10,000 Matching Annotations
  1. Apr 2021
    1. 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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    1. [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
    1. 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.
    1. 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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    2. 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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    3. 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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    1. 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.
    1. 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
    1. 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):

      https://hyp.is/lRq8tpNXEeuNn_9NxqJvdA/stackoverflow.com/questions/32407598/rails-4-devise-set-default-root-route-for-authenticated-users

    1. 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.
    2. 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.
    3. 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).
    1. 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 with

         Ambiguous match, found 2 elements matching visible field "name" that is not disabled
      
  2. Mar 2021
    1. 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')
      
    2. 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.
    3. 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}]}
    1. 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.
    1. 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."
    1. 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.
    1. 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.
    2. 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.
    1. 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.
    1. 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.
    1. 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.
    1. 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.
    1. 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.
    1. 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.
    1. 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.

    2. 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.
    3. 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.
    4. 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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    1. 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.
    1. 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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    1. "BEER" is a simple one-level platformer with an interesting concept: after some time a shadow of yourself appears and repeats every movement you've made. If the shadow catches you - it's a game over. With the passage of time, more shadows appear. Shadows will relentlessly chase you until they catch you. As much as I know, there is no victory: you will have to jump platforms and collect presents until you are caught. At one point, there are so many shadows, it's unavoidable to be touched by one of them. To delay this moment, you may move slowly, so it's easier to keep track of shadows. You may establish a specific route, so the shadows follow a predetermined pattern. Nevertheless, at one point there will be just too many shadows to avoid.
    1. Not Recommended 1.0 hrs on record Posted: February 23 Product received for free Steam is the happy new platform for another dev who likes to spam copys of the same thrash game on steam so he can bulk sell keys for it.

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    1. Nevertheless, co-hyponyms are not necessarily incompatible in all senses. A queen and mother are both hyponyms of woman but there is nothing preventing the queen from being a mother.

      not necessarily incompatible in all senses.

      so is this only a concern/possibility when the word in question is a polyseme?

      but there is nothing preventing the queen from being a mother

      The meaning of the "incompatibility" relation seems really ambiguous. What does that mean precisely?

      And how would we know for sure if an incompatibility (such as a peach is not a plum) or lack of incompatibility (a queen can be a mother and a mother can be a queen) is a sufficient condition to cause it to be or not be a co-hyponym?

      Oh. I guess it says

      Co-hyponyms are often but not always related to one another by the relation of incompatibility.

      so it actually can't ever be used to prove or disprove (sufficient/necessary condition) that something is a co-hyponym. So that observation, while interesting, is not helpful in a practical / deterministic way...

    2. It consists of two relations; the first one being exemplified in "An X is a Y" (simple hyponymy) while the second relation is "An X is a kind/type of Y". The second relation is said to be more discriminating and can be classified more specifically under the concept of taxonomy.

      So I think what this saying, rather indirectly (from the other direction), if I'm understanding correctly, is that the relationships that can be inferred from looking at a taxonomy are ambiguous, because a taxonomy includes 2 kinds of relationships, but encodes them in the same way (conflates them together as if they were both hyponyms--er, well, this is saying that the are both kinds of hyponyms):

      • "An X is a Y" (simple hyponymy)
      • "An X is a kind/type of Y".

      Actually, I may have read it wrong / misunderstood it... While it's not ruling out that simple hyponymy may sometimes be used in a taxonomy, it is be saying that the "second relation" is "more specifically under the concept of taxonomy" ... which is not really clear, but seems to mean that it is more appropriate / better for use as a criterion in a taxonomy.


      Okay, so define "simple hyponymy" and name the other kind of hyponymy that is referenced here.