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Joined 2 years ago
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Cake day: June 15th, 2023

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  • I’m going to give you the benefit of the doubt and assume what you said was simply confusing, but not wrong.

    So just to be clear if your raid array fails, and you’re using software raid, you can plug all of the disks into a new machine and use it there. But you can’t just take a single disk out of a raid 5 array, for example, and plug it in and use it as a normal USB hard drive that just had some of the files on it, or something. Even if you built the array using soft-raid.


  • I don’t want to sound like I’m just correcting you for the sake of it, but it’s actually important. Mastodon is the most popular right now, but Mastodon actually wasn’t around at the beginning! Before that was StatusNet, and before that was identi.ca and laconi.ca

    So those services already existed, they were the ones built for federation, and so Mastodon was started as another compatible implementation of an existing network protocol. All of that is to say that Mastodon didn’t need to make the right choices at the beginning, and they have already benefitted from this kind of network dynamic! The system has already worked once!


  • I get what you’re saying, but I think the issue with optional memory safety features is that it’s hard to be sure you’re using it in all the places and hard to maintain that when someone can add a new allocation in the future, etc. It’s certainly doable, and maybe some static analysis tools out there can prove it’s all okay.

    Whereas with Rust, it’s built from the ground up to prove exactly that, plus other things like no memory being shared between threads by accident etc. Rust makes it difficult and obvious to do the wrong thing, rather than that being the default.





  • I don’t know about this particular title, but I feel like Kickstarter games get a bit of a bad rap for taking a long time or not making it to release. But that’s because the whole point of a Kickstarter game is that we, the public, are acting as the publisher. Putting up money in advance, making an investment, hoping for a great game.

    And just like with traditional publishers, sometimes games take years and years to make, and some of your investments crumble and don’t make it.

    It’s just that we the public rarely hear about a traditionally published game until it’s already been in development for a while. Until it seems likely to succeed. We’re not used to taking pitches while a game studio figures their shit out. And even then, some traditionally published games crash and burn too!

    And that’s all ignoring the fact that a bunch of crowdfunded games are typically by greener devs who maybe don’t know how things are done. But what I’m saying is that even the normal game industry has long lead times and has some burn outs, it’s just that normally an entire community hasn’t built up around them, because they haven’t even been announced yet.

    I guess is what I’m saying is that publishing is hard and risky, and crowdfunding is collective publishing, not advanced purchasing. That doesn’t immediately mean that anyone who tries and fails is a scam artist. Most of them probably spent that money trying their best for as long as they could, and nothing great came out the other side. That’s just what business ventures look like, unfortunately.


  • Some tips:

    • Unless the code is very small, or your feature is very big, try to put blinders on, and focus only on the code you absolutely need to to get your feature built. Use search tools to comb through the code to find the relevant methods while reading as little surrounding code as possible, tweak those methods to be different, and call that a first draft. If the maintainer wants the code refactored or differently arranged, they can help with that as part of the review process
    • Being unable to build sucks, it really does. But if the software is released for your platform, it means someone out there is able to build it. And these days that someone is often an automated build tool that runs per release. See if you can figure out how this tool works. What build steps it uses, what environment it runs in, etc. If you can’t figure that out, try contacting the person who releases the builds
    • If the software is in apt (if you’re on a Debian-based system), you can use apt build-dep, apt source, and debuild to try and recreate the native apt build process. These tools will give you the source that built the system package, and its dependencies, and allow you to build a deb yourself out of it. Test the build to make sure it’s working as-is. If it is, and if the software’s dependencies haven’t changed too much, you can even use apt to fetch the old version that’s in the repos, update the code to reflect the upstream release, and then test the build there to see if it still builds. If so, now you have something you can start working off.
    • If you aren’t on an apt system, but do have a package manager, I assume there’s an equivalent to the workflow mentioned above
    • If your change is subtle enough that you think it’s pretty low-risk, you could just edit the code even though you can’t build it. This might be sufficient for bug-fixes where you just need to check something is greater than zero, or features where you pass a true instead of a false in certain conditions or something. You should probably mention this in your PR / MR / Patch so the reviewer knows to test building it before merging.
    • This one is a bit wild, but let’s say you’re on a Mac or Windows machine, and the build instructions only work for Linux. You can just run a virtual machine that’s got Ubuntu or something running on it, and use it as your build environment. These days you can probably be in a simpler situation with Docker or something more lightweight, but as a worst-case scenario, a full virtual machine is there for you if you need it
    • And finally, if the tool isn’t a crazy popular or busy tool, it’s possible the maintainer or other people in the community are more approachable than you think. If they are looking for contributions, then getting a willing contributor’s build environment setup is a benefit to the project. Improving their build docs helps not just you, but potential future contributors as well. A project will usually be more helpful towards someone who says “I’m trying to build this feature, but I’m running into trouble” compared to someone saying “why doesn’t your tool do X”. You may need to be a bit patient, they’re probably doing this on volunteer hours, but they might be happy to help you get your stuff sorted out

    Good luck out there, and try not to be discouraged!


  • Canada (or at least Ontario): The Barenaked Ladies.

    I recently learned Americans consider them a One Hit Wonder for “One Week”, but I could probably name like 9 hits just based off the radio, I never bought any of their albums or anything.

    1. If I had a million dollars
    2. Lovers in a dangerous time
    3. Pinch me
    4. Old apartment
    5. Call and answer
    6. Brian Wilson (only a live version for some reason)
    7. Jane
    8. It’s all been done
    9. Falling for the first time

    Oh wow, it was actually nine! I swear I didn’t go back and edit that, and also that I didn’t look up a list online. There may even be others I forgot. That was just from me trying to remember songs or music videos of theirs!


  • psycotica0@lemmy.catoHelldivers 2@lemmy.caIs it too late to get involved?
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    1 year ago

    The gameplay itself is in missions where it’s up to 4 of you, co-op, against the enemy hordes. Sometimes you’re trying to blow up an enemy installation, or launch a missile, or whatever. About 40 minutes or less where there’s only 4 “good guys”

    The part where it feels like worldwide co-op is that every mission someone wins or fails contributes to the shared global conflict. So we all have some order to defend a planet that is under siege by our enemies, and so the community all does missions on that planet to attempt to rescue it from the attack, etc.


  • Similar to other people, I think you should own it. Try to think of it not as “I betrayed my character” but rather “my character gave in to temptation and regrets it but has to live with the consequences”, then use that. Play the character as though they are unhappy with the changes, they regret it, but they must soldier on.

    People aren’t all perfect archetypes, and characters can have flaws and nuances. And the best part is, if your character up until now had no reason to make the choice you made, maybe it’s time for an out of game flashback. Work backwards… what thing could have happened in their backstory that would explain why they made this seemingly incongruous choice? Why did this tempt them when so many other things did not, and why does this cause them so much shame now. That kind of stuff.

    Or don’t! Just some suggestions, since it sounds like you’ve got nothing to lose, may as well try some character development!


  • Well… That’s actually probably fair as stated.

    BestBuy etc don’t sell Apple’s products on commission, they bought them from Apple for a wholesale price, they’ve got them in a warehouse and on shelves right now on their dime, and the only way they make that money back is by selling them.

    And the only way Apple makes money from a product being sold at Best Buy is that Best Buy will likely buy more stock to replace the stuff they sold, and they’ll buy that from Apple.

    So if it was banned everywhere it would be unfair to the retailers that already paid Apple for a product they now can’t recoup, and it wouldn’t impact Apple at all because they already made their money from Best Buy.

    This way the retailers can get their money back, but can’t get any more, which means only Apple is impacted.

    The only other way that’s semi-fair (but would be extreme) would be for Apple to be forced to do a recall or something and reimburse all the retailers the money they had already spent. Doable, and definitely more of a punishment for Apple, but a lot of extra work for everyone if the outcome of this is that Apple settles and then everyone can just go back to ordering more again.