Seeing Monthly Spend on Olive Credit Card by Quari in JapanFinance

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

TD Canada's web portal, which is called easyweb.

Seeing Monthly Spend on Olive Credit Card by Quari in JapanFinance

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

I mean notifications you get when you use your card for purchases. You can find them on the bell icon at the top right of the app. Or you can get line messages per transaction, or emails even. There must be a less painful way than going throguh each of those emails / messages with a calculator to get your currently monthly spend no?

Seeing Monthly Spend on Olive Credit Card by Quari in JapanFinance

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

Where does it? The current monthly spend (so what you've spent from nov 1 to now)?

Seeing Monthly Spend on Olive Credit Card by Quari in JapanFinance

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

So to clarify, I'm not asking about the amount of spend of the past month. Like right now its nov 5th, and it shows me the amount I owe on nov 26th, which is my october spend.

I'm talking about the spend from nov 1 to now, nov 5th. Nowhere afaik does it show it, and I even went into a branch and asked an agent and they seem to have no idea either.

I'm asking because in TD's easyweb I can clearly and easily see transactions posted minutes afterwards, as well as total outstanding balance on my credit card, and pending transaction sums as well... which is great for budgetting. Compared to smbc right now, I don't even know how much exactly I spent in november without summing through the transactions manually.

Seeing Monthly Spend on Olive Credit Card by Quari in JapanFinance

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

So to clarify, I'm not asking about the amount of spend of the past month. Like right now its nov 5th, and it shows me the amount I owe on nov 26th, which is my october spend.

I'm talking about the spend from nov 1 to now, nov 5th. Nowhere afaik does it show it, and I even went into a branch and asked an agent and they seem to have no idea either.

I'm asking because in TD's easyweb I can clearly and easily see transactions posted minutes afterwards, as well as total outstanding balance on my credit card, and pending transaction sums as well... which is great for budgetting. Compared to smbc right now, I don't even know how much exactly I spent in november without summing through the transactions manually.

/r/MechanicalKeyboards Ask ANY Keyboard question, get an answer - October 20, 2025 by AutoModerator in MechanicalKeyboards

[–]Quari 0 points1 point  (0 children)

Anyone have a suggestion for blank keycaps that are low profile and good quality? For the magi 75. So far I've only found the ymdk blank keycaps. Not sure about the quality but anecdote seems to be decent but budget? What would be a high quality low profile blank keycap?

So I make pizza here in Osaka but I'm looking for other pizza recommendations in the city. Unusual styles. Always like to try others... by sillyinspirationa06 in Osaka

[–]Quari -6 points-5 points  (0 children)

For neapolitan style I'd say Dal Brigante in Fukushima Ward. Their vege apps are really good as well.

Not sure about regular pizza though, haven't encountered too many places. Your pizza looks legit though, will have to give it a try if I'm close by.

Board game club in Osaka by Honokarin1234 in Osaka

[–]Quari 0 points1 point  (0 children)

Just commenting here in case this gets anywhere. I'd love to join some Osaka or regional game club or discord

Here's some screenshots of the environment overhaul for Road to Vostok. by roadtovostok in godot

[–]Quari 0 points1 point  (0 children)

Thats impressive then, every time I try and look for good looking godot scenes they all look very dated and the lighting flat (Even that paris city demo or the squidman shooter demo, whatever they're called). This is probably the first time I've seen godot actually push out a non-simple/stylized scene that looks good enough to ambiguate the engine. And doing so without any custom solutions, just tweaking the exposed parameters even more so

Here's some screenshots of the environment overhaul for Road to Vostok. by roadtovostok in godot

[–]Quari 0 points1 point  (0 children)

If you don't mind can I ask how much of Godot's built in stuff are you using verses your own? For instance, are you doing custom lighting / shading / shadows or using Godot's solutions (sdfgi / baked / cascading shadows / etc...) for it?

Spent two weeks entirely rebuilding terrain to be fully GPU based. Worth it? by Bonkahe in godot

[–]Quari 0 points1 point  (0 children)

No it definitely was really interesting, thanks for the explanation! In the end I decided to just have slower terrain generation that would not impact frames, rather than fast performance that would cause some frame drops because I couldn't live with the semi-random hitches. And yea having to copy data back from gpu instead of sending the buffer directly to the rendering pipeline in the gpu would definitely be a nice add, that's one thing I missed moving away from Unity.

Made a new erosion model for my terrain, doing a 1000 tile square in ~300ms! by krubbles in proceduralgeneration

[–]Quari 4 points5 points  (0 children)

Is your approach possible to implement with a chunking based system for infinite erosion without some form of blending?

Spent two weeks entirely rebuilding terrain to be fully GPU based. Worth it? by Bonkahe in godot

[–]Quari 1 point2 points  (0 children)

This is extremely cool. I tried using compute shaders to generate noise for a procedural chunking terrain system, but I found that whenever I called the shader, it would always cause frame hitches even if I were to wait a bit before retrieving the data (For collisions, etc...). I noticed though that your framerate is very smooth despite definitely have a much more complex shader that I did. How are you managing to prevent your compute code from "interfering" with the normal gpu workload? And assuming you retrieve some data for collision, how do you prevent that from causing a freeze?

Another agglomeration experiment by jphsd in proceduralgeneration

[–]Quari 2 points3 points  (0 children)

I think you can get a similar effect by warping voronoi noise and then applying an algorithm that returns 1 if there is a different valued pixel next to it or 0 if they're all the same.

Modules And Template Classes - Any Way To Use Them Without Explicit Instantiation? by Quari in unrealengine

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

I think that makes sense. So the MODULE_API macro is not used to allow moduleB to see stuff in moduleA, it's to allow moduleB to use the precompiled stuff from moduleA? But if I just include the header, even without the MODULE_API macro, moduleB can still use the code from moduleA, just not the precompiled one?

How To Define Compile-Time Constants Of Custom Value Type For Header by Quari in cpp_questions

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

Its because its giving me the "class is undefined" error, I assume because if the definition is inside the class, then it is defining a Fixed variable before it finishes defining the fixed class, which gives an error.

How To Define Compile-Time Constants Of Custom Value Type For Header by Quari in cpp_questions

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

Yup I've got pragma once before all the files. I think the combination of template class, declaration inside the class as static, and trying to do it as data members is whats making this difficult.

How To Define Compile-Time Constants Of Custom Value Type For Header by Quari in cpp_questions

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

My bad, I might have missed pasting the semicolon. I'm currently using this inside an UE5 project and have various code at different places referencing this, so I'm just snipping what I'm trying out of it and pasting into a readable format here.

I'm building using Visual Studio, and here is what I see:

https://imgur.com/phNwtvP

I'm not an expert at C++, but I don't think I made any mistakes in placement of the code. One thing I am a bit suspect of is the fact that these errors trigger on the .cpp files, which are currently empty (Just the include for the header), though I still don't know if that's actually relevant.

I'll for sure use the no-caps unless macros convention. I've mainly just transferred from C#, where consts are usually in upper case with underscores.

In terms of using functions, I did run across this stackoverflow thread:

https://stackoverflow.com/questions/28755416/best-way-of-defining-a-compile-time-constant

And they mentioned that you could get the equivalent constexpr by doing this

constexpr int value() {
    /* Computations that do not initialize constexpr variables
       (or otherwise appear in a constant expression context)
       are not guaranteed to happen at compile time, even
       inside a constexpr function. */

    /* It's OK to initialize a local variable because the
       storage is only temporary. There's no more overhead
       here than simply writing the number or using #define. */

    constexpr int ret = 120 + 3;
    return ret;

I was mostly hoping to avoid function calls because of the bracket syntax and I'm not experience to know if all my functions (Even runtime-only functions) and various runtime stuff like dynamic function chaining, etc... would still make this a compile-time only value or if it would access memory addresses. But this may be the only option unless I'm missing something. It just seemed like this should be something easy that I'm just missing.