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What port do you have SSH set to? What ports did you change the services to? Is the SSH port open?
What port do you have SSH set to? What ports did you change the services to? Is the SSH port open?
I have a ring from a 3 month stint a few years back. It was supposed to be an engagement ring (I was dumb lol) but now I just wear it cause it’s a nice ring
Zenni works the same, and they ship to the EU it’s just a bit more expensive. Most of the time still worth paying the reduced price for the frames, not to mention (I haven’t done extensive research on this so I could be wrong, but from cursory glance) they seem to have a more ethical workflow
I can barely be trusted with shoe laces these days tbh
You answered so thoroughly that no one else has even bothered to comment on the thread in hours.
Just in case you needed an ego boost, that’s kind of nuts
I like to tell every eyeglass wearer I meet about Zenni. Your insurance may or may not cover it, but you probably won’t care because they only charge about $20 per pair of glasses unless you need bonkers lenses.
RIP Baumiandcats
He’s still alive but stopped making my comfort content. I’ll probably get into his MTG stuff at some point but I’m still recovering from him stopping playing Dota. I watched him play Dota almost my whole life
This joke would have worked even better (it already works well) if you put the lines in the other order
Edit: I know markdown, I should not struggle with formatting this much lmao
Lemmy is a link aggregator, this guy posted a link to his website and a brief (albeit lacking, I will agree with you there) description of what the links were. I don’t see any issue promoting free content in the forms of links on a link aggregator.
I also think there’s sort of a social agreement that if you’re going to make a comment about a post that exists purely as a link to elsewhere, you should probably click the link so that you know what is being discussed instead of what we’re doing, discussing the link itself lol.
I dunno if you’re trolling me or if your UI just looks different but
Having the link at the top of the post like this, because it’s embedded into the actual post instead of the body like the second link, makes it pretty clear to me that that’s a discussion link and not a podcast link
The in-body link is to the podcast, but the post itself is a link to discuss.james.network which is a transcription of the guide
You don’t even have to listen to a podcast to find out how misguided this comment is. Click the link, it’s all transcribed. It’s not a question, it’s a guide.
If you’re not interested in the content, scroll past instead of being rude to people.
New phone, who dis?
My point was “are state machines really that complicated? Isn’t it just something like this pseudo code and a return value from your functions?”
Basically I feel like this is a 2 step process but you seem like you either know more than I do or have a different philosophy about how this would be implemented, so I want to understand what I’m missing
Complexity being added at updating also feels wrong to me. Let me pseudo code some rust (just the language I know best off the top of my head right now) at you, cause it feels like maybe I’m just not understanding something that’s making this seem easier than it is.
Enum Game_State
Paused
Paused_Saved
Running
Loading
Exit
///Technically you could make Menu() part of the enum but I'd probably leave it elsewhere
Match Game_State
Paused => Menu()
Paused_Saved => Menu()
Running => Main_Loop()
Exit => Exit()
And then your other functions always return a game_state. You’re right that adding that return would be a huge undertaking if it’s not handled in the initial building of the game, but it’s a QoL for the user that’s easily maintainable and is therefore worth doing IMO. But these two things, defining the possible game states and then always routing decisions through that game state, makes this kind of feature relatively doable
I think we write our code in different enough ways that we’re not seeing eye to eye.
Tracking the state of the game being paused, when the menu is open and when the game is saved can all be a single match statement on a current “game state” variable which just holds “running/paused/paused and saved/exit” and when it becomes exit, it checks the save time. Only 2 lines of code and adding an enumerated state to the variable to add this functionality. Since the variable is enumerated, it’s really difficult to mess it up when refactoring because if you can’t pass the wrong code or else your game doesn’t save or close
I feel like I’ve seen a “Time since last save:” line on enough games to find it hard to believe that “paused and saved” is difficult to check for lol
These are variables that already exist in most games, it just needs one more line of code to check them
Do you not need to store that state to pause the game anyway? How else would you end the menu loop?
If we bury ourselves deep
Have you hit it with anything to check if your ports are still open? There are a handful of tools for the task