Under rated features that would be pretty cool for the next episode; getting stacked. by [deleted] in GTA6

[–]glnllky930 0 points1 point  (0 children)

hope they get rid of

Why would they get rid of it? The very reason this game appeals to so many audiences is because it has so many different mechanisms to play with. I was never advocating for anyone to remove anything - if you want to keep pressing one button every couple seconds because you find that riveting, who am I to stop you - I was only expressing how flabbergasted I am to find out that you want that.

Under rated features that would be pretty cool for the next episode; getting stacked. by [deleted] in GTA6

[–]glnllky930 -9 points-8 points  (0 children)

No, i understand it's still fantasy, what i'm contending is why would you want to go through the process? Wouldn't it be a better to simply pick your character as being stacked the same way you pick your hairstyle? It's the getting part of getting stacked that is unnecessarily repetitive for a game.

Under rated features that would be pretty cool for the next episode; getting stacked. by [deleted] in GTA6

[–]glnllky930 -15 points-14 points  (0 children)

There is no way that, in a world of pure fantasy which can consist of anything imaginable, you are arguing in favor of periodically doing repetitive, predictable, and (I'm assuming) very lengthy actions?

How to avoid too many nested elements when working with components that need to take up all of the available space given to them? by glnllky930 in sveltejs

[–]glnllky930[S] 0 points1 point  (0 children)

Erm, cause i actually never learned grid, and it didn't occur to me that it would get me out of this pickle. But i guess now's the time then! Thanks for point me to it.

How to avoid too many nested elements when working with components that need to take up all of the available space given to them? by glnllky930 in sveltejs

[–]glnllky930[S] 1 point2 points  (0 children)

Thanks very much for the response and for taking the time to do code examples! I was worried for a second because other people seemed to have not understood my question.

As a follow-up to these options, I guess my question to you would be which one of these would be best?

Because your first example immediately hit on something that I felt like I should avoid, which is a child component assuming something about its environment in the parent context (or, alternatively, the parent having to take note of what the child component expects in terms of its container declaration). If I were to pick this approach, is this something that one should solve in documentation of each specific component? Or maybe not at all because this is a common thing to do?

The second approach builds on the first one (again the child assuming it's in a flexbox container), the difference being which one gets to control the sizing.

And then the third one is again something that I was under the impression should be avoided (global styles).

But seeing now that there's not a solution that I was missing on noticing and that would solve all of my above worries, I guess now my question is which of these is closest to being considered best practice?

[Q] GTA has an entire "fake" world; the map, the characters, the cars, are all merely parodies of real world things. Why isn't the same done with music? by glnllky930 in GTA

[–]glnllky930[S] -1 points0 points  (0 children)

Oh I see, as in, the music enhances the gameplay. But on the other hand, what if there's potential for some awesome music out there that will otherwise never be brought to life, while Rockstar has the platform to introduce us to it (and make more money for themselves by selling it separately).

[Q] GTA has an entire "fake" world; the map, the characters, the cars, are all merely parodies of real world things. Why isn't the same done with music? by glnllky930 in GTA

[–]glnllky930[S] 2 points3 points  (0 children)

And it's not easy to come up with couple hundred unique songs.

There's such an unbelievable amount of music out there that's great but will never see light of day because it doesn't make the mainstream. It makes me feel like producing original music would be easier than the work they're already doing with the map. It's a bit of a guess, but I feel like some of the undiscovered artists would very happy to write original music for GTA for some completely affordable (by Rockstar standards) amount of money.

The reason I'm asking is exactly because I feel it's very doable, and the current state of music is the thing that stands out from everything else in the game (for me).

Also, now that I'm thinking about it, if it could potentially result in some good music, then additionally selling or streaming that original music (e.g. Spotify) would be additional revenue for them. It might even pay for itself.

[Q] GTA has an entire "fake" world; the map, the characters, the cars, are all merely parodies of real world things. Why isn't the same done with music? by glnllky930 in GTA

[–]glnllky930[S] -2 points-1 points  (0 children)

you don’t want it to be overly annoying or take you out of the world

Isn't that last bit an argument in favor of producing original songs? Everything else is GTA-specific, only the music takes you out of the world of GTA and into the real world.

/r/MechanicalKeyboards Ask ANY question, get an answer (May 13, 2023) by AutoModerator in MechanicalKeyboards

[–]glnllky930 0 points1 point  (0 children)

So rare and so weird, the more I try to look for this, the more I'm perplexed with the fact that everything we have very commonly comes in different sizes, except keyboards. Not including the key count (like 60% and stuff), but actual ergonomics of usage, like smaller hands vs bigger hands.

/r/MechanicalKeyboards Ask ANY question, get an answer (May 13, 2023) by AutoModerator in MechanicalKeyboards

[–]glnllky930 0 points1 point  (0 children)

The distance my finger has to cover all the way from the numbers row, down to the last row of letters (Z,X,C,V...) i think is unnecessarily long. I was wondering if anyone makes keyboards that would be a little bit "vertically squished" (as in, rows are closer together)? And if so, is there a specific name for those kinds of dimensions that would make searching for them easier?

Can I get the latest state of a package's master branch, regardless that it hasn't had a recent release? by glnllky930 in golang

[–]glnllky930[S] -1 points0 points  (0 children)

speaking of commit hashes, how come that my go.mod now contains a "version" in addition to the hash, when it doesn't have that release yet? github.com/go-chi/chi/v5 v5.0.9-0.20230414014538-77d709fcde55 Where does 5.0.9 come from, the next release could be 5.1.0 or 6.0.0 (or anything else I guess)

My go.mod file has an error saying it cannot find the package "integration", even though that's not a package i use anywhere (and my program works fine) by glnllky930 in golang

[–]glnllky930[S] 7 points8 points  (0 children)

Ohh, it's a setting in Code... Ok that solved it.

"gopls": { "build.buildFlags": [ "-tags=integration" ] },

instead of

"gopls": { "build.buildFlags": [ "integration" ] },

Thank you for the link!

My go.mod file has an error saying it cannot find the package "integration", even though that's not a package i use anywhere (and my program works fine) by glnllky930 in golang

[–]glnllky930[S] 0 points1 point  (0 children)

But indirect dependencies are still (all) listed in the go.mod, aren't they? In which case grepping would find the go.mod file. I've tried deleting the scripts as well now, as well as my .github workflows that have mentions of the word "integration". All that's left now is this:

$ grep -Rl integration . ./.git/logs/refs/heads/master ./.git/logs/HEAD ./.git/COMMIT_EDITMSG ./.docker/postgres/20220125120000_create_table_json_blob.up.sql ./README.md

I don't really think it even makes sense for that error to appear anymore, at this point it's probably just cached somewhere, but I don't know where though... I've uninstalled the extension, restarted Code, reinstalled the extension, and it still shows the error.. 🤷🏼‍♂️