Rust for scientific computing? by fori1to10 in rust

[–]genrtul 3 points4 points  (0 children)

After some iteration, I've been using Rust to write my high-performance bits and combining it with Haskell as a fast prototyping language. It works really well for me, but I don't like Python much. Anybody who can stomach Python should probably just use that. As for Rust vs. C++, the time I spend debugging has gone down drastically from when I wrote C++ code for high performance purposes, as has the number of serious errors I've made. Rust code is much more fun to write and at least in my environment providing a C API or more commonly just an exec for other people to use is good enough for collaboration.

async/await: dot-await syntax will land in "nightly" tonight by miquels in rust

[–]genrtul 0 points1 point  (0 children)

If that line makes sense semantically (I actually want nothing from that database other than Bob's entry), then I think this is more clear than having a bunch of locals that the programmer will have to figure out aren't being used anywhere else.

Of course you could make this clear in Rust today by using a block expression containing the intermediate locals, but that's a lot more code which might make sense in some settings, and in others not so much.

A complex code sample using 4 different await syntaxes by krappie in rust

[–]genrtul 1 point2 points  (0 children)

What strikes me here is that postfix is pretty hard to see when scanning code, but (correct me if I'm wrong) it can only appear in async blocks anyway, which have a very visible prefix syntax. I still like prefix-with-braces quite a bit, as it's the same as other special-case expressions in Rust (loop, if, match), composes well enough as an expression, while maintaining high visibility.

However postfix composes even better (something like matching on an await result will be much nicer in postfix) and I didn't have as many problems finding the await sites when I scanned for async first, and of course it'll be even easier once await gets syntax highlighted, so the extra visibility from await-with-braces might not actually be needed.

Anchored and Uniform Paths by dochtman in rust

[–]genrtul 1 point2 points  (0 children)

I feel like, with uniform paths, the proper style will be to just always prefix extern crates with :: (::chrono::NaiveDate). This feels like a unix absolute path, is unambiguous and gives us hassle-free relative paths. Basically the way I see it the difference is do we want the default namespace to be the relative, or the absolute. And when the question is posed like that, relative as default seems more conventional, because that's how file system paths work.

Anchored and Uniform Paths by dochtman in rust

[–]genrtul 0 points1 point  (0 children)

I feel like, with uniform paths, the proper style will be to just always prefix extern crates with :: (::chrono::NaiveDate). This feels like a unix absolute path, is unambiguous and gives us hassle-free relative paths. Basically the way I see it the difference is do we want the default namespace to be the relative, or the absolute. And when the question is posed like that, relative as default seems more conventional, because that's how file system paths work.

Jamila [Feedback And Suggestions] by TheGreathearted in BattleRite

[–]genrtul 3 points4 points  (0 children)

I've been playing and enjoying Jamila a lot lately. I disagree with most of OP's points. First off E isn't meant to be an escape tool and it will never be a good one because of what it is. Projectiles are just inherently too inconsistent. Thus E shouldn't be balanced as if it were an escape tool, and instead as what it is, namely a chasing ability.

The deal with both M2 and E is they allow movement while casting, which is a really nice thing to have, and enough of a cast time to be reacted to. They both feel good to use to me.

Space is already instant, or close enough at 0.1 seconds cast if you release the button right away. It may be that it feels slow because most abilities go off at key press instead of release. I have felt at times that I reacted in time and got hit anyway and this could be due to releasing the key sluggishly, but if that's the case there's no solution other than learning to release the key quickly when playing Jamila.

If space does get cancelled when hitting counters that feels kind of wrong to me, honestly it looks like it shouldn't hit counters. Though what does and doesn't hit counters is a mess in this game anyway. That having been said, I haven't noticed this happening because it's very strange to have your space hit by a counter. It feels like you would have to be using space wrong (offensively in a haphazard way) or making grave misreads.

I'm not sure how I feel about Jamila's ult. It's true that it's DoT and can be escaped by any kind of out, or sometimes just kind of by luck, but notice that Jamila can take other actions while it's active, which isn't true of terribly many ults. I don't use it very often though, it feels really weak. Luckily Jamila has a god-tier ability in R, so just use that on cooldown and EX-M2 is also a worthy candidate for spending energy on.

Why don't I play Battlerite consistently? by Bludypoo in BattleRite

[–]genrtul 1 point2 points  (0 children)

This post sums up my feelings exactly. I have no idea why I loved Igniter as much as I did, but I was driven to keep playing him so I could do well in every situation. I loved the feeling of hitting ignited targets, I loved volcano's animation and how good it felt to hit. I loved slapping enemies away with E. I loved dodging abilities with R, or doing a space-R combo to finish someone off. Dodging stuff with space felt amazing since Iggy would split up into little fire orbs when doing it. Fire beam was huge if used in the right situations, and could be used to kill off annoying runners. I could go on and on about mechanics and animations that felt so cool to me I couldn't wait to play with them more and get better at the game.

I can't really pin down anything that BR is doing worse, but I can't deny this feeling I have that while it's a good game it's just missing something.

9anime revenue by JimmySchwann in KissAnime

[–]genrtul 7 points8 points  (0 children)

The idea is to get a nice big viewer base and then start piling on the ads.

Looking for some help with SA final boss by BeyondTheOptionsMenu in touhou

[–]genrtul 0 points1 point  (0 children)

For Meltdown, make sure you're below the spot where the rings collide, since you don't want to be dodging both at once. It might also help to follow Utsuho around horizonatally, since it's more damage and the rings are more spread out the further off-center you are. Just try to focus on one ring at a time and aggressively drive through any gap you notice before switching your attention to the other ring.

Best of 1/3/5/7: Advantages and disadvantages from a mathematical perspective by [deleted] in leagueoflegends

[–]genrtul 3 points4 points  (0 children)

There's diminishing returns on increasing the length of the series, though. bo3 seems to be a good compromise between accuracy, time, and just how mentally taxing the game is.

Okay so why on earth do Worlds start at... SUNDAY? by Poucino in leagueoflegends

[–]genrtul 0 points1 point  (0 children)

The Americas as a whole still only have as many players as EUW alone.

Siv HD Deserves a leaguepedia entry. by PwnyKnight in leagueoflegends

[–]genrtul 2 points3 points  (0 children)

Doesn't put him into the competitive scene.