
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I love puzzles.I love detective games.I love story rich adventures.I love point and click games.Somehow this title FAILED in all four departments.The gameplay is Painfully broken.
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en.wikipedia.org en.wikipedia.org
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these events can break the flow of the game and force the player to repeat sections until they master the event, adding false difficulty to the game.
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store.steampowered.com store.steampowered.com
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Made with love an care.
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store.steampowered.com store.steampowered.com
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An ingenious and adorable piece of casual gaming. Definitely recommended.
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Motivation is provided by an ever-escalating difficulty, though not to the point where you feel frustrated.
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A non-pretentious yet funny and innovative physics puzzle game
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A Game-design MasterpieceTake one simple game mechanic, and make the absolute most of it – that's exactly what the developers of Jim is Moving Out did, and it worked really well! The core of this game is stunningly simple: a few little boxes (furniture) inside a big box (Jim's house), one or two flying fellas (the players) and a physics engine. Think about the most creative ways you could make this into a game. Anything you think about, this game did it. What if you had to squeeze through narrow holes without breaking too much furniture? It's in the game. What if the room had wheels? Yep, it's there too. What if one of the walls was missing and you had to avoid losing the furniture? The whole co-op is about this. Zero gravity? Yes, even that is in the game.
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store.steampowered.com store.steampowered.com
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I must say I am quite surprised by so many negative reviews. To me this little game is pure genius. There's something about it you just can't put your finger on... something strange, hard to define. The premise is utterly simple - roll left or right - but the game keeps adding new possibilities every level. And it doesn't make a fuzz about it. "Here's something completely new, it's there, who cares". The mechanics and physics are spot on and the game explores them brilliantly. Visually it's beautiful and the characters you interact with are strange and fascinating. A feeling of novelty and discovery permeates the game from start to finish.Here's my suggestion: watch some videos of the gameplay and see if it bothers you. If not, go for it, for you've barely seen the tip of the iceberg.
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store.steampowered.com store.steampowered.com
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Reminds me ofo DVONN, but only with respect to disappearing hexes/spaces. DVONN is a much much better (actually strategic) game.
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store.steampowered.com store.steampowered.com
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is a casual indie game inspired by the old Tom & Jerry (NES) game
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store.steampowered.com store.steampowered.com
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store.steampowered.com store.steampowered.com
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There were a few times I felt like making notes, but never ended up needing to because the scale of the puzzles is kept manageable throughout.
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store.steampowered.com store.steampowered.com
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A very creative concept that i`ve never seen before in a video game.
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store.steampowered.com store.steampowered.com
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A PvP level was added just for the sake of ♥♥♥♥♥ and giggles, the only purpose of this this is game is achievement farming.
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store.steampowered.com store.steampowered.com
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however the biomass that you collect does nothing but gives "yay for you" points
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store.steampowered.com store.steampowered.com
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Fortunately for fans of high quality puzzle games, RUSH is anything but simple.
I agree. A good puzzle should not be too simple.
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store.steampowered.com store.steampowered.com
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Colormeleons
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store.steampowered.com store.steampowered.com
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I'll tell you my intention right away, because the language difference between us may offend you. For those things I don't understand, I apologize in advance (if you don't need my apology and feel that my apology is offensive to you, I firmly withdraw my apology).
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store.steampowered.com store.steampowered.com
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{Graphics}☐ Great - ☐ Good - ☑ Simple - ☐ Bad{Gameplay}☐ Great - ☑ Good - ☐ Meh - ☐ Unplayable{Audio}☐ Great - ☑ Good - ☐ Nothing Special -☐ Bad{Audience}☑ Kids - ☑ Teens - ☑ Adults{Difficulty} ☐ Too easy -☑ Just Right - ☐ Easy to Play/Hard to Master - ☐ Too Hard{Story}☐ Great - ☐ Good -☐ Simple - ☐ Barely a Story - ☑ No Story{Game Time}☐ 100+ - ☐ 61-99 - ☐ 39-60 - ☐ 11-30 -☑ 0-10 {Overall}Very enjoyable Chess Puzzle Game that should appeal to both Chess and Puzzle Gamers.
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store.steampowered.com store.steampowered.com
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Many hand made levels
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www.kickstarter.com www.kickstarter.com
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Academy Games has always prided itself in the quality of its rules. Most of our rules are taught in stages, allowing you to start playing as soon as possible without needing to read everything. We are very careful about the order we teach rules and rely heavily on graphics and pictures to facilitate understanding. We also include a large number of detailed picture examples, often with 3D renders, that help you understand the context of the rules.
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During development, we are constantly trying new and diverse game mechanics. The game's rules can change hour to hour as we test which ideas work best. Rules start out as just ideas and we record which ideas work and which ones don't. This forms the first development ruleset which is essentially a change log that notes why ideas do or don't. As the rules are consolidated, there are rarely any pictures to indicate what a rule is referring to, since prototype art is also changing constantly. Terminology can also change section to section as we explore what wording works best. This makes the development rules impossible to understand for anyone other than the development team.
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We also include a large number of detailed picture examples, often with 3D renders, that help you understand the context of the rules. For these reason, we generally don't start laying out the final rulebook until production art is complete. Writing and laying out a 20 page rule book like this generally takes about 3 months from start to finish, usually requiring a complete rewrite or two, and involves dozens of editors.
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We use an online editing program called ProofHQ, where you and our development team will review the rules, discuss ideas, and add comments and suggestions, so that these rules are of the same high quality as our other game rules. We have used this process for years, because integrating outside eyes and ears is an invaluable asset.
having more eyes is better
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boardgamegeek.com boardgamegeek.com
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https://www.kickstarter.com/projects/ccgame/carbon-control-a-boardgame-with-organic-chemistry-theme
Cool components
Too random, unrealistic for me. Would rather it was seriously about learning organic chemistry than just "loosely" themed about it.
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www.kickstarter.com www.kickstarter.com
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The story behind this game started many years ago. My two sons were playing Pokemon, collecting cards and constantly talking about these fantasy creatures. I noticed, amazed, that after a while they knew by heart names, complicated properties and relations of somewhere around hundred, maybe more, characters! How did it happen, seemingly effortless? Did they study hard? Not in the sense we normaly think about studying. They were playing. They were having fun. And their hungry brains, like kids have, just absorbed the names, properties and relations. Seemingly effortless.
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store.steampowered.com store.steampowered.com
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[0.5] Controls & Training & Help[0.1] Menu & Settings[0.4] Sound & Music[0.1] Graphics[0.1] Game Design[0.3] Game Story[0.1] Game Content[0] Completion time (level/game)?[0] is it Enjoyable & Fun?[0] Could it hold a spot in Favorites? (& if the Game can be repeatedly played again)[0] BONUS point: Multi-Player related[0] BONUS point: Review for VRStars received: 1.6/10
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store.steampowered.com store.steampowered.com
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Nothing but a lazy asset flip from the Unity Asset Store:https://assetstore.unity.com/packages/templates/systems/sky-flight-full-game-template-113460And yeah, the developer bought a low poly winter landscape as well. Buy two asset kits, replace above asset kit for gameplay and then replace the map with a new winter low poly asset map to try and "hide" the laziness and using asset kits. SMH.https://www.youtube.com/watch?v=RJPJqok8iecExport, change the name to "Bird" and ready for Steam in less than 10 minutes of work! The developer couldn't even be bothered to make a way to EXIT the game much less add Steam high scores, controller support, or achievements! NOT RECOMMENDED! *Refunded this myself* ..Let your wallet talk and Please don't support lazy developers like this one.
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www.amazon.com www.amazon.com
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Onto the review!
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www.youtube.com www.youtube.com
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Yeah, I probably think of using foam before anyone else does.
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www.kickstarter.com www.kickstarter.com
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You can add-on more copies of the game
verb: add on
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boardgamegeek.com boardgamegeek.com
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www.kickstarter.com www.kickstarter.com
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In MetalSkies we take the approachability of Risk and combine it with greater strategic depth. That's why we've spent dozens of hours perfecting MetalSkies' gameplay mechanics and strategic balance.
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Have you ever played Risk? If you're looking at this game, there's a good chance you have! I wager you know the frustration of losing your huge army to one a third its size because of a handful of random dice rolls. The pace of Risk is great, but I find it hard to take the 5th straight roll of snake eyes.
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Have you ever tried Axis and Allies? I did too. And by tried, I mean just that! Two hours after opening the box, we finished the manual and nearly died laughing. There was no way we'd have enough time left to play the game, AND we had already forgotten the first half of the directions anyway!
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store.steampowered.com store.steampowered.com
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Fatum Betula is, arguably, a nearly perfect video game, depending upon your philosophy when it comes to criticism. If you, like me, believe that to a large extent the success of a game depends upon how well it achieved what it set out to do, I think you can get very far with such an argument.
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www.ashampoo.com www.ashampoo.com
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And Ashampoo Office 8 doesn't save your files in some online cloud service but where they belong: on your PC!
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material-ui.com material-ui.com
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Annotators
URL
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en.wikipedia.org en.wikipedia.org
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github.com github.com
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# unauthenticated do # as :user do # root to: 'devise/registrations#new' # end # end
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# authenticated :user, lambda {|u| u.role == "admin"} do # root to: "admin/dashboard#show", as: :user_root # end
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# +devise_for+ is meant to play nicely with other routes methods. For example, # by calling +devise_for+ inside a namespace, it automatically nests your devise # controllers: # # namespace :publisher do # devise_for :account # end
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github.com github.com
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This approach is preferable to overriding authenticate_user! in your controller because it won't clobber a lot of "behind the scenes" stuff Devise does (such as storing the attempted URL so the user can be redirected after successful sign in).
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stackoverflow.com stackoverflow.com
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however, if this is relevant to just one spec, you don't necessarily need to include devise helpers to all your controllers specs, you can just explicitly include those helpers in that one controller describe block: require 'spec_helper' describe MyCoolController include Devise::TestHelpers it { } end
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github.com github.com
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Scholar@UC: University of Cincinnati's self-submission institutional repository
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github.com github.com
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let(:warden) do instance_double('Warden::Proxy').tap do |warden| allow(warden).to receive(:authenticate!).with(scope: :user) .and_return(authenticated?) allow(warden).to receive(:user).with(:user).and_return(user) end end let(:user) { instance_double(User) } let(:authenticated?) { true } def simulate_running_with_devise stub_const( 'Rack::MockRequest::DEFAULT_ENV', Rack::MockRequest::DEFAULT_ENV.merge('warden' => warden), ) end
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Yes, you are right. That was a very bad workaround. Stubbing methods on NilClass can be compared to switching to dark side of force. Powerful but comes with a huge price. I highly don't recommend using my workaround from 1 year ago.
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There is no request.env in functional tests because the functional tests are supposed to remain at the controller level.
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Could you please update the wiki yourself? Thanks!
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github.com github.com
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Wasn't sure if this belonged as an issue in Devise or Rails though.
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For now, you will need to give the second root a different named route: authenticated :user do root to: "users#index", as: :authenticated_root end unauthenticated do root to: "main#index" end
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This is a Rails change of behaviour and Rails is not going back.
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github.com github.com
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class LoggedInConstraint def self.matches?(request) request.env['warden'].authenticate? end end
(have not tried)
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I'm closing this issue. If you have any problem, please comment to this issue :-)
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stackoverflow.com stackoverflow.com
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class AuthConstraint def initialize(&block) @block = block || ->(_) { true } end def matches?(req) user = current_user(req) user.present? && @block.call(user) end def current_user(req) User.find_by_id(session[:user_id]) end end This is a flexible approach to defining route access based on any desired variable (roles, auth, etc...)
Good solution, and might be needed if you want to base routes on roles, etc. — but this one is even easier if all you need is for it to be conditional based on signed in or not (because devise provides authenticated helper):
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This is a great application for using route constraints.
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scope module: 'authenticated', constraints: AuthConstraint.new { |user| user.present? } do # Management dashboard root 'dashboards#index' end root 'home#index'
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answered
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stackoverflow.com stackoverflow.com
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authenticated :user do root 'calendars#index', as: :authenticated_root end unauthenticated :user do root 'pages#home', as: :unauthenticated_root end
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guides.rubyonrails.org guides.rubyonrails.org
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You can also specify constraints as a lambda:
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guides.rubyonrails.org guides.rubyonrails.org
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The hostname's first n segments, starting from the right (the TLD).
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github.com github.com
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find_field finds by id, name or placeholder text - so find_field('Prefix') should find the element with matching placeholder text rather than needing xpath.
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It might be possible to fix it in Capybara, but I'm afraid that we'd just add more unexpected, ambiguous behaviour (which key should have been pressed, backspace, space?).
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Here's another workaround:
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find_field('Prefix').send_keys([:control, "a"], :backspace)
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stackoverflow.com stackoverflow.com
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fill_in('Foo', with: 'bar', fill_options: { clear: :backspace })
first sighting: fill_options: { clear: :backspace })
first sighting: fill_options as an option at all (for
fill_inonly, I presume)I wonder they added at all as a response to this:
See also: https://hyp.is/ZcXVJJMyEeucgmPXYFP9yg/github.com/teamcapybara/capybara/issues/203
(which key should have been pressed, backspace, space?)
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www.redblobgames.com www.redblobgames.com
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www-cs-students.stanford.edu www-cs-students.stanford.edu
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Most of my work has been writing computer software, but this has touched on a wide range of other areas: scientific equipment, data analysis, visualization, geological exploration, simulation of complex systems, economic modeling, maps, “big data”, trend analysis, artificial intelligence, and web software.
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I am not at Stanford anymore. I just have my web pages here because I have an alumni account at Stanford. Thank you, Computer Science Department!
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Why interactive explanations? I find that I learn best when combining the language side of my brain (reading, formulas) with the visual side of my brain (illustrations, interaction). I want to learn not only by reading something or watching something, but by playing with it. I’m mostly focused on small, self-contained articles, but I’m also interested in interactive textbooks.
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I create interactive explanations of math and computer science topics at Red Blob Games[1]. I explore topics related to computer game development, as I’ve found that’s a rich source of motivating examples. My favorite topics are related to maps (grids, paths, procedural generation) and simulations (transportation, economics, complex systems, AI).
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www.redblobgames.com www.redblobgames.com
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Marty Rabens • 7 years ago Wow. This has to be the most polished presentation and explanation of anything, anywhere.
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I've been collecting hex grid resources[1] for over 25 years.
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www.thedarkimp.com www.thedarkimp.com
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Only two of the three coordinates are needed to find each hex, the third coordinate can be used as a check. Trios of hex coordinates always add up to 0.
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boardgamegeek.com boardgamegeek.comUranus!1
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www.kickstarter.com www.kickstarter.com
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International backers have two options: a) quick delivery but expensive shipping b) slow delivery but cheap shipping
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Please note: The shipping cost does not include any local import tax you may have to pay in your own country.
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gist.github.com gist.github.com
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I'm maintaining one that can be run and asserted on: https://github.com/cirosantilli/rails-cheat/blob/master/app/test/integration/capybara_test.rb
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I have a 2 radio buttons with the same id and label, only different values, (true, false)....anything I can do to choose false?
If you just do
find_field(radio_input_name)you end up withAmbiguous match, found 2 elements matching visible field "name" that is not disabled
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gist.github.com gist.github.com
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why do you guys think have_css matcher is named the way it is? I mean, it sure deals with css identifiers, but have_css gives(at least to me) the impression that the page has certain stylesheet loading.
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- Mar 2021
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bugs.ruby-lang.org bugs.ruby-lang.org
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Thanks much for hearing me out.
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data[:users, :[], :name] = 'Matz' # :[] is next index, 0 in this case
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reduce(root){@1[@2]||={}}
first sighting: Ruby 3's new @1 shorthand
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A proposal to specify the path for bury with classes as values of a hash arg: {}.bury(users: Array, 0 => Hash, name: Hash, something: 'Value') # {user: [{name: {something: 'Value'}]} So all absent nodes could be created via klass.new
Didn't understand it at first, but now I think it's a pretty clever/decent solution.
Just a bit more verbose than one might like...
At first I had reservations about the fact that this requires you to pass a hash ... or rather, once you start using a hash as your "list", you can't just "switch back" to an array (a "problem" I've noticed in RSpec, where you have some tags that are symbols, and some that are hashes: you have to list the symbols first:
describe 'thing', :happy_path, driver: :chrome):{}.bury(users: Array, 0, 'Value')But I think that's okay in practice. Just use a hash for all "elements" in your list:
{}.bury(users: Array, 0 => 'Value') -
A one-liner alternative for hash-only cases can be implemented using Enumerable#reduce: root = {} [:a, :b, :c].reduce(root){@1[@2]||={}}[:d] = 'E' # root => {:a=>{:b=>{:c=>{:d=>"E"}}}}
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I think the issues/problems specified in the comments are not present with a Hash-only implementation. :) I would be supportive of re-considering this feature just for use with a Hash, where I believe 80% of the real-life use cases would (and do) exist. I have encountered this need before in the wild, but not with Arrays.
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If this is okay, then it might even be nice if #dig took a block as well as a fallback value: [].dig(1) { 'default' } #=> "default"
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Would it be desirable to specify the new object in a block? That would make it somewhat symmetrical to how Hash.new takes a block as a default value.
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data = {}.extend XKeys::Auto # Vs ::Hash, uses arrays for int keys data[:users, 0, :name] # nil data[:users, 0, :name, :raise => true] # KeyError data[:users, :[], :name] = 'Matz' # :[] is next index, 0 in this case # {:users=>[{:name=>"Matz"}]} pick = [:users, 0, :name] data[*pick] # Matz data[:users, 0, :accesses, :else => 0] += 1 # {:users=>[{:name=>"Matz", :accesses=>1}]}
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In fact, I'm only here because it seems like something one would 'expect' ruby already to do.
Tags
- valuing people's time
- shorthand
- flexible: can provide a function that can do whatever you want
- Ruby
- interesting idea
- I agree
- interesting approach/solution
- programming languages: comparison within: consistency/uniformity
- gem: xkeys
- Ruby: core
- first sighting
- can't support everything / all cases
- objects/hashes
- solving/handling the general case
- internally consistent
- can provide a lambda/block to customize
- flexibility
- interesting API
- programming languages: comparison within
- expected library/language to have feature but is missing
- concise
- solving/handling specific case instead of the general case because general solution would be too hard/complex
- one-liners
- simple solution
- ruby: core extensions: hash
Annotators
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final-form.org final-form.org
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The reason Final Form does this is so that pristine will be true if you start with an uninitialized form field (i.e. value === undefined), type into it (pristine is now false), and then empty the form field. In this case, pristine should return to true, but the value that the HTML DOM gives for that input is ''. If Final Form did not treat '' and undefined as the same, any field that was ever typed in would forever be dirty, no matter what the user did.
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If you change a form value to '', Final Form will set the value in its state to undefined. This can be counterintutive, because '' !== undefined in javascript.
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// WRONG ❌ - values.myField might be undefined! if (!values.myField.match(/myexpression/)) {
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If you are doing a regular expression check, your function should handle undefined as a potential value.
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Your validation functions should also treat undefined and '' as the same. This is not too difficult since both undefined and '' are falsy in javascript. So a "required" validation rule would just be error = value ? undefined : 'Required'.
Tags
- problem: might be undefined/null
- best practices
- counterintuitive
- surprising behavior
- answer the "why?"
- validation
- makes sense to me
- javascript: convert falsy values to undefined
- recommended
- easy to forget
- good explanation
- forms: dirty state
- opinion about which way is better
- opinionated
Annotators
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blog.codinghorror.com blog.codinghorror.com
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If you've ever talked about regular expressions with another programmer, you've invariably heard this 1997 chestnut: Some people, when confronted with a problem, think "I know, I'll use regular expressions." Now they have two problems.
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stackoverflow.com stackoverflow.com
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Addition of the keyword would allow such syntax as If ThisThing Ain't Nothing Then According the source "We're just trying to keep up with advances in the English language which, as you know, is changing almost as fast as technology itself."
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www.amazon.com www.amazon.com
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Whenever I get a new cookbook, I go through it and bookmark recipes that are either worth considering, or that go on a list to definitely try. Usually the maybes outnumber the definites. In this case, I've bookmarked a large number of recipes that I DEFINITELY will make.
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steamcommunity.com steamcommunity.com
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Do you prefer voice acting so you can bitch about the quality of that instead?
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store.steampowered.com store.steampowered.com
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It seems the game is trying to be similar to Monkey Island, which isn't necessarily a bad thing. Imitation is sometimes considered flattery afterall.
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bugs.ruby-lang.org bugs.ruby-lang.org
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_Underline_
I really like that they allow this. How come most other Markdown flavors (including GitHub, GitLab) don't provide a way to underline text?
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www.rubymotion.com www.rubymotion.com
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If you want to know more about the story behind this best-selling game, check out the New Yorker Article.
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A Dark Room makes use of the ProMotion and BubbleWrap gems. During its development Amir used all the refactoring techniques of the Ruby language and also ran the built-in spec framework in the background
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Not enjoying Xcode, Amir used RubyMotion instead. Amir had real-world experience with Xcode and Objective-C, but didn't like it at all. Amir also has a Ruby background and went with RubyMotion to build A Dark Room. The command-line interface, the testing framework, the gems libraries and the CocoaPods integration and the freedom to use any text editor contributed to his decision.
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has been downloaded nearly four million times worldwide across both app stores
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github.com github.com
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ProMotion is a RubyMotion gem that makes iOS development more like Ruby and less like Objective-C.
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While you're welcome to use ProMotion, please note that we rely on the community to maintain it. We are happy to merge pull requests and release new versions but are no longer driving primary development.
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en.wikipedia.org en.wikipedia.org
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Influenced byC, Smalltalk
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github.com github.com
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The overridden core classes for Hash and Array here only handle those two types. A hash hands off a bury to an Array if it encounter a nested array. Similarly, an Array hands off a bury if it encounters a non-integer or a nested hash.
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githubraw.com githubraw.com
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rawgit.com rawgit.com
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github.blog github.blog
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Some pesky non-human users (namely computers) have taken to “hotlinking” assets via the raw view feature — using the raw URL as the src for a <script> or <img> tag.
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The key point is that this is a feature to improve the experience of our human users.
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The problem is that these are not static assets. The raw file view, like any other view in a Rails app, must be rendered before being returned to the user. This quickly adds up to a big toll on performance. In the past we’ve been forced to block popular content served this way because it put excessive strain on our servers.
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As nosniff support is added to Chrome and Firefox, hotlinking will stop working in those browsers, and we wanted our beloved users, human and otherwise, to know why.
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We’re happy to report that the good people at Google and Mozilla are moving towards adoption as well.
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We added the X-Content-Type-Options: nosniff header to our raw URL responses way back in 2011 as a first step in combating hotlinking. This has the effect of forcing the browser to treat content in accordance with the Content-Type header. That means that when we set Content-Type: text/plain for raw views of files, the browser will refuse to treat that file as JavaScript or CSS.
Tags
- preventing abuse
- automation/bots
- automation/bots: preventing abuse by
- user experience
- wasteful/inefficient use of resources
- answer the "why?"
- courtesy
- automation/bots: stop discriminating against / blocking
- hotlinking
- GitHub
- considerate
- X-Content-Type-Options: nosniff
- GitHub: hotlinking/directly using raw asset files from a repo (CDN)
- for use by: humans only
- bots
- cross-browser compatible
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stackoverflow.com stackoverflow.com
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stackoverflow.com stackoverflow.com
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en.wikipedia.org en.wikipedia.org
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en.wikipedia.org en.wikipedia.org
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en.wikipedia.org en.wikipedia.org
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en.wikipedia.org en.wikipedia.org
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www.linkedin.com www.linkedin.com
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Just as we've become super-human thanks to telephones, calendars and socks, we can continue our evolution into cyborgs in a concrete jungle with socially curated bars and mathematically incorruptible governance.
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we should eagerly anticipate granting ourselves the extra abilities afforded to us by Turing machines
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Stop thinking of the ideal user as some sort of honorable, frontier pilgrim; a first-class citizen who carries precedence over the lowly bot. Bots need to be granted the same permission as human users and it’s counter-productive to even think of them as separate users. Your blind human users with screen-readers need to behave as “robots” sometimes and your robots sending you English status alerts need to behave as humans sometimes.
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When the computer created such amazing potential, humans decided that their human genius machines could be handy if they implemented all the pre-existing genius practices.
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developer.mozilla.org developer.mozilla.org
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github.com github.com
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# Parallel Ruby universes ("Rubyverses") - A proposed interface for # parallel, "semi-private" method or method-and-data spaces via # "closely associated" objects.
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github.com github.com
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possibly similar solution to ActiveSupport::Concern?
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github.com github.com
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No docs?!
[ Some docs here; First saw it here: ] https://bugs.ruby-lang.org/issues/11747#note-7
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github.com github.com
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Doesn't even seem to require Git repo to be published. Assume it just creates its own git repo based on actual contents of gems published on https://rubygems.org/
Example: Couldn't even find git repo for this: https://rubygems.org/gems/xkeys/versions/2.2.0 but it still has diff: https://my.diffend.io/gems/xkeys/prev/2.2.0
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rubygems.org rubygems.org
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Review changes
first sighting: diffend.io
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store.steampowered.com store.steampowered.com
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dont belive the tags, it doesn't have any steam trading cards. waste of money and time.
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store.steampowered.com store.steampowered.com
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If you’re a puzzle fan and own any type of Windows, MacOS or even Linux computer,
why "or even Linux"? why not "or even Mac"?
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store.steampowered.com store.steampowered.com
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Yes I fully understood that this was going to be a cryptic puzzle game and that it required research outside of the game. I expected this to have ARG elements and require abstract thinking. However, I also expected it to be longer than 2 minutes of content. You are given 10 pages to read in-game, they might as well have just been screenshots posted somewhere on the internet. And you have no way to input your solutions in game.
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This is gonna be an uphill slog and I'm really excited for it. If you know that's what you're getting into (a long slow grind on puzzles that may not fit well together), this could be great - especially if you're invested in both the work and the community (posting on here helps loads with games like this!) Your mileage may vary!
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steamcommunity.com steamcommunity.com
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Thanks for review. Please post also to protondb.com to help users and devs there...
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www.protondb.com www.protondb.com
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Proton is a new tool released by Valve Software that has been integrated with Steam Play to make playing Windows games on Linux as simple as hitting the Play button within Steam. Underneath the hood, Proton comprises other popular tools like Wine and DXVK among others that a gamer would otherwise have to install and maintain themselves. This greatly eases the burden for users to switch to Linux without having to learn the underlying systems or losing access to a large part of their library of games. Proton is still in its infancy so support is inconsistent, but regularly improving.
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store.steampowered.com store.steampowered.com
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I've been made aware of a "Compatibility tool to run DOS games on Steam through native Linux DOSBox" called "steam-dos". It can be found on https://www.github.com/dreamer/steam-dos . I pulled this tool from git and using it as the the steam play compatibility tool Megarace 2 runs without issue. Saving both settings and games works again! There is no keyboard support for controlling the vehicle in game but both mouse and joystick/gamepad work. To get around a missing launcher.exe error I copied "MegaRace 2.exe" to the same folder as the original and renamed the copy to "Launcher.exe". Linux users: in your MegaRace 2 folder (steamapps/common/MegaRace 2/) create a symbolic link to start.sh named Launcher.exe. This allows the game to launch through Steam. This also allows you to put time on the game through Steam, hitting that coveted 5 minute mark that makes creating a review possible. With that out of the way, the game itself is a nice touch of nostalgia but the port is absolutely terrible. I don't remember it being quite this difficult to install off the 2 CDs. The game won't launch at all without tweaking. Can't save the config settings. Can't save the game at all in fact. While I really like MegaRace 2, you unlock tracks by completing the previous ones. Since the game can't be saved, I end up running The Foundry track over and over until I'm sick of it.So I'm torn. I love the game but I hate the completely broken port. For $3 and a local install of DOSBOX it can be made to work so I will recommend it anyway.
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store.steampowered.com store.steampowered.com
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Parking Attendant is a glorified app game that somehow landed into the Steam Store
you mean mobile app game?
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store.steampowered.com store.steampowered.com
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The positive reviews are clearly friends of the developer, as this is an extremely low-quality Unreal game, the kind you'd expect from a student project or a 24-hour Game Jam, not something being sold on Steam.
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web.cs.iastate.edu web.cs.iastate.edu
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Application: 3-D Shape RegistrationAn important problem in model-based recognition is to find the transformation of a set of datapoints that yields the best match of these points against a shape model. The process is oftenreferred to asdata registration. The data points are typically measured on a real object by rangesensors, touch sensors, etc., and given in Cartesian coordinates. The quality of a match is oftendescribed as the total squared distance from the data pointsto the model. When multiple shapemodels are possible, the one that results in the least total distance is then recognized as the shapeof the object.Quaternions are very effective in solving the above least-squares-based registration problem.
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However, the matrixrepresentationseems redundant because only four of its nine elements are independent
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ts geo-metric meaning is also more obvious as the rotation axis and angle can be trivially recovered.
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en.wikipedia.org en.wikipedia.org
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Visible spectrum wrapped to join blue and green in an additive mixture of cyan
the rainbow as a continuous (repeating) circle instead of semicircle
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en.wikipedia.org en.wikipedia.org
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www.jackfranklin.co.uk www.jackfranklin.co.uk
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My preference here is biased by the fact that I spend everyday at work building web components, so Svelte's approach feels very familiar to slots in web components.
first sighting: That <template>/<slot> is part of HTML standard and the reason Svelte uses similar/same syntax is probably because it was trying to make it match / based on that syntax (as they did with other areas of the syntax, some of it even JS/JSX-like, but more leaning towards HTML-like) so that it's familiar and consistent across platforms.
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The codebase for Pomodone makes more sense to me in Svelte, not React. I find it easier to navigate and work with.
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React and Svelte are very similar in many ways, but what I've found is that in all the little ways that they are different, I prefer Svelte.
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Svelte is there when I need it with useful APIs, but fades into the background as I put my app together.
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If I were to sum up why in one sentence, it's because I don't miss useEffect. I understand why it exists, I understand the approach React takes, and there are benefits of its approach. But writing complex React components feels more like admin; a constant worry that I'll miss a dependency in my useEffect call and end up crashing my browser session. With Svelte I don't have that lingering feeling, and that's what I've come to enjoy.
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but I like that Svelte comes with a good CSS story out the box.
comes with a good CSS story out the box
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This isn't really a downside to React; one of React's strengths is that it lets you control so much and slot React into your environment
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I like this approach more because I can scan the code that renders the Box component and easily spot that it takes two children. If the Box took any props, they'd be within the opening <Box> tag, and they would be distinct from any children props.
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One gripe I've had with this approach is that you lose the visual cues that you're passing children into the Box component; they now aren't nested within the Box when you render them like we're used to in HTML; it's now up to you to read the props and spot which ones are being used to provide children.
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Coming from React to Svelte this did catch me out numerous times but for me I now prefer Svelte's approach, particularly because it removes some of the boilerplate around useEffect.
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Svelte is different in that by default most of your code is only going to run once; a console.log('foo') line in a component will only run when that component is first rendered.
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Here's where I start to have a preference for Svelte; the two are very similar but once I got used to Svelte I found that React felt like jumping through hoops. You can't create a worker instance, it has to go in a useRef, and then you can't easily pull code out into a function without then requiring useCallback so it can be a safe dependency on useEffect. With Svelte I write code that's closer to "plain" JavaScript, whereas in React more of my code is wrapped in a React primitive.
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One part of React that I've always championed is how it's just JavaScript. I like that in React you don't use a distinct template syntax and instead embed JavaScript, compared to Svelte's templating language
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I will always find React's approach easier - at least in my head - and I think more friendly to people familiar with JavaScript who are learning a library.
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I was pleasantly surprised by Svelte's templating; in the past I've found templating languages overwhelming and inflexible, but Svelte offers just the right amount of templating whilst enabling you to use JavaScript too.
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Svelte looks pretty similar, but has two small changes that personally make the Svelte code easier to read, in my opinion:
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because React components are re-executed every time the component re-renders, you can easily end up with thousands of workers being created! It's essential to use useRef to avoid this problem by maintaining a reference to the worker that you've created.
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However, if these timeouts are moved into a web worker, they should run to time and not get de-prioritised by the browser.
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What I like is that currentUser isn't a value, it's a store, and therefore you have full control over how you deal with it.
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I like that Svelte doesn't make me use the subscribe API every time I need to read the value.
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Talking of context, that's much closer to the approach I take with Svelte and use a writable store.
Tags
- verbose / noisy / too much boilerplate
- difference
- useEffect
- I agree
- being explicit
- allowing developer/user to pick and choose which pieces to use (allowing use with competing libraries; not being too opinionated; not forcing recommended way on you)
- getting out of your way / don't even notice it because it just works
- me too
- worker service workers
- observation
- advantages/merits/pros
- useRef
- opinionated
- comparison
- making intentions clear/explicit
- turning things around / doing it differently
- standard ways of doing things
- pleasant/enjoyable to use
- HTML: <template>/<slot>
- Svelte: slot
- Svelte: styles
- clumsy interface/syntax
- it's just plain JavaScript
- annotation meta: may need new tag
- React
- Svelte: templates
- important point
- Svelte
- flexibility to use the tool that you prefer
- trying to doing things the same way you did in a different library/framework (learning new way of thinking about something / overcoming habits/patterns/paradigms you are accustomed to)
- Svelte: context
- out of the box
- caveat
- reasonable defaults
- opinion
- finding the right balance
- distinction
- Svelte: store: writable
- unfortunate defaults
- first sighting
- the little details/things
- intention-revealing
- facade/fake/pretend
- react: children
- syntax
- less-than-ideal workarounds
- feels natural
- library/framework should provide this (standard solution) rather than everyone having to write their own slightly different solution (even if it is easy enough to write yourself)
- concise
- easy to read
- Svelte vs. React
- clarity
- Svelte: store
Annotators
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developer.mozilla.org developer.mozilla.org
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<template> and <slot>
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This element and its contents are not rendered in the DOM, but it can still be referenced using JavaScript.
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the-pastry-box-project.net the-pastry-box-project.net
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A Low Bar to Entry, and then What?There is an interesting tension between making something accessible and making it boring. Lowering the barrier of entry is a good thing, but if all you do is low-bar stuff, you end up losing the people again that you managed to attract. There needs to be a path forward beyond the entry level.
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www.quora.com www.quora.com
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A business with a low barrier to entry would be those people in poor countries who “wash” your windscreen at traffic lights. A bucket, a cloth, some water and you are in business. A business with a high barrier to entry might be airlines: planes are expensive, staff with the right skills hard to find, the necessary permits to fly hard to obtain.
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store.steampowered.com store.steampowered.com
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The key to any good adventure game, really any good game at all, is to guide the player toward understanding the game world's internal logic, even if that logic only makes sense in the game world. This internal logic is what differentiates a game that encourages clever, creative problem-solving from a game like Antventor, which is a maddening exercise in arbitrary, spaghetti-against-the-wall nonsense.In the old text-based adventure games, the internal logic was grammatical, often based on a simple verb-object combination. This simple structure encouraged absurd combinations, sometimes with no results, sometimes with hilarious results, and sometimes with surprisingly fruitful results. The game would subtly nudge you toward the correct solution with hints and consequences, and you would gradually learn the kinds of actions that made sense in the world and the types of consequences you could reasonably expect. Only after establishing those baselines would ambiguity start to creep in ("I could do this, but should I...?", "Is that item meant for here or there?"). As the genre aged, puzzles gradually grew more intentionally obtuse and absurd as a means to make the game "harder". Ultimately, this obscurantism was a sign of a dying genre, catering to a narrower and narrower echo chamber of hardcore fans, as the gaming world in general grew less patient with the kind of experimentation this genre was first built on.Unfortunately, Antventor takes inspiration from those later games. It is gorgeously animated, but the game design is awful. There is no scaffolding, and little to no internal logic to speak of. The interaction targets are often tiny, hidden, sometimes out of focus, and sometimes completely arbitrary. Combine this with an ever-expanding collection of items and screens, and the game quickly devolves into pointless trial-and-error with thousands of combinations.
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