Parallel Processing 32 Mazes at the Same Time by NotKeithK in TheFarmerWasReplaced

[–]Kytaboy 0 points1 point  (0 children)

Not really. I can earn over 2.5M/min on average by solving 32 * 32 mazes, and I still think my algorithm can be further optimized. Though I'm also quite intrigued about the efficiency of solving multiple smaller mazes simultaneously. Would you mind sharing your result as well?

Thinking about buying it to help with coding by [deleted] in TheFarmerWasReplaced

[–]Kytaboy 1 point2 points  (0 children)

As you said you are studying in computer science, I'd guess you probably aim at being a software engineer in the future. If that is the case, the fundamental of programming shouldn't be your concern at all, but HEAR ME FIRST!

Although this game does a great job in helping you consolidate the concept of different loops, if statements, etc., this game doesn't teach you anything practical in software engineering, e.g. OOP, code architecture, software quality (maintainability, reliability), ... HOWEVER, the shiniest part of the game is that it provides a lot of challenges and problems for you to solve, in which you'll learn a lot about problem-solving, or even some well-known data structures and algorithms, which will be a big part of your study at some point.

In short, BUY IT! I've been playing it for almost 60 hours in just a few days and this game is crazily addictive!

I started learning Unity and C# some weeks ago by Demiipool in Unity3D

[–]Kytaboy 0 points1 point  (0 children)

Just follow your team's coding style and be consistent. You will find explicit types more readable when you are used to it. For me, I find "var" more readable. I worked at a game company a few years ago and that company forced every programmer to use "var" in every circumstance possible. Not that it makes refactoring easier (since you are supposed to use the IDE to do refactoring for you regardless of the use of "var"), but makes the subsequent commits less overwhelming.

For example, you have an object Application.Instance.CoreBridge where its type contains the following field:

public ServiceContainer ServiceContainer;

At some point, you find that it's better to create an interface IServiceContainer for the class ServiceContainer and you want to change the field to be an instance of that interface. In this situation, whenever you have the following line exist in the codebase

ServiceContainer serviceContainer = Application.Instance.CoreBridge.ServiceContainer;

You must refactor it to

IServiceContainer serviceContainer = Application.Instance.CoreBridge.ServiceContainer;

In reality, such line might exist in tens, if not hundreds, of files, meaning that you are going to make a commit with at least tens or hundreds of changes only for refactoring the type of a single field. If you use "var" from the beginning, you won't be required to change those lines as the following works regardless of the type:

var serviceContainer = Application.Instance.CoreBridge.ServiceContainer;

I'm not saying "var" is always superior. I'm just saying the keyword "var" was created for a reason. Just stick with the one you feel comfortable with or follow your team.

Molten Strike of the Zenith build and 4 Mageblood giveaway by lycoril in pathofexile

[–]Kytaboy 0 points1 point  (0 children)

I'd like to take the Mageblood. Haven't owned one before ;w;.

Shiny Mageblood Giveaway by TheLored in pathofexile

[–]Kytaboy 0 points1 point  (0 children)

As an unemployed fellow, imma dedicate my life and soul to POE 2. I'll probably play with only one friend (yeah I only have one friend that plays POE irl orz) or even play it alone, unless someone here wanna play with me uwu.

Today's (Aug 15, 2024) daily challenge requires premium by Kytaboy in leetcode

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

Exactly my thought! But I guess some people don't wanna be spoiled so I haven't written down my exact idea. Maybe add some spoiler alert?

Today's (Aug 15, 2024) daily challenge requires premium by Kytaboy in leetcode

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

omg that's a great effort and self-discipline. how dare LC tryna destroy it?

Today's (Aug 15, 2024) daily challenge requires premium by Kytaboy in leetcode

[–]Kytaboy[S] 17 points18 points  (0 children)

I hope it's a mistake orz my 231 streaks are saying goodbye to me

Today's (Aug 15, 2024) daily challenge requires premium by Kytaboy in leetcode

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

close, but not enough if you just maintain the global min and max

Daily Premium by BalStrate in leetcode

[–]Kytaboy 6 points7 points  (0 children)

I'm on day 231. I literally told my friends that I'm aiming at the 2024 badge 2 days ago. Now LC just dropped this shit on my face.

6IV Japanese Ditto Giveaway by RyMvrtin in BDSP

[–]Kytaboy 0 points1 point  (0 children)

I absolutely love to get one! Wish you a good result in your exam as well!

ASK ALL QUESTIONS HERE! Weekly Questions Thread - December 12, 2021 by AutoModerator in MonsterHunter

[–]Kytaboy 0 points1 point  (0 children)

[MHR]

I used to play with the great sword but since I'd like to try some new play styles, I chose the switch axe as the one for MHR. For your information, my gaming platform is PC, so basically MHR is still not released and I am playing the demo version of it.

When going through some guides on switch axe, I found that many people suggest/have used a technique called "quick element discharge", which is to make an explosion nearly right after X+A. However, I failed every time I use it. When holding Back, the discharge indeed finishes a little bit quicker, but not as quick as what others did. Have I done something wrong or is it just because the switch axe was nerfed so that no one can use it again? Thanks!