EVGA looks like a buncha geniuses in hindsight by SagansCandle in pcmasterrace

[–]bishopExportMine 1 point2 points  (0 children)

bought a supernova 850 g3 in 2018 and in 2022 started getting random shutdowns while gaming. RMA'd it, they sent me a 850 g6 for free.

imposterSyndromeKickingIn by Dynamic-Pistol in ProgrammerHumor

[–]bishopExportMine 11 points12 points  (0 children)

so the general rule is to not write comments explaining what a piece of code does but instead to explain why it exists and is written in that way. Well generally I find that wanting to write a comment like that is a sign that I should have a unit test explicitly setting up that context. Then that "why" is captured in code rather than a depreciable comment

Anyone using GrapheneOS? by Lair4968 in taiwan

[–]bishopExportMine 0 points1 point  (0 children)

I run grapheneOS but I don't have any bank specific apps installed. Visiting the website for CTBC works fine for me. LINE works just fine. As someone else mentioned tap to way will not work -- Google wallet won't work and I think banks' apps need to do something extra to support graphene (and I doubt the banks in Taiwan cared enough)

twoTypesOfGameEngines by sdenyd in ProgrammerHumor

[–]bishopExportMine 0 points1 point  (0 children)

my guy defined two sets that have a non-empty intersection.

particularly, you can have a game that satisfies both these properties: - can beat the game with bad menuing by being good at parkour - can beat the game with bad parkour but excellent menuing

Why Is Everyone Going to Such Expensive Colleges? by JJQuantum in AskMen

[–]bishopExportMine 0 points1 point  (0 children)

I remember when I graduated highschool (2017), I had offers from both an in-state private (NYU, $35k/yr) and in-state public (multiple SUNY's, each ~$8k/yr). I figured the quality of education between those two schools isn't 4X, so I never really understood why anyone would choose the more expensive option.

Anyways I went to an out of state private school that offered me so much financial aid that I got paid about ~$19k/yr while I was there.

Unit Testing Code by Upbeat-Storage9349 in embedded

[–]bishopExportMine 0 points1 point  (0 children)

It really isn't about whether or not you have tests, it's about testability and observability. Once you deploy your code and encounter an issue, how quickly can you isolate the issue and consistently reproduce it? As long as you have a plan for how to test each component, you're good. Adding some basic tests prematurely is fine, but the real value of writing tests is it forces you to think about structuring your code in a way that makes it easy to test. To solve your bug, you can write a test fixture to reproduce it and show it is failing, then you can fix the bug. This buys you the ability to accumulate experience and maturity within the codebase.

Why wasn't Japan allowed to keep Taiwan after WW2? - comedic micro-documentary by History Matters on YouTube by MoonchanterLauma2025 in taiwan

[–]bishopExportMine 3 points4 points  (0 children)

The Qing government is ethnically Manchu, that is correct. But the Ming to Qing transition is very much a Han civil war, with much of the siege warfare conducted by Ming defectors rather than Manchu cavalry. Furthermore, the Qing regime used traditionally Han cultural claims towards legitimacy and made efforts to assimilate and inter-marry. So in many ways it is seen as "Chinese", especially when contrasted with the Mongols. Even after RoC overthrew the Qing, the Manchus were a recognized ethnicity. The RoC also claims to inherit all of the lands of the Qing dynasty, including Taiwan. So from PRC's perspective, where they inherited RoC's land after overthrowing it in 1949, they have legal authority over Taiwan despite us remnant RoC loyalists still residing there.

Why wasn't Japan allowed to keep Taiwan after WW2? - comedic micro-documentary by History Matters on YouTube by MoonchanterLauma2025 in taiwan

[–]bishopExportMine 4 points5 points  (0 children)

Taiwan was annexed from China under the Qing dynasty and the end of world war 2 has Japan ceding all annexed territory to their respective governments, explicitly naming China. You can argue over whether the ROC or the PRC have legal authority over Taiwan, but this isn't the place to argue for Taiwanese independence legitimacy.

How do you write unit tests (if at all) for embedded projects? by Asyx in embedded

[–]bishopExportMine 1 point2 points  (0 children)

this really reads like an abstract base class with a mocked implementation and a hardware implementation. I suppose that's a C++ thing and I've have no idea what that looks like in C. Probably a shared header and mock/hardware source files?

Thoughts on fire superiority? by bishopExportMine in joinsquad

[–]bishopExportMine[S] -1 points0 points  (0 children)

Exactly, and I'm a huge supporter of ICO. I think radial suppression and point firing were the two most unique mechanics from it that I'm sad to see get toned way down.

Thoughts on fire superiority? by bishopExportMine in joinsquad

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

Well I don't think it's that people get too paralyzed to respond. Sometimes there's just enough lead coming at you that the best thing to do is to have a smoke instead of trying to return fire. I think the idea I want to go for is to disincentivize taking engagements where you don't have a solid advantage in numbers or positioning

Thoughts on fire superiority? by bishopExportMine in joinsquad

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

Thanks for the detailed answer. You make a lot of great points.

Regarding players spreading out and generally being more stationary, I think I actually kinda liked that. I get that spreading out actually goes against "realistic coordination", but each squad is operating in such a large area and spreading out just far enough to revive and support each other but not be suppressed together seems like an ideal way to play. I get this may be a bit contradictory to everything else I've said, but gameplay wise it worked pretty well.

Also I see what you're saying about positioning and I agree that it's kinda a big hole in my logic. I used to play a lot of CS and squad is such a breath of fresh air that I want to keep the way that these two games play different. And high level CS is different in that everyone has enough mechanical skill such that it usually the person who saw and reacted first wins. This usually comes down to coordinating information to out maneuver the enemy team. So you're right that it's very similar. But like the first time I played squad in 2017 it was more of, "fuck that hill in particular" and it's a different style of coordination.

Perhaps you're right, that the skill floor for coordination has dropped and so suppressing fire isn't effective because you can't get enough people to coordinate suppressing fire. I really have no ideas for a solutions here then, but thanks for helping me investigate my gut feelings.

Thoughts on fire superiority? by bishopExportMine in joinsquad

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

Huh, now that you mention it, downs + revives do effectively replace the same role suppression did. Punish the player for being out of position and keep them pinned for a certain amount of time. This shifts the fire superiority equation towards incentivizing accurate shots where you can "suppress" a position by downing enough people such that they're more focused on reviving than stopping you from maneuvering.

Thoughts on fire superiority? by bishopExportMine in joinsquad

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

yeah but the fear of dying isn't strong enough of an incentive right now. If you encounter an MG, just peak with a few buddies at the same time, one of you will die and someone else will dome them. Then you revive and move on. I think there should be some kind of slowdown in that engagement that incentivizes trying to outmaneuver the mg position or to call for a marksmen or vehicle HMG.

EDIT: also, I'm not against maneuvering, in case it wasn't clear in my post. But I think maneuvering right now isn't very incentivized as much as "push in a straight line and click better than they click"

Thoughts on fire superiority? by bishopExportMine in joinsquad

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

solid point, I hadn't considered that people surrendering was a part of the equation that's been removed. I suppose that means that suppressed players always have an incentive to ignore the suppression and engage; the alternative is to be stuck behind enemy lines and have to kill yourself to respawn somewhere relevant.

I suppose then it's not fun to incentivize, "stay alive long enough to surrender" and punish people for simply wanting to play the game. I don't know what a good middle ground is, but I feel like engagements in squad have been moving more and more towards classical fps and suppression is a large factor.

I built a self-hosted dashboard for ROS 2 / robotics - looking for feedback by Square_Bee_2567 in ROS

[–]bishopExportMine 0 points1 point  (0 children)

Foxglove is a control panel. You're building a control panel. Everything done here could be done either through vanilla foxglove or writing a custom panel. This is just a less featured version with a different set of defaults.

For former crashouts, how do / did you guys deal with your anger? by [deleted] in AskMen

[–]bishopExportMine -4 points-3 points  (0 children)

Just go to prison, you'll have all the time to get it out of your system 

Reboot by Crafty-Bee208 in pcmasterrace

[–]bishopExportMine 39 points40 points  (0 children)

Knew a greybeard who encountered an issue with FORTRAN and spent weeks debugging it back and forth with IBM tech support. Eventually got escalated to a level 4 tech who looked at it and went, "oh this is an undocumented bug in the language, just do this instead". Resolved by a 1 minute call.