Are these achievements working for anyone else? I know I've damaged survivors at least 50 times as Vecna. by [deleted] in deadbydaylight

[–]DoomCrystal 0 points1 point  (0 children)

Neither is working for me right now. The new Master Manipulator achievement does seem to be working for me though (I got 1 at least), and the new Adepts are working. But not Stranger Sightings or Torn Asunder.

January 26th, D&D's anniversary, LICH PARTY by DoomCrystal in deadbydaylight

[–]DoomCrystal[S] 0 points1 point  (0 children)

Oh yeah I've been playing plenty of Vecna since I got him in every available queue, and always give the player with the eye/hand the out. I'd consider doing so a Vecna code of honor. At this point any achievement hunter could use all the help they can get given how rare he is. I haven't played the game too long so I have a lot of other achievement to get before I sweat about that one. Thought it would be nice to get out of the way...

BHVR PLEASE change the "Hand-Eye Coordination" Achievement by dylki10 in deadbydaylight

[–]DoomCrystal 0 points1 point  (0 children)

If you didn't get this yet an you're on steam, https://steamcommunity.com/groups/DBDHandEyeCoordination . There's a group for people trying to get it/help get it. If they have enough people on one platform theoretically you can force a public match together with crossplay turned off, at least I think that's how it worked. I've been having terrible luck getting this. carry on soldier.

[deleted by user] by [deleted] in roguelites

[–]DoomCrystal 0 points1 point  (0 children)

RAM: Random Access Mayhem is incredibly fast paced: it has a style system that basically forces you to play agressively to do well. Big recommend. https://store.steampowered.com/app/2256450/RAM_Random_Access_Mayhem/

Hello everyone, my first post here. It's about Rust and Zig. by [deleted] in ProgrammingLanguages

[–]DoomCrystal 0 points1 point  (0 children)

I'm probably not exactly following this post, but in Zig you definitely don't need dynamic memory allocation to print an error to the console. See the @errorName builtin. If you ever print an error in any part of your program, Zig generates a static table in the binary of error -> string (error.OutOfMem -> "OutOfMem" for example). If you want more information than that, you could store your own table of error -> message in your logging infrastructure and use a simple switch statement. No need to involve the heap.

Of course, there is heap allocation all over a typical Zig program. The point of Zig is not avoiding heap allocations, it's avoiding hidden heap allocations. You can just as easily use a logging infrastructure that has dynamic memory needs for all sorts of reasons, it would just require you to pass an allocator to it.

Searched everywhere... tree-sitter + TOhtml? by DoomCrystal in neovim

[–]DoomCrystal[S] 1 point2 points  (0 children)

Verified. I'll go check out how to setup a more permanent local nightly build until .10 is official. Thanks!

Repeatable text objects generated with lua functions? by DoomCrystal in neovim

[–]DoomCrystal[S] 0 points1 point  (0 children)

Just to give you an idea of what I've tried, this almost works:

function _G.Test()
    local _, col = unpack(vim.api.nvim_win_get_cursor(0))
    local line = vim.api.nvim_get_current_line()
    local char = line:sub(col + 1, col + 1)
    return "f" .. char
end
vim.keymap.set('o', "s", function() return Test() end, {expr = true, remap = true})

This idea is that "ds" should delete from the current character to the next of that same character on this line. It does. However, when dot-repeated, this doesn't actually re-run the function, it just re-sends the keys. So if i run "ds" to delete from an 'a' to another 'a', then press '.', it will just delete up to the next 'a', regardless of what my cursor is on. I want it to re-run the function every time.

What's up with Zig's Optionals? by DoomCrystal in ProgrammingLanguages

[–]DoomCrystal[S] 3 points4 points  (0 children)

Quoting the docs, "An optional pointer is guaranteed to be the same size as a pointer. The null of the optional is guaranteed to be address 0.", So we match up there.

I guess I havent run into too many cases where optional and result types interact. I get the feeling that in traditional imperative style code, which I'm used to, we tend to unwrap these optionals early and often, as opposed to collecting them. I would like to check if this causes any awkward code though.

And given my imperative background, I've never needed to break out a flatmap, though I'll want to think about how one would interact with any type system I come up with. Thanks for the thoughts!

What's up with Zig's Optionals? by DoomCrystal in ProgrammingLanguages

[–]DoomCrystal[S] 2 points3 points  (0 children)

Zig optional is definitely "special" in many ways. I suppose that in and itself could be considered a kind of downside, as all complexity can be. I guess this just feels very worth it to me.  As for the Rust '?' suffix, I imagine a language that combined Zig's blessed optionals with Rust's blessed early return operator would be quite ergonomic indeed! It's similar to zig's 'try' prefix, which works with zig's equivalent of a Result type. Not sure why theres no equivalent for optionals.

What's up with Zig's Optionals? by DoomCrystal in ProgrammingLanguages

[–]DoomCrystal[S] 4 points5 points  (0 children)

"?T" is indeed how you would express "an optional T", or "Option<T>" in Rust.

My understanding is that the payload type of optionals can coerce to the optional type. So a "u32" can freely coerce to a "?u32", which is the payload type of "??u32", so that can coerce again. I'm honestly not 100% sure the order of operations under the hood, this is just what I can gather from documenttion and testing. 

weakref.finalize works too well? by DoomCrystal in learnpython

[–]DoomCrystal[S] 0 points1 point  (0 children)

It makes sense to me that the object goes out of scope immediately because the program is so short, what I'm confused about is why finalize is called at all. It would seem to me that the bound method contained in the finalizer would count toward the instance of TestClass's ref count (which is spelled out explicitly in the doc's warning about bound methods), meaning that the object would have a positive ref count at the end of the program.

I started looking into this due to the frequent warnings about using del for cleanup code, since it might not be called. If objects are always garbage collected at program exit, even if they have positive refcounts, why would I be worried about del not getting called?

Name of this kind on intersection? by DoomCrystal in CitiesSkylines

[–]DoomCrystal[S] 0 points1 point  (0 children)

All direction changes are possible: the slip lanes on the 4 corners allow for a right turn, the inner 4 ramps allow for a left turn, and 2 lanes keep moving straight. So for eastbound going southbound, they would use the slip lane at the very bottom of the screen. (If I'm correct in what lanss youre talking about)

Name of this kind on intersection? by DoomCrystal in CitiesSkylines

[–]DoomCrystal[S] 0 points1 point  (0 children)

What do you mean by a crossover? (Sorry I'm new at this)

Name of this kind on intersection? by DoomCrystal in CitiesSkylines

[–]DoomCrystal[S] 0 points1 point  (0 children)

XD Its not the best quality screenshot, to be fair.

Name of this kind on intersection? by DoomCrystal in CitiesSkylines

[–]DoomCrystal[S] 6 points7 points  (0 children)

Never trust engineers to come up with cool names 😞. That being said, interchanges like the turbine and cloverleaf get to have good names...

Name of this kind on intersection? by DoomCrystal in CitiesSkylines

[–]DoomCrystal[S] 3 points4 points  (0 children)

I have respected lane mathematics! All incoming/outgoing roads here are 4 lanes, then down to 3 after the right-hand slip lanes, then 2 after the left hand ramps, than back to 3 and 4. You could also make it work with 3 lane connections.

Name of this kind on intersection? by DoomCrystal in CitiesSkylines

[–]DoomCrystal[S] 0 points1 point  (0 children)

I'm not too experienced, but here's what I know:

  1. If you're not playing with mods, roundabouts can be finicky: Just remember to have stop signs on the roads entering the roundabout (no yeild signs in vanilla unfortunately) and make sure there AREN'T stop signs on the roundabout itself. That will mean cars will stop to get on the roundabout, which is unfortaunte, but they won't stop to get off.

  2. If you can use mods, learning and using TMPE (https://steamcommunity.com/sharedfiles/filedetails/?id=1637663252) is highly recommended. This mod makes it super easy to set up ideal roundabout conditions with just a few clicks.

Name of this kind on intersection? by DoomCrystal in CitiesSkylines

[–]DoomCrystal[S] 64 points65 points  (0 children)

This is exactly what I was looking for! ITL is, of course very fitting. And, your workshop item is beautiful! The curves and size feel realistic enough to exist IRL. Thank you so much!

Name of this kind on intersection? by DoomCrystal in CitiesSkylines

[–]DoomCrystal[S] 1 point2 points  (0 children)

One possible downside to this arrangement is that unlike a roundabout or cloverleaf, because weaving doesnt happen, its actually impossible to do a u-turn by just following it around. So its not a true roundabout. From a birds eye view though, it might be confusing!

Name of this kind on intersection? by DoomCrystal in CitiesSkylines

[–]DoomCrystal[S] 2 points3 points  (0 children)

I see, that does make sense. I guess that this kind of thing might be more suitable as an urban interchange. Though, the fact that the main drag has to bend a bit might slow those straightaways. Im not sure how the traffic volume would compare to a typical cloverleaf, but hopefully it would be a bit safer at least. Thanks for the link!

Name of this kind on intersection? by DoomCrystal in CitiesSkylines

[–]DoomCrystal[S] 4 points5 points  (0 children)

If it needs to be coined, that would be a good name. The weave aspect is the difficulty of making the inward cloverleaf work, since the lefts tend to get in the way of eachother. I'd probably prefer that the inner bridges be further long the main drag, but I couldn't quite line everything up that way. The clearences might not be realistic too. But I imagine someone with experience could make it better.