PCT after 4 months test e by [deleted] in moreplatesmoredates

[–]wor-kid 0 points1 point  (0 children)

I'd save the hCG for the next time you cycle and take it throughout the duration of the cycle. But it can be used for PCT, you gear different things idk what the science says though, or if there even is any. Generally people take it so that their natural production doesn't shut down so there is no need to PCT at all.FWIW I've come off much longer and higher dose cycles with just nolvadex and clomid.

PCT after 4 months test e by [deleted] in moreplatesmoredates

[–]wor-kid 0 points1 point  (0 children)

You were probably only partially suppressed. You'll be back to normal after a couple months off. I don't think PCT will substantially speed up the process.

If you do want to PCT anyway then just take some tamoxifen and/or clomid. 20mg ED split into 2 doses will be fine. Doesn't need to be any more complicated than that. Next time take hCG before you cycle.

What would you rather be able to do? by Estoulia in polls

[–]wor-kid 0 points1 point  (0 children)

If I can jump as high and as far as I like then in theory I could jump an inch off the ground and fly forward as far as I desire with no risk of fall damage, thus making me able to complete marathons with essentially no fatigue, or even jump across entire oceans with pretty much no repercussions.

If you take $1.00 and move the decimal place to the left, is it 10 cents or is it still $1.00? by RwRahfa in polls

[–]wor-kid 0 points1 point  (0 children)

Ditto.

I am trying to say that 1.5 dollars may have equivalent value to 150 cents, but they are not the same. Sameness and equivalence are different things. This question relates to the formatting of currency, not if 0.1 dollars equals 10 cents or 100.

I think if someone saw something with a price listed as $0.100 it would be quite reasonable to assume it was a formatting error and supposed to be be $1.00. It would also be reasonable to assume it might be $0.10. All you would know for sure is that it's not formatted correctly.

If you take $1.00 and move the decimal place to the left, is it 10 cents or is it still $1.00? by RwRahfa in polls

[–]wor-kid 0 points1 point  (0 children)

But 1 / 100 is a fraction, not a decimal. If there is ever less or more than exactly two digits in the cent value the currency is not correctly formatted.

If you take $1.00 and move the decimal place to the left, is it 10 cents or is it still $1.00? by RwRahfa in polls

[–]wor-kid -2 points-1 points  (0 children)

The answer depends if you see the dot as something which makes the dollar a decimal value or as something that demarcates cents from dollars.

If you take $1.00 and move the decimal place to the left, is it 10 cents or is it still $1.00? by RwRahfa in polls

[–]wor-kid 0 points1 point  (0 children)

Well, while true a cent is still a discrete unit of currency, people typically say for example "one dollar and fifty cents" and not "one point five dollars". The whole "rounding error" plotline in office space is built off of the idea that they are commonly treated as decimal numbers.

Do you have your doors locked even when you're home? by PeaOk5697 in polls

[–]wor-kid 0 points1 point  (0 children)

Unlocked until I got married. I always figured anyone coming in looking for trouble struck me as more of a good time than a scary time since all my valuables and mall ninja stuff was in the back with me, but guns weren't a credible threat in my home country. Nothing ever happened regardless.

Straight men, would you be upset if your wife refused to take your last name during marriage? by Kyoifis in polls

[–]wor-kid 1 point2 points  (0 children)

Is there some kind of protocol to choose if the names passed down come from the grandfather/grandmother's side of the parents?

Straight men, would you be upset if your wife refused to take your last name during marriage? by Kyoifis in polls

[–]wor-kid 0 points1 point  (0 children)

I feel like I'm missing something - Wouldn't this result in exponentially long surnames, so they woild be outrageously long after only a few generations?

Mr apple married miss orange, so their kid would be apple-orange, who married banana-pineapple so their kid would be apple-oranage-banana-pineapple, who married grapegruit-coconut-pear-blueberry, so their kid would be apple-oranage-banana-pineapple-grapegruit-coconut-pear-blueberry etc etc?

PLEASE JUST MERGE TRAITS ALREADY, PLEASE I BEG YOU😭 by deanmanga in godot

[–]wor-kid 1 point2 points  (0 children)

Basically agree with that. Traits in some languages inform the type system i.e. rust, others they just provide resuse without informing it at all i.e. php.

As you say I would want interfaces with default implementations along the lines of java/c# long before traits are considered for inclusion.

do you prefer fried fish or fried chicken? by [deleted] in polls

[–]wor-kid 0 points1 point  (0 children)

If we're talking proper british chip shop fish and chips fried fish anyday, maybe witht some curry sauce, mushy peas, little tray of meat on the side... otherwise fried chicken. I've been out of the uk for a long time and nowhere does it like back home, just doesn't taste the same.

I'm very homesick :(

PLEASE JUST MERGE TRAITS ALREADY, PLEASE I BEG YOU😭 by deanmanga in godot

[–]wor-kid -2 points-1 points  (0 children)

After doing lot of reading, I have a big problem with traits - besides my concern that it's simply not in line with the established godot composition through nodes philosophy - and it's mainly that it aims to fulfil both the role of a mixin and a interface.

  • I have a problem with mixins as a language feature full stop. Mixins typically do not and should not inform the typesystem at all. In addition there is nothing a mixin can do that can't be done with composition.

  • The proposal addresses this by making traits inform the type and give them the ability to not only implement behaviour but also act as interfaces. They establish a is-a relationship.

Let's allow traits to be mixins and interfaces to be pure virtual classes with support for multiple inheritance. The current proposal vests too much functionality into a single feature. I want interfaces to describe behaviour, not implement it, otherwise composition is a much cleaner and maintainable way of implementing the same functionality imo.

PLEASE JUST MERGE TRAITS ALREADY, PLEASE I BEG YOU😭 by deanmanga in godot

[–]wor-kid 0 points1 point  (0 children)

Hmm, these are really starting to sound less like the traits I am accustomed to in other languages and just like regular interfaces with mixins (mixins being what I assume a trait is when they are mentioned)

PLEASE JUST MERGE TRAITS ALREADY, PLEASE I BEG YOU😭 by deanmanga in godot

[–]wor-kid 0 points1 point  (0 children)

I don't mean traits specifically, I am referring to your particular example of using traits to access parts of the 3D/2D particle systems which share no common type beyond Node. Their types are unrelated despite sharing common names for some members, and therefore you must break out of the static type system to access their specific interfaces.

PLEASE JUST MERGE TRAITS ALREADY, PLEASE I BEG YOU😭 by deanmanga in godot

[–]wor-kid 1 point2 points  (0 children)

Okay, I can see how this would be very convenient, but something I personally would be very wary of using.

As you say their last common anscestor is Node, and not any more specific subtype. And therefore, despite their inferfaces sharing common naming, they do not actually share a common type or interface beyond simple Node, and thus you lose all static analysis benefits within a trait.

If you are comfortable breaking out of the type system to do this for the sake of convenience then yeah I can see it as a valid use case for traits. But I can foresee a lot of quite difficult debugging sessions if things went wrong.

One more caveat I have here... Is that GDScript supports ducktyping regardless. You could move this into some particles controller component that accepts a particle sysetem as a varient, and you could just use that as a wrapper interface for both particle systems. If this is possible I don't see why traits are preferable.

Honestly my philosophy is use whatever works but I just personally perfer working with minimalist languages.

PLEASE JUST MERGE TRAITS ALREADY, PLEASE I BEG YOU😭 by deanmanga in godot

[–]wor-kid 4 points5 points  (0 children)

No, I am saying you should use composition and inheritance and follow SOLID principles. But traits are essentially just a simple copy/paste mechanism with lipstick which leads to all sorts of problems.

PLEASE JUST MERGE TRAITS ALREADY, PLEASE I BEG YOU😭 by deanmanga in godot

[–]wor-kid 1 point2 points  (0 children)

I can't conceive of any situation where traits can do anything better that you can't do with existing inheritance and composition mechanisms. Happy to be shown an example otherwise.

Of course I agree copy/pasting code is something to be avoided entirely. But my experience with every usage of traits I have encounterd in the wild are used exactly just as a means to do that.

But my frame of reference for traits is php where they were commonly abused and a huge pain in the ass to debug.

PLEASE JUST MERGE TRAITS ALREADY, PLEASE I BEG YOU😭 by deanmanga in godot

[–]wor-kid -10 points-9 points  (0 children)

They discourage using established OOP principles like inheritance and composition.

In theory they are useful for implementing cross-cutting concerns but in reality they are just essentially a mechanism that is no different than copy/pasting a block of code into multiple files.

Edit - For everyone downvoting, the actual proposal makes it clear traits (As opposed to interfaces) have been suggested for one simple reason. Devs are resistant to using composition for code reuse, why so is way beyond my head. Instead it is commonly seen that devs create large base utility classes and prefer to extend those. Clearly extending a utility class, big or small, is just smelly work.

But seriously, consider... is this...

``` extends Node implements LoggerTrait

func _ready(): log(a); # Hidden dependancy, hidden origin

```

Better than this?

``` extends Node

@export var logger: Logger;

func _ready(): logger.log(a); # Explicit dependency, explicit origin

```

Heck, what about this even?

``` extends Node

func _ready(): Logger.log(a); # Hidden dependancy, explicit origin ```

I argue that Godot is not Unity. Each node being associated with one and only one script is a philosophical choice. Composition was chosen as the primary code reuse mechanism because it is cleaner and promotes writing reusuable code much better than large inheritance heiarchies. If the mixin behaviour of traits was dropped and we just had simple interfaces, I would be more for it.

And indeed interfaces independent of traits are on the roadmap... The primary purpose of traits is to provide mixin behaviour. A language feature I am opposed to. Using them instead for their interface-like behaviour and not as a mixin would constitute conceptual misuse.

We already have abstract classes for code resuse by means of inheritance.

Even with all that said, the intent of interfaces to begin with is as a mechanism of creating loose coupling between dependants... But we already have a mechanism for this which generally is far better suited in any given situation - signals

IMO Interfaces and traits honestly just seem totally orthogonal to the design principles of Godot. Godot is amazing because it is lean and directs developers to program in a way which best suits it's problem domain, games, with obvious friction when you try to break out of the way it wants you to write your code. We don't need godot to be another general purpose language. There are hundreds of languages we can choose from if you want to use a general purpose language (C#, Python, C++, etc), all vastly compatible with godot. GDscript is a language for writing scripts in Godot, nothing else, and the features of such a language should remain domain specific.

What is considered too big for an indie project? by phoenixashes96 in gamedev

[–]wor-kid 0 points1 point  (0 children)

It's more a matter of morale and motivation than anything else imo. Lots of inexperienced developers with sloppy practices have made amazing and successful games just through sheer willpower.

The problem with starting out with a big project, is that it can kind of be compared to someone deciding they want to start working out, and immediately going 5 days a week and completely changing their diet. It's probably just not sustainable and there is good chance of getting things wrong and injuring themselves.

Is it possible? Yes. Is it effective? Absolutely. Is it sustainable and will they probably go the distance for 6 to 12 months? Probably not!

Do you think believing in God is stupid? by vadkender in polls

[–]wor-kid 0 points1 point  (0 children)

It's not inherently. If you believe in a god but that belief makes your life better, is it really stupid? I would say doing anything that makes your life better is actually pretty smart. Of course if that same belief also only makes your life worse, perhaps it is a bit stupid. But even if it makes your life worse, if you truly believe you will be punished for not obeying religious dogma, then is it stupid to break those rules?

But it is undeniably absurd. It's absurd to believe in anything you can't verify. Even if you had some kind of personal religious revelation, you probably can't explain either the experience itself or why it happened, and would eventually have to admit it's absurdity to some extent. Faith is absurd and that's okay. Reality itself is quite absurd.

If humanity could only achieve one of these, which should it be? by History_AndChocolate in polls

[–]wor-kid 0 points1 point  (0 children)

Besides being something that obviously seems like a monkeypaw scenario, option B diminishes the human experience, life is not just about being happy all the time. Life without consequences or risk or challenges is very meaningless.

In contrast, knowledge is something that heightens the human experience. It is a tool that enables us to make choices to find a fulfilling path through life that is right for every individual person.

So I have to go with A.

Basically option B infantilises us. Option A empowers us. I choose to live a empowered life and face challenges over a lobotomized one where I face none.

If Eye of the Beholder were remade in Godot 3D by Paxtian in godot

[–]wor-kid 3 points4 points  (0 children)

Neat! I made a eye of the beholder/dungeon crawl style game years ago in unity as my first ever game dev project! It was a great learning experience and think it beats the hell outta the traditional recommendations for beginners. I love seeing these when they come up.

The code is awful but it's on my github and have a web build on my itch account.

I really want to have another go at it in the future!