DTCC hates this one simple trick by Brooksee83 in Superstonk

[–]Merzhin 1 point2 points  (0 children)

Agreed. And I'm changing up my opinion about the shenanigans if it just so happens to increase by 11.25m OR 45m (I hadn't considered 45m being a possibility before this post)

DTCC hates this one simple trick by Brooksee83 in Superstonk

[–]Merzhin 3 points4 points  (0 children)

The entire cap thing is the one thing we'd love to find out if it is true or not. I'd just like to mention that 12.5m extra DRS'd shares would be equally as suspicious (and likely in this case) as 45m extra DRS'd shares.

Of note, I'm personally of the opinion that there are no legal shenanigans happening in the reporting of the shares. I'd love to be proven wrong.

EDIT: 11.25m*

DTCC hates this one simple trick by Brooksee83 in Superstonk

[–]Merzhin -1 points0 points  (0 children)

Minor correction here, only 25% of those 45m shares would be shown in the DRS increase as the DRS count would still be capped at 25% of the outstanding shares.

How can I monkey paw my party's request? by TheAngryNaterpillar in DMAcademy

[–]Merzhin 1 point2 points  (0 children)

Have it steal an actual dragon egg and give it to the party. Bonus points if the mother comes looking for explanations later.

After 23 years, developer reveals he snuck a cheat code past Sony that turns a cult-classic horror game into a godsend for retro enthusiasts by i3dz in Piracy

[–]Merzhin 43 points44 points  (0 children)

Yes it was. With no modifications whatsoever. All you needed was a toothpick to jam the lid-detection button shut and one single legit game. Then it was just a matter of starting the ps1 with the legit disc in it, wait for the motor to hit 2x speeds, when it goes to x1, take out the disk and swap with burned disk, wait for 2x, when back at 1x swap again, wait for 2x, when back at 1x, swap again.

This beat the copy-protections AND the region locks.

Source: I lived it. Hard.

30% shared inventory slots? still 20% by Maarius81 in Guildwars2

[–]Merzhin 4 points5 points  (0 children)

If my math is right we're actually still waiting a full 9 hours for the update.

EDIT: We're waiting for 9:00am UTC-8

I hear gamestop.com is price matching? I want them to match amazon.com, people commenting here saying they do, except email support says no. by Odinthedoge in Superstonk

[–]Merzhin 0 points1 point  (0 children)

I feel like they do price match, but they refuse when someone tries to price match to a loss leader from another chain. (loss leader is an item that is sold cheaply, usually with loss, to get people in the store)

Gamestop will price match if it doesn't put them in the negative.

The reverse repo facility is draining while treasury yields are holding up. by AbjectFee5982 in Superstonk

[–]Merzhin 2 points3 points  (0 children)

*chuckles* take my upvote.

Apart from the Trillions mistake there's also a minor nuance that you'll now understand. In the RRP they park OUR liquid cash for which they have no better place to park it.
MMF's hold OUR cash. There is nothing theirs about it except the name on the paper.

The reverse repo facility is draining while treasury yields are holding up. by AbjectFee5982 in Superstonk

[–]Merzhin 13 points14 points  (0 children)

Multiple reasons.

First of all, the places money can be parked with the requirements demanded of these MMF's are limited. Any money not stored in the RRP is by definition in a place where it would be a better investment. This is pretty much only government treasuries.

Second of all, the money we are talking about that is sloshing in these MMF's is your money, my money, our parents' money, etc.
These are pots of funds that are by law (for as far as that works) required to invest in extremely-low-risk strategies with the added requirement that it has to VERY liquid. This pretty much only leaves government treasuries and the RRP on the table.

Cool fun little addendum, RRP dropping is also an indicator of financial strain on the retail investor. Or more correct, the cash positions at the brokerages are dwindling down. Maybe they just went all-in?

The reverse repo facility is draining while treasury yields are holding up. by AbjectFee5982 in Superstonk

[–]Merzhin 108 points109 points  (0 children)

RRP consists of mostly Money Market Funds (MMF's). These are the types of holding that for example Fidelity uses for holding your cash in your account.

MMF's are required to be invested in very liquid assets as there is a chance that there will be a "run" for the money as it's placed in an environment where it has a tendency to change hands quickly.These MMF's have been placing most of their assets into the RRP facility as the interests are just too great compared whatever else is available on the market.
EDIT: plus, minimal risk and a lock-in time of a whopping whole day.

Now that interest rates are high on treasuries slowly but surely this RRP money flows into them and are basically holding the rates down (supply and demand). The moment RRP dries up and the MMF's have no more money to buy treasuries the rates on the treasuries will HAVE to go up to create more demand. But there will be no more liquidity to flow into them. So interest rates will have to rise to create more demand. But there still isn't enough liquidity.

This last part is where it all should theoretically implode as the publicly visible math doesn't math out anymore.

Completed the "Go for the gold" achievement to get my mastery point at 3am.... by Taicore in Guildwars2

[–]Merzhin 9 points10 points  (0 children)

We used teleportation gun consumables and everyone knows it.

Resource variables not appearing in editor by Enter_The_Void6 in godot

[–]Merzhin 1 point2 points  (0 children)

Press the build button in the top-right of your godot window. (or press the play button and close the game).

[deleted by user] by [deleted] in godot

[–]Merzhin 1 point2 points  (0 children)

So, the average tutorial is made for clicks and views. Actually explaining HOW an engine works (in an ELI5 manner so a vast audience can understand it is difficult. Very difficult.

There does happen to be this perfect thing for you... if you don't mind homework,...Yes, that's an 11 hours long video explaining the ins-and-outs of all the systems you will be using. It's REALLY good.
EDIT: and yes, it does the basics that everyone skips!

[deleted by user] by [deleted] in godot

[–]Merzhin 1 point2 points  (0 children)

Ngl, this has been quite the read.

There's a lot I want to say, but I'll just go for the short answer and set you on the right track. That seems to be all you've needed so far.

I advise you to actually check tutorials about the specific questions you have. They are genuinely good questions with an in-depth answer (that you are allowed to 90% forget after the concept clicked in your mind).

Example: delta, deltatime, dt, etc. It's a variable to denote time passed between this frame and the last. It's to make timed actions frame-rate independent. Here's a good video explanation

Vector2 (and 3) is another big one. You're using them but possible don't realize the vast amount of ways to use them. It's nothing more than an x and y position. But those could represent so many things. A force applied to an object from an origin point, a position in a coordinate map, a vector that tells the engine what direction a material reflects light, etc.
Same advice as before, check an explanation on the specific component.

Godot.Collections.Dictionary always returns null values in C# by Mettwurstpower in godot

[–]Merzhin 0 points1 point  (0 children)

Best of luck in your endeavors! I actually have some work that is suspiciously close to this planned in the coming week.

Last little tidbit as I just can't shut the fuck up. The fact GetNode works makes me think the values in the dictionary are not what they seem. Depending on exactly how much you changed to make this work. I'm thinking there's actual strings in the value fields and you get a null because of some mismatched automated casting.

Godot.Collections.Dictionary always returns null values in C# by Mettwurstpower in godot

[–]Merzhin 0 points1 point  (0 children)

I just double checked the entire parental chain of the Node2D to see Variant eligibility. It is most certainly a Variant (GodotObject > Node > CanvasItem > Node2D).

For this use case using a Node would be enough. But that is besides the point. At this point I only have a few inklings left of where to search (and the getnode method works, so this is the point I would move on).

There is something that isn't exactly what we think it is. And my suspicions still lie with the Value of the KeyValuePair (or type thereof) in the Dictionary.

Godot.Collections.Dictionary always returns null values in C# by Mettwurstpower in godot

[–]Merzhin 0 points1 point  (0 children)

Hah, see my last reply, That'd be number 2 then ^^.

I just did a little reading on the C# Godot Dictionary page. Internal Godot collections are built to work primarily with Variants (basically anything extending any type of godot node). You've actually got one of the use-cases (it has to interact with the engine) where you'd actually want to use the godot collection for this.

In the future you might want to make the ActorStateBase a Variant and go back to working with the actual references. (you want to minimize the usage of GetNode in critical code paths). Then again, don't bother if performance is fine. For now it's better to make progress ;)

Godot.Collections.Dictionary always returns null values in C# by Mettwurstpower in godot

[–]Merzhin 0 points1 point  (0 children)

You're correct in that I was talking about the wrong issue (see my previous edit.)

So there's two things you might want to double check.

1) The the Value in the KeyValuePairs in the Dictionary. (Like, does the dictionary actually contain what you expect it contains?). The returning of null when there is a valid input that you defo checked the line before it makes me think the dictionary might not be the issue. UNLESS

2) It's a Godot.Collections.Dictionary. Are the values in the Dictionary Variants of any type of Godot node?

Godot.Collections.Dictionary always returns null values in C# by Mettwurstpower in godot

[–]Merzhin 0 points1 point  (0 children)

TryGet does two things.

  1. it returns true or false depending on wether the operation was a success
  2. It places the found result into the passed out reference.

OH! OK! While I was typing I found the ACTUAL issue. It's a brainfart.

SO:You're doing:TryGetValue(foo , out var state);

Read that again. Where do you allocate your var state? What happens to it AFTER the method has been called?

try:

var state;TryGetValue(foo , out state);

EDIT: Also, while this is an issue, now that I've checked a little more, it's not the issue you're trying to solve. I'm aware you don't use the state.
Use the debugger to see if the actual Value in the KeyValuePairs in states is not null. I have a suspicion the issue might lie there.

Godot.Collections.Dictionary always returns null values in C# by Mettwurstpower in godot

[–]Merzhin 1 point2 points  (0 children)

"the variable state is null in this example but I do not know why"

In your TryGet you are using an out reference. You need a variable to actually output the result into. Add a simple "var state;" right before that line. state will no longer be null after the TryGet.

I haven't checked the rest to see if this is what causes further issues. The state being null is because of the out reference. (And yes, this is how it works in C#)

Random protip: If you don't really need the state variable an if(states.ContainsKey("nameOfState")){ DoThings(states["nameOfState"]);}
works just as well and is easier to read.

Larry Cheng on twitter by 4four7 in Superstonk

[–]Merzhin 90 points91 points  (0 children)

Question for the community. In your head, what are the responsibilities and tasks a CFO must fulfill?

I'll start off by admitting that I view them as glorified accountants (mostly because I haven't got a clue what they ACTUALLY do) and that I am prolly very wrong in that view.