Which messed-up Scrabble board has two Z's in it so that you can spell 'quizzed' or 'jazzily'? You don't get the points if you use a blank...
addie
Indeed. Don't comment "what", only comment "why". If you've written code that looks like a mistake but is there for a reason - poor algorithm, not idiomatic, etc. - then the proper "comment" is a unit test that exercises the business logic behind it, but a one-liner to stop someone from "fixing" it is maybe polite too. Don't write an essay for private functions; rename them so they're obvious.
That's especially valuable information. 3600 rubes who you know are an easy target for scams, and 15 journalists who wanted to see how bad it was and should be easy to filter out.
Hey! Native speaker here. If we:
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reformed the spelling
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stopped the locals from coming out with any deranged shite that they liked the sound of and made them follow some rules instead
...then it would be a perfectly usable language, thank you.
If you've eg. a system service that allocated a whole pile of memory on startup, but hasn't read or wrote it since, then copying it to swap during idle disk time is a good thing. If it does get used, then it's still in RAM, and if memory pressure increases, then you can reuse it immediately because it's already on disk, don't have to wait to swap it out. You could give this functionality a catchy name like 'swappiness' so you could fine-tune how aggressively it's done by setting the value in a file, too.
Doesn't stop Windows being a trash OS, of course, but if I've allocated swap then I want it to be used for best system performance.
It doesn't even weigh a kilogram. It masses one kilogram. It's weight will be something like 9.8 Newtons.
Got two letter 'e's in it, and they're both pronounced differently. To be fair, it's far from the most divergent spelling-to-saying word in English. Some wrong-looking abomination like 'meetir' would be even better.
PS5 has 'unified' memory - the CPU and the GPU both read from the same location. Normal desktop PCs have separate memory for the CPU and GPU. That's incredibly problematic for emulation - you have to keep track of the CPU preparing drawlists and be sure to transfer them to the GPU before issuing draw calls, and conversely, you may have to copy frame buffer data back to main memory if the CPU is used for calculating tone mapping. That's incredibly slow if you do it naively, and likely to cause crashes and corruption if you don't have the timing right.
The reason that RPCS3 and ShadPS4 run faster than a couple of frames per second is that they've put huge effort into optimising this, and you still have to disable tone mapping on eg. Demon's Souls, as it brings a game you could otherwise run at 4K/120 to a standstill.
Yes, you wouldn't have to translate the x64 bytecode into the platform-native equivalent, although dynamic recompilers are pretty good at that. Lots of high-end emulators will include something like Clang's LLVM and call it a day. But you still have to emulate the platform, and that's pretty painful.
Conversely, the reason why a lot of console conversions suck, even on powerful PCs, is because they were optimised around GPU memory updates being cheap. Something like the new Doom engine, that has separate paths and doesn't make those assumptions, runs amazingly on all platforms.
The "rug with concentric patterns" was his Achilles heel for a long time - one of his book collections has a gallery where he's fouled them up - and I see he's bust one out in this cartoon. Probably decided to quit with large area of solid colour while he's ahead.
That's the reason that consumables and money don't carry over between levels in Thief: The Dark Project. No point in hoarding stuff, you might as well use it. Except of course that if you're good, you don't need to use any items at all - not even the blackjack.
Need to stop and stare at this image for twenty minutes and listen to chiptunes before I continue scrolling Lemmy, be an old-school gamer again.
Yeah, it does help to hide low frame rates.
Also, Temporal Anti Aliasing (and TAA-on-steroids, aka. DLSS) work by jiggling the camera by less than a pixel every frame, and blending the results of previous frames into the new one. If things were on-screen before, but have moved, can use its colour from its old position - computer knows where things used to be. Cheaper than other AA methods, good results if there's little movement on screen, and handles deferred lighting and transparency well, which other AA can struggle with.
If there is a lot of movement on screen? Big motion blur in post-processing to hide the fact there's no AA till it can build back up again.