@tuna - eviltoast
  • 1 Post
  • 28 Comments
Joined 6 months ago
cake
Cake day: May 9th, 2024

help-circle



  • Something i didnt know for a long time (even though its mentioned in the book pretty sure) is that enum discriminants work like functions

    #[derive(Debug, PartialEq, Eq)]
    enum Foo {
        Bar(i32),
    }
    
    let x: Vec<_> = [1, 2, 3]
        .into_iter()
        .map(Foo::Bar)
        .collect();
    assert_eq!(
        x,
        vec![Foo::Bar(1), Foo::Bar(2), Foo::Bar(3)]
    );
    

    Not too crazy but its something that blew my mind when i first saw it




  • Mine also starts off the exact same way?? I’m pressing the middle option

    Women are not allowed in this world anymore because of their own personal preferences or the way their body and body is designed and made and made and they have no choice to make decisions

    but right here it takes a different path:

    that make it a choice to do it and that makes them a bad person to do so they have no right of way of life or the choice that is not their right of way and that they are entitled and have to choose their choice to choose what to choose to choose to live with that choice is a right that is theirs and it’s a choice and not yours


  • i’m tricking the nintendo switch into thinking my computer is a bluetooth pro controller. I’m using a crate called bluer which exposes bindings to the BlueZ stack and it’s been great to use.

    I got to the point where it pairs the controller and hits B to exit. However it doesnt seem to accept any more button presses after that… :) So I have some ways to go.

    I’ve also needed a project where I can challenge myself with the basics of async without it being overwhelming, and I think this hits the sweet spot. It’s my first time using tokio spawn, join, and select in a real project!



  • Yeah, thinking about it more, the similarities are kind of narrow.

    You could make a better comparison with a regular crowd, but then it wouldn’t feel like much of a showerthought at that point because it’s just observing that the crowd has moved online.

    Laugh tracks might be used to improve there ratings of a show, but with memes there’s not really a show and no one’s forcing a laugh

    I think the essence of what I was thinking of though is that just like a regular crowd, an online crowd can still influence you to think something is funnier or better than you would alone (at least for me)





  • Happy to participate!

    The one thing I wasn’t super sure on was the undo timer… was it really 30 seconds 😅? I thought it was 5-15s, but i didnt really time it. And I’ll be honest, I missed it maybe 3 times, so not much.

    Besides just increasing the delay, there’s 2 other thoughts:

    • A bigger target takes less time to hit (tho making it bigger might bother some, as it obstructs the canvas)
    • Two times I missed were bc I failed to notice my mistake. Maybe some extra visual feedback when you place a pixel could help. For example: when the void made it to my art, I accidentally made a dark gray become black, so it was harder to notice the color change. i was too busy focusing where to place the next pixel

    Overall if you feel that the undo time was fine as it was I could easily respect that decision :)


  • I think I agree on the cooldowns. Often times I wanted to step away and let the pixels accumulate, but it’s hard to resist when you realize you’d be missing out on double or triple the amount of pixels you could be placing. If the goal was to reward the player for actively placing pixels, all I can say is it didn’t feel very rewarding.

    I kinda disagree about the integer scaling. 1x to 2x zoom is a very big shift without any in-between. It would also feel strange on pinch-to-zoom on mobile without in-between. I think instead it could snap to an integer scaling, or have a zoom slider that works to integer scaling. Overall though I agree, having a way to snap into integer scaling makes the pixel art look better


  • On mobile I kept opening the whois pixel by accident when dragging. I often tap and hold to initiate a drag because I’m still looking at the art, but when i drag away and let go, it opens the whois thing. I think if you drag a certain screen-space distance away it should cancel the whois pixel lookup.

    The heatmap I found too hard to tell where recent pixels were placed. I think at 100% opacity the “cold” pixels should be dark blue instead of their actual color.

    A couple times I placed a dot, realized I actually didn’t want it there and ran out of time to undo, which felt bad having to wait 30s. I wish it was a bit longer.

    When you try to place a pixel a few milliseconds too early I feel like it should queue it and wait the few milliseconds for you.

    I’m not super sure on the canvas having transparency. Most people treated the canvas as white, not transparent. If you wanted a white-on-white drawing, people will just make an outline.

    Maybe a concept worth testing: if you place a pixel next to your own pixels, you get a (slightly) reduced cooldown, that way you get an extra boost when completing your art. (At the same time, I think there is beauty in the canvas being as simple as possible:)





  • You might be okay with this:

    macro_rules! span {
        ($line:expr, $column:expr) => {
            Span {
                line: $line,
                column: $column,
                file_path: None,
            }
        };
        ($line:expr, $column:expr, $file_path:literal) => {
            Span {
                line: $line,
                column: $column,
                file_path: Some($file_path.to_string()),
            }
        };
        ($line:expr, $column:expr, $file_path:expr) => {
            Span {
                line: $line,
                column: $column,
                file_path: $file_path,
            }
        };
    }
    

    Playground

    However, sometimes I don’t want to pass in the file path directly but through a variable that is Option<String>.

    Essentially I took this to mean str literals will be auto wrapped in Some, but anything else is expected to be Option<String>