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August 2024 Newsletter (odin-lang.org)
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[–] mac 1 points 10 months ago

Click to show answerComponent Pool

[–] mac 2 points 10 months ago* (last edited 10 months ago)

Converting ampersands to say amp instead is a bug that got fixed in version 0.19, world hasnt upgraded yet though

[–] mac 7 points 10 months ago

Active is a combination of that and hot but is essentially hard capped at 2 days. Things past that wont show up

Theres the new comments sort which works like that though

[–] mac 2 points 10 months ago (1 children)

Yeah theres a bunch more in the monkeyuser archive to post. Likely will be another adlitteram this week

Does thunder have a spoiler syntax. The other common one is with elbow brackets and exclamation marks >!like this!<

[–] mac 1 points 11 months ago* (last edited 11 months ago) (1 children)

Games take a long time to make, most of the games in the article would have been started before unity announced the pricing changes

Yeah Ive switched off unity but I know people that just dont want to learn something else and wont leave until theyre forced off (especially since unity has made old versions of the engine now untouchable for them for pricing changes so people can just develop on that if they dont want to deal with any future unity stuff). Also know some people that dont care about making any money so pricing changes are irrelevant to them

[–] mac 1 points 11 months ago* (last edited 11 months ago) (3 children)

Theres people who cant switch out while in the middle of a game and people who use it for their job (a lot of indie devs switched but its still used heavily in the industry). Also games that continually run like genshin impact that have people maintaining them and porting is not feasible since the game is already released

And then theres people who just dont want to switch

[–] mac 3 points 11 months ago

Currently theres also mbin (fork of kbin) and lotide that have instances running them

Also some others in development but nobody running them yet

[–] mac 1 points 11 months ago* (last edited 11 months ago)

Looks like you didnt link the article

Probably filled in the url field and then when inserting an image it overrode that with the image url (both cant coexist on a post)

[–] mac 3 points 11 months ago* (last edited 11 months ago) (1 children)

You can edit font colors from the theme, theme override or by using modulate

Theres a function called set_color in the theme

docs: https://docs.godotengine.org/en/stable/classes/class_theme.html#class-theme-method-set-color

Canvas items have a modulate property that can be set to a new color to tint the element

docs: https://docs.godotengine.org/en/stable/classes/class_canvasitem.html#class-canvasitem-property-modulate

For this I would do the modulate route

[–] mac 5 points 11 months ago* (last edited 11 months ago)

When the draw function calls itself it yields control to that new function its calling. When that function ends it takes back control and continues doing what it was doing.

This means all of the for loops in all of the functions will execute. Draw(1) will do the for loop and then return as it hits the end of the function (standard behaviour when you reach the end of a function even if theres no return statement). Then draw(2) will do the for loop as it gets back control now that draw(1) is done and then return, etc. all the way up

All parts of a function are recursive, theres no such thing as a non recursive part

[–] mac 0 points 11 months ago* (last edited 11 months ago) (1 children)

Didnt say to go anywhere, just said that people on .world cant see content from hexbear on lemmy.ml posts shown by those comment counts above even though lemmy.ml federates with hexbear. (hexbear used since its the best example of a large blocked instance that can showcase this well. Could have also used .world, .ml and beehaw and same point stands)

Same logic would apply to .world federating with threads. People on lemmy.dbzer0 for example wont see content from threads on .world posts or communities even if .world federates with threads

Just wanted to put a counterpoint to you saying people would need to deal with it indirectly which isnt true proven by the above. You dont need to strawman it by making it a different point

[–] mac 8 points 11 months ago* (last edited 11 months ago) (6 children)

This code has a recursive call (function calls itself) within the function so that has to be taken into account when tracing it

This would make the function execute multiple times so the for loop would end up executing multiple times.

Lets say main calls draw with a height value of 10 (draw(10)). First it sees that n is greater than 0 so it keeps going. Then it calls the draw function with a value of 10 - 1 aka 9. Now its executing in the draw(9) function. Greater than 0 so continues and calls draw(8). etc. all the way down to draw(0) where it sees that n is equal to 0 so returns out of the function due to the return statement.

Now that draw(0) finished executing draw(1) can keep going and goes to the for loop. Here it prints 1 # and then prints a new line (and then returns since it hit the end of the function). Now that draw(1) is done draw(2) can keep going and prints 2 #'s and then prints a new line (and then returns). This keeps going all the way up to the initial draw call, draw(10) which prints 10 #'s and then a new line, returns, and then the main function keeps going but theres nothing after that so it returns and the execution ends.

The effect from coming back after the recursive calls makes it seem like n is increasing but its just different calls to the same function. i is taken into account for but printing the amount of #'s since thats whats within that loop

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