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Michael @drjeats@octodon.social

@masklayer @sanspoint Whoa, are those buttons reflected correctly in their respective operating systems?

If so, that is kind of awesome, I always have to jankily remap when I use a win keyboard on mac.

Anyway I agree the symbols are weird. Here's how I remember:

⌃ is just like Linux, means Control

⇧ looks like the shift button on Android and iOS and some win KBs

⌥ Opt key looks weirdest, but branches to 2 *options*

⌘ Cmd, looks splatty, and you mash it the most

Ah yes, I remember writing this comment and sighing heavily.

```
/*
There's a possible destruction order bug where this script is destroyed, but the ItemDropSystem script that starts this coroutine has not yet been destroyed, and the delay time elapses resulting in a null reference exception when accessing this script's Unity API. So if (this == null) then exit the coroutine.
*/

if (this == null) { yield break; }
```

MonoBehaviour--anything derived from UnityEngine.Object, really--can be incredibly frustrating to work with.

Here is today's reason: gist.github.com/michaelbartnet

@aleax Ah that makes a lot of sense. I'd never tried explore or autoplay before, but now using it definitely helps with first floor tedium.

And of course, I just tried to autoplay floor 2 and a damn bloat got me 🤐

Got greedy, took the door key, flooded the level and got mauled by eels >_<

Is this how it's meant to be played early on? Because honestly the first couple of floors don't require much decision making unless you get a floor with lots of pits

I'm a shitty roguelike player, but I can mash X in Brogue like a champ

@ikea_femme Lol nobody expects expert-level editor wizarding. One of my good friends from college who is a trans woman (and not a CS major*) said she had a really good experience there, landed a summer internship at Mozilla afterward. Another friend loved it so much he did a second round

(I guess I should link these toots into )

To accomplish this, when an exception is thrown my clear_op_stack routine scans bytecode until it sees a ProtectedJump (marks the end of a catch or try, similar to MSIL's CEE_LEAVE_S), along the way it keeps track of stack effects and applies them at the end. so that way you get however may POPs you'd expect if the exception weren't thrown

Since my language is all expressions I can't just clear the entire operand stack like you'd see in the openjdk, coreclr, and mono interpreters

python seems to use frames for everything, and I wanted to see if I could do this without pushing protected-block frames

got exceptions working along with my weird idea for clearing the operand stack 🤓 hastebin.com/oqalutefuz.js

@octopus reading these backward it's hard to tell you're talking about frontend webdev instead of some C lib with nasty autotools scripts until you explicitly mention it

Michael boosted

Imagine all the cool stuff we'd have if people didn't have to work. 😒

If you like chamber music, this is a very nice string trio: youtube.com/watch?v=feOK6VidKI

It was sort of a blueprint I started with in college for learning to write idiomatic music for a small ensemble.

@pinkpony Yeah.... :slight_frown: People have gotten clever with background processes, but it still blocks way more than it should. Guilemacs should fix it, I'm sure it'll happen right after the year of the linux desktop :zipper_mouth:

It handles emojis in the timeline really well. Would be cool to have helm completion on emojis in the toot buffer...