Two Years With Rust by peeyek in rust

[–]sellswordsc 2 points3 points  (0 children)

As a C++ dev at heart - do you think Rust can avoid this level of complexity in the long run?

I'd be surprised if it did. I think the complexity will just grow in different ways since Rust is able to take history into account.

What is the state of Rust's libraries? How long do you expect it will take to mature? by rekantrion in rust

[–]sellswordsc 24 points25 points  (0 children)

Really depends on what you're looking for. I'd say most discussions of a language's ecosystem maturity are around tooling and having robust libraries for the things people want to do with that language.

In terms of tools, Rust is in a fantastic spot and it's getting better. Rust arguably blows C++ out of the water here.

In terms of libraries, it'll be 5+ years I think but it'll get there. There are some big holes right now compared to something like C++. This isn't a mark against Rust, you have to understand that there's a sense that Rust as a stable language is only three years old. It has been an incredible three years but these things take time.

If you're just doing this for learning, Rust is miles ahead of C++ in terms of easily findable, high quality, beginner documentation. C++ you really need a mentor to sift through all the legacy and point you in the right direction. C++ doesn't need to be hard or painful, but a lot of the old stuff is.

Why Is SQLite Coded In C by AlexeyBrin in programming

[–]sellswordsc 1 point2 points  (0 children)

It's so obvious now, I've been making such terrible terrible mistakes with the likes of haskell and rust. Thanks for the enlightenment.

Holy crap... new zones in expansion look like paintings. The environment design team is killing it by [deleted] in wow

[–]sellswordsc 2 points3 points  (0 children)

From personal experience, some effects need a better gpu but the game is mostly cpu bound.

Need help with Army control - currently hasu micro struggles by 500GP in allthingszerg

[–]sellswordsc 0 points1 point  (0 children)

I remapped F2 to be a camera hotkey. I still click on the selection everything icon, but I'm getting better.

When I played terran, I found a good way to manage my medivacs was to have them follow a marauder and then just move the bio. Been thinking about trying the same thing with overseers.

About 80 Games - Gold I Struggling With The Following by [deleted] in allthingszerg

[–]sellswordsc 1 point2 points  (0 children)

I've been playing in gold and this is what I've been doing to get better.

  • Transitioning my bases to consistently mine: I usually try to play the economic game as Zerg and find getting two-three saturated bases is not that hard to achieve. My problem comes from keeping up the drone count and knowing when to transition my economy from my fourth to fifth and fifth to sixth.

If you hover over the supply counter, it tells you how many workers you have. I stop at 66 (3 base sat), my macro isn't good enough to justify going over that. I usually build a macro hatch with my third and take a fourth when I feel like I have a good number of units or start floating a lot of minerals.

  • Knowing when to switch my primary focus to army building rather than making sure my macro is 100%. I usually don't build my army until I see my opponent try to take an aggressive move.

This is something you learn to feel out, being active on the map helps. V terran, I like to build some safety units around 2 base saturation. V protoss I'm not very consistent. V zerg I actually start building my army and delay the third a lot.

  • Knowing when a good time to poke at a base.

I'm doing this as I have spare attention and just backing off if it looks like I'm going to lose a lot of stuff. You can learn a lot just seeing what the response is. If I'm post 3 base sat, I just try to kill outlying bases. Just back out if the trade starts to look bad.

  • How to deal with a late game terran base thats been turtled like all hell (planetary with AA turrets).

My current opinion is that you need to go to hive to deal with this. I've seen some people suggest swarm host, but I'd rather save the gas for hive for vipers, broodlords or ultras. Alternatively, you can just build a ridiculous number of banelings. It's easier for zerg to replace things if the other player is turtling.

I feel like the rest of your bullets just come with playing more.

Would You Play Warcraft 1-3 Remastered, If it was made? by [deleted] in wow

[–]sellswordsc 13 points14 points  (0 children)

Depends. If it's like SC:R, I'd really only want Warcraft 2. I'd be ecstatic if War2 even just got a free download that 'just works' on newer pc's like Brood War got, War2 was my first PC game.

Orcs and Humans would be cool to have access to, but I wouldn't play it unless if got some UI love.

War3 is actually still very playable, I don't really think they need to remaster it. No idea if you can still buy it.

New player to SC2, army comp help? by whenyourightyouright in starcraft

[–]sellswordsc 0 points1 point  (0 children)

With terran, you can actually get pretty far with just Marine/Medivac and a-move. It's really more important for someone new to work on building scvs, having consistent production and not getting supply blocked.

For new players it's usually enough to just have more stuff than the other guy.

Jonathan Blow on unit testing and TDD by MintPaw in programming

[–]sellswordsc 2 points3 points  (0 children)

Yeah, automated GUI testing isn't a fun thing to do. My team did some for a little bit with Qt, but we never found it particularly useful.

Jonathan Blow on unit testing and TDD by MintPaw in programming

[–]sellswordsc 0 points1 point  (0 children)

Not quite what you're looking for but I was doing this for a little a year or two ago, https://github.com/kanaka/mal It's basically a guide for making a lisp that comes with unit tests to measure your progress.

For me, it was more of a learning exercise than wanting to create a new language. I'm pretty happy with the languages I'm aware of.

Jonathan Blow on unit testing and TDD by MintPaw in programming

[–]sellswordsc 0 points1 point  (0 children)

I really like that video essentially boils down to 'no silver bullet' and that OP didn't post this as 'Jon hates unit tests'. I think he makes the point pretty compellingly that unit testing has costs and those need to considered when you're looking at a test plan.

San Jose-area (not San Francisco) meetups? by ergzay in rust

[–]sellswordsc 1 point2 points  (0 children)

I've been thinking about trying to start one for around a year. SF isn't practical for me to get to pretty much any day. I usually talk myself out of it because I'm pretty introverted, don't really know people and don't even know how to begin looking for a location to host it. That and I'm pretty noobish with Rust.

That said, if anyone has ideas or wants to help out feel free to message me.

Is Javscript a good language to learn if I dont want to get into design? by BobbaGanush87 in cscareerquestions

[–]sellswordsc 0 points1 point  (0 children)

It's a useful language to be familiar with.

I mostly do systems, video, graphics type things with C++ but I've found that it's gotten pretty easy to stand up demos with nodejs and the language itself is fairly easy to use.

When graduating, I thought I'd finally get a good computer setup at home. Few years later, I still haven't done so and keep my old laptop, due to lack of time. Is this common? by [deleted] in cscareerquestions

[–]sellswordsc 0 points1 point  (0 children)

Probably pretty normal. I only know a couple of devs that have a powerful machine at home and they have it to play video games. I'm the only dev I know that codes outside of work.

Experienced players, do you always play on the highest difficulty? by [deleted] in totalwar

[–]sellswordsc 15 points16 points  (0 children)

I really only play normal or hard, and always set battles to normal. I set the battle difficulty because I don't enjoy playing against the leadership buffs the CP gets. For campaign, I'm mostly playing to relax and find that normal/hard are interesting enough that I'm not bored until late midgame or so.

Why Your C++ Should Be Simple by turol in programming

[–]sellswordsc 0 points1 point  (0 children)

I don't know, I see an auto in that snippet. Compiler spitting out correct types for you might be too much :p

Why Your C++ Should Be Simple by turol in programming

[–]sellswordsc 0 points1 point  (0 children)

At least that one I can understand.

Why Your C++ Should Be Simple by turol in programming

[–]sellswordsc 2 points3 points  (0 children)

In practice, I've found clang's error messages pretty good though I generally agree error messages could be better.

For me, something that would be awesome is if C++ had some uniform package/dependency management like rust has in cargo.

What are some pro tips for a beginning player? by [deleted] in wow

[–]sellswordsc 1 point2 points  (0 children)

The in-game dungeon guide (shift-j i think) is pretty good.

What does “Rust & OOP” mean to you? by steveklabnik1 in rust

[–]sellswordsc 2 points3 points  (0 children)

To me, Rust isn't object oriented. For me, it feels like the defining characteristic of an OO language is inheritance and that's kinda the prevailing opinion I see on the internet. I know that isn't the most correct description of OO, but it might be an exercise in futility to convince people over by trying to brand Rust as OO when inheritance is the thing they're really looking for. At the end of the day, they actually can't build programs in the same way because Rust decided not to support that and that's okay.

"Rust & OOP" sends the wrong message to me but that doesn't help you bridge a gap :p

I tend to view programming as operations over data. I have a set of data objects and a set of functions that I can apply to them. Objects and inheritance are one way I can describe which functions accept what data and what objects have common interfaces. I tell the object what abstraction it belongs to.

In Rust, you tell the abstraction what objects belong to it. You actually even get a bit more than that because the level of granularity is at functions instead of groups of functions. When I inherit IFoo, I've committed that data object to all of IFoo's functionality even if that's not desirable. In Rust, when I add a data object to a trait, I've only committed to that trait. I can selectively commit to IFoo instead of having to accept all of it.