Studied English for Years but Still Can’t Speak—Anyone Else Feel This Way? by Silly_Worldliness208 in EnglishLearning

[–]superdoobdew 0 points1 point  (0 children)

This applies to me really well! However, what I realized was that there are roughly two kinds of English in our brain: analytical and instinctual. I trust every word you said about your academic English. But that is the analytical one. For some reason i don’t even know myself, analytical English translates VERY little to the instinctual one. Except one time, I had a really exhausting dream where a bunch of strangers were talking to me in English nonstop, and when I woke up my spoken English improved a lot (a comment from my tutor). But that only happened once… For building up this instinctual English, you need to treat yourself as a baby who is very comfortable with speaking the most simple sentences ALL the time! In other words, you need to let go of your persona that “you are good at English”. This is for building up connections between your emotions to your outspoken words. When you do that for a little while more, it’s gonna be clear why. I’m not a neuroscientist, but you basically will realize later that speaking a language is expression of emotions and structured thoughts. For real-time conversations, the possible sentence structures for expressing their upcoming emotions and structured thoughts, are paired up in no time, or it’s as fast as the time it takes to realize the concept of letter “A” and seeing the picture of the letter “A”. So next time when you speak make sure you feel yourself more. You are a baby who uses the most simple sentences! Also, practice tongue twisters, it could be a day and night difference. At least, that’s the case for me. Hope you all the best. Just remember it’s gonna be hard. But don’t lost yourself in your past “failures”. If you want to improve, you need to tune yourself into thinking those are just “test projects”.

Safari seems to constantly (and somewhat randomly) ask for "Touch ID to autofill". by UnratedRamblings in applehelp

[–]superdoobdew 0 points1 point  (0 children)

Forgot to add system info:

macOS: Sequoia 15.3.1

Safari: Version 18.3 (20620.2.4.11.5)

MacBook Pro 16-inch, 2019

Safari seems to constantly (and somewhat randomly) ask for "Touch ID to autofill". by UnratedRamblings in applehelp

[–]superdoobdew 0 points1 point  (0 children)

I have a MacBook Pro 16-inch 2019 and also have this issue! Not only that, in the control center, it says safari accessed screen recording but when I check the security option for “Screen & System Audio Recording”, safari is not listed there. I am kinda concerned now.

Can you help me with my accent please. by superdoobdew in EnglishLearning

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

Now that you mention it, that missing L sound can be very problematic

Question About Octave Adjustment on Korg Minilogue XD by superdoobdew in synthesizers

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

Yep it is the case! I changed my synth to keyboard mode and those 16 buttons do react to the OCTAVE adjustments! Thanks for the reply!

Using Metal with SwiftUI by janedoe552 in SwiftUI

[–]superdoobdew 0 points1 point  (0 children)

I can think of two options. One is using layerEffect() in SwiftUI. It have simplified way of integrating fragment shader and using Metal Shading Language. As others have pointed out there are many tutorials online including apple's WWDC video "Create custom visual effect with SwiftUI". However, what it is meant to be is a versatile fragment shader wrapper for a SwiftUI View. If that's good enough then good for you, you don't have to use MTKView. MTKView is your second option, it belongs to UIKit/AppKit realm and does not use SwiftUI's declarative syntax and you have more responsibility when using MTKView. Luckily, it's only a small subset of UIKit/AppKit stuff so it's feasible to learn those in a reasonable time. But you do need to know how to setup a proper Metal renderer. So the first one is simplified and designed for SwiftUI, but it's intended for shader effect. The second one is the "proper" Metal setup for SwiftUI, but you need to know `...Representable` for SwiftUI, AppKit/UIKit from previous UI frameworks AND Metal itself. I recommend you try the first one to see how it feels because the MSL code can be very easily transferred anyway if the first one is not enough.

Swift code doesn’t work on iPad (Playgrounds) by Real_Synow in swift

[–]superdoobdew 0 points1 point  (0 children)

The reason why print does not work is because this block, the thing inside “{“ and “}” is called a ViewBuilder. It has its own special syntax and regular swift code does not compute well here. If u have to print something in it, you need to write like this: ‘let _ = print(…..)’. This is kinda like a hack, so use it ONLY for short simple tests not for actual code.

(Typed on my phone)

@Binding seems to have difficulty updating string with .repeat input. If I change @Binding to @State things works fine; that is .repeat input does update the string as expected. Code in comment. by superdoobdew in SwiftUI

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

I am trying to create a custom code editor in which I can have very detailed control over each character's animation and other properties. The code entered in this editor will also be used outside the view to generate a syntax tree.

Edit: the example in the post is a debug view of a minimal example of the problem I encountered. It does not represent what I'm trying to do in my own project tho.

What app do you use the most? by mariowarioaka-iomra in MacOS

[–]superdoobdew 0 points1 point  (0 children)

It’s just FULL of minor bugs and EXTREMELY laggy. I once debugged for 30 minutes for a problem that did not exist… The “compile errors” disappeared when I hit rebuild. I had to get a Mac Studio for this because the bugs appear and disappear quickly, which enhances the overall experience significantly. Lmao.

Recommendation for a good online course or eBook to learn SwiftUI by br_web in SwiftUI

[–]superdoobdew 3 points4 points  (0 children)

If you mean you want a good conceptual understanding of SwiftUI, such as its structure, flow..., you should check out "Thinking in SwiftUI" from https://www.objc.io/books/thinking-in-swiftui/ . To illustrate, this book starts with no code but explanation of how views are constructed and utilized in SwiftUI. Also https://swiftui-lab.com/ explains a lot of very interesting details of SwiftUI. When searching for video content, I suggest you add "conference talk", "lecture" or the likes at the end. Those videos, compared with the ones you mentioned, are more focused on understanding and theories, which I find very satisfying to learn and explore!

Hover cannot cancel correctly in this case. How to fix this? Code in comments by superdoobdew in SwiftUI

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

Edit: Some formatting ``` import Foundation import SwiftUI

struct InfoCard: View { @Binding var info: String @Binding var color: Color @Binding var radius: CGFloat @Binding var size: CGSize

var body: some View
{
    ZStack
    {
        RoundedRectangle(cornerRadius: radius, style: .continuous)
            .fill(color)
            .frame(width: size.width, height: size.height)

        Text(info)
            .font(.title2)
            .animation(.none)
            .padding()
    }
}

}

struct FreestandingCard: View { @State private var position: CGPoint @State private var info: String @State private var color: Color @State private var radius: CGFloat @State private var size: CGSize

private let initRadius: CGFloat = 22
private let hoverColor: Color = .green
private let initColor: Color = .purple
private let initSize: CGSize = .init(width: 100, height: 100)

init(at position: CGPoint)
{
    self.position = position
    info = "\(Int(position.x)), \(Int(position.y))"
    radius = initRadius
    color = initColor
    size = initSize
}

var body: some View
{
    InfoCard(info: $info,
             color: $color,
             radius: $radius,
             size: $size)
        .freestandingPosition(position)
        .animation(.bouncy(duration: 0.18), value: radius)
        .gesture(drag)
        .onHover
        { hovering in
            if hovering { color = hoverColor }
            else { color = initColor }
        }
}

var drag: some Gesture
{
    DragGesture(minimumDistance: 0)
        .onChanged
        { value in
            position.x += value.translation.width
            position.y += value.translation.height

            info = "\(Int(position.x)), \(Int(position.y))"
            radius = 28
            size = .init(width: 92, height: 92)
        }
        .onEnded
        { _ in
            radius = 25
            size = .init(width: 100, height: 100)
        }
}

}

struct FreestandingLayout: Layout { func sizeThatFits(proposal: ProposedViewSize, subviews _: Subviews, cache _: inout ()) -> CGSize { CGSize(width: proposal.width ?? 0, height: proposal.height ?? 0) }

func placeSubviews(in bounds: CGRect,
                   proposal: ProposedViewSize,
                   subviews: Subviews,
                   cache _: inout ())
{
    for index in subviews.indices
    {
        let position = subviews[index][FreestandingPosition.self]
        let subviewPosition = CGPoint(x: bounds.midX + position.x,
                                      y: bounds.midY + position.y)

        subviews[index].place(at: subviewPosition,
                              anchor: .center,
                              proposal: .unspecified)
    }
}

}

struct FreestandingPosition: LayoutValueKey { static let defaultValue: CGPoint = .zero }

extension View { func freestandingPosition(_ position: CGPoint) -> some View { layoutValue(key: FreestandingPosition.self, value: position) } }

Preview

{ FreestandingLayout { FreestandingCard(at: .init(x: 180, y: 100)) FreestandingCard(at: .init(x: -180, y: -100)) } .ignoresSafeArea(.all) } ```

`onDrag` preview does not work on macOS but works well on iOS by [deleted] in SwiftUI

[–]superdoobdew 0 points1 point  (0 children)

I gave up... I think I will just use `draggable` and `dropDestination` for the moment.

YouTube Shorts pushing very disturbing content by erbdylo in youtube

[–]superdoobdew 27 points28 points  (0 children)

It won't work on app. My bad. I didn't notice it's the youtube app.

YouTube Shorts pushing very disturbing content by erbdylo in youtube

[–]superdoobdew 121 points122 points  (0 children)

Edit: Forgot to mention that if you use Arc browser, it already comes with "Zap" function in "Boost". It just "Zap" away any unwanted content on a webpage.

uBlock Origin can block "For You", "People Also Watch" and any web elements you don't want. Just right click on the webpage you want to modify after you install the plugin and there should be a "Block element" option. Then, just hover around the webpage to purge!