there were a lot of events recorded by gharchive.org of which 1,965,894 were push events containing 2,607,798 commit messages that amount to 145,423,285 characters filtered with words.py@e23d022007... to these 27 messages:
[MIRROR] [MDB IGNORE] Basic Mob Carp IX: Carp Rifts & Migration (#4008)
- Basic Mob Carp IX: Carp Rifts & Migration (#72265)
The almost-final part of the much larger PR I tried to make a month ago (there's actually one more thing but I'm waiting on a dog PR to get merged first). This adds new behaviour and abilities to carp.
Now when a Carp Migration occurs, all of the space carp who are spawned are given a path through the station. Specifically, each carp which shares a z level will try to path to a specific station area, then back out into space.
https://www.youtube.com/watch?v=0KtTI4_7a0c Here in this video we follow one carp and its friends as it attempts to navigate "Kilo Station" in order to return to its ancestral spawning grounds, via the dormitories. Why are there walls underneath those windows? That's a question nature has no answer for.
In order to ensure that they don't destroy Arrivals, Departures, and anywhere else with windows in the process of trying to get inside they have also gained a new "Lesser Carp Rift" ability. This allows carp to teleport a short distance once per minute, leaving a rift at their exit point. Any other mob can enter the rift to travel to a similar location to the space carp (within the same 3x3 area).
Ianihillation.mp4
Teleporting puts their attack on a one second cooldown so you won't be immediately bitten for 20 damage out of nowhere.
Their AI has been updated appropriately and they will use these abilities:
- If they're trying to migrate through the station and encounter an obstacle.
- If they're trying to atack something and encounter an obstacle.
- If they're trying to run away, as soon as possible.
Lianihillation.mp4
That last point includes the HoS's pet Lia, who is an occasional target of traitor objectives, which can either work in your favour (scaring her to a less secure location) or against it (wait, where did she go?).
Also this fixes an embarassing bug where space carp weren't spaceproof but I am going to pull that out into its own PR so it can be merged without also needing to review this.
Carp are an iconic space animal but also quite boring, which this hopefully remedies.
In the current game the Carp Migration event announces itself to the crew and usually advertises to ghosts that a cool shark mob has spawned and this changes essentially nothing about the round, the only people Carp will usually attack are people who go out to set up the solars, and the occasional wandering curator or lone operative. This should make the announcement mean something, as suddenly it means a belligerent animal might unexpectedly try to pass through your workplace.
Non-magical space carp are weak enough that even an unarmed spaceman can take on one or two at a time (and even being mildly armed with makeshift weapons you have around makes them fairly non-threatening) but it can give you a bit of excitement.
The ability for Carp to teleport allows them to do this without causing too much property damage or breaching the station, in my tests they will generally find a way in which doesn't involve them busting windows open en masse. Also it just makes them a bit more interesting. Traitors with dehydrated carp are not much able to make use of the Carp Rift ability as there isn't any way to get them to do it on demand, but you could spawn one which is not allied to you and then try to scare it in an appropriate direction which I think is a fun use of the item.
This undoubtedly will make Space Dragon player-controlled carp more dangerous in a way which is difficult to predict, but it also makes playing as them more fun and might encourage some guerilla tactics and cooperation which wasn't previously possible.
🆑 add: Space Carp seem to have begun associating the station with food and attempting to enter from the outside, rather than simply congregating around solar panels. Employees are advised that these are wild animals, and should not be fed. add: Space Carp can intermittently teleport short distances, leaving a short lived rift which other nearby carp will be attracted to follow them through. /🆑
Co-authored-by: Fikou [email protected]
- Basic Mob Carp IX: Carp Rifts & Migration
Co-authored-by: Jacquerel [email protected] Co-authored-by: Fikou [email protected]
// https://meded.ucsd.edu/clinicalmed/ros.html package laout;
public class ReturnrosData { public static Object[] columnNames() { Object[] rosDatacNameOrigin = { "Item...","Commit...","Commit...","Commit...","Commit...","Commit...","Commit...","last" }; return rosDatacNameOrigin; }
public static Object roscrsData() {
Object[][] roscrsDataOrigin ={
{"General",
"Fever/chills","Weight change","Fatigue","Night
sweats","Anorexia","",""}, {"Vision", "Decreased visual acuity","Blurry vision","Diplopia","Eye pain/discharge","",",",""}, {"Head and Neck", "Pain","Sores or ulcers in mouth","Change in hearing acuity","Ear pain or discharge", "post nasal drip","hoarseness","Sense of lump/mass (globus) in throat w/swallowing"}, {"Pulmonary", "Shortness of breath - @ rest or w/exertion?","Chest pain","Cough","Hemoptysis", "Wheezing","Snoring or stop breathing",7}, {"Cardiovascular", "Chest pain (CP) or pressure", "Orthopnea (short of breath lying down)", "Paroxysmal Nocturnal Dyspnea (PND)? - sudden shortness of breath that awakens pt from sleep", "Lower extremity edema","Sudden loss of consciousness (syncope)", "Sense of rapid or irregular heart beat, palpatations","Calf/leg pain/cramps w/ambulation", "Wounds/ulcers in feet"}, {"Gastrointestinal", "Heart burn/sub-sternal burning","Abdominal pain","Nausea or Vomiting", "Abdominal swelling or distention","Constipation, Diarrhea or other change in bowel habits", "Jaundice (yellowish coloration of skin)","Vomiting blood (hematemasis)","Black/tarry stools"}, {"Genito-Urinary", "Blood in urine","Burning with urination","Urination at night", "Incontinence (unintentional loss of urine)", "Urgency, Frequency","Incomplete emptying","Decreased force of stream","Need to void soon after urinating"}, {"Hematology/Oncology", "Fevers", "chills", " cold sweats"," weight loss","Abnormal bleeding/brusing", "New/growing lumps or bumps","Hypercoaguability" },
{"Ob/Gyn/Breast",1,2,3,4,5,6,7},
//Menstrual Hx? //Sweats? //Past pregnancies? //Vaginal Discharge? //# Sexual partners & type of sexual activity? //Breast mass, pain or discharge? //Therapeutic or spontaneous abortions? //Hx STIs?
{"Neurological",
"Sudden loss of neurological function","Abrupt loss/change in
level of consciousness", "Witnessed seizure activity","Numbness","Weakness","Dizziness","Balance problems","Headache"}, {"Endocrine", "Polyuria, polydypsia, polyphagia?","Fatigue","Weight loss","Weight gain",5,6,7}, {"Infectious Diseases",1,2,3,4,5,6,7}, {"Musculoskeletal",1,2,3,4,5,6,7}, {"Mental Health", "Do you feel sad or depressed much of the time","Alcohol, other substance abuse", "Anxious much of the time","Memory problems","Confusion",6,7}, {"Skin and Hair", "Skin eruptions/rashes","Sores that grow and/or don't heal", "Lesions changing in size, shape, or color","Itching",5,6,7}, {"Exit","Quit","Return","Clear","Restart","....","....","...."} }; return roscrsDataOrigin; } }
Auto merge of #104658 - thomcc:rand-update-and-usable-no_std, r=Mark-Simulacrum
Update rand
in the stdlib tests, and remove the getrandom
feature from it.
The main goal is actually removing getrandom
, so that eventually we can allow running the stdlib test suite on tier3 targets which don't have getrandom
support. Currently those targets can only run the subset of stdlib tests that exist in uitests, and (generally speaking), we prefer not to test libstd functionality in uitests, which came up recently in rust-lang/rust#104095 and rust-lang/rust#104185. Additionally, the fact that we can't update rand
/getrandom
means we're stuck with the old set of tier3 targets, so can't test new ones.
Anyway, I haven't checked that this actually does allow use on tier3 targets (I think it does not, as some work is needed in stdlib submodules) but it moves us slightly closer to this, and seems to allow at least finally updating our Checked and works now.rand
dep, which definitely improves the status quo.
For the most part, our tests and benchmarks are fine using hard-coded seeds. A couple tests seem to fail with this (stuff manipulating the environment expecting no collisions, for example), or become pointless (all inputs to a function become equivalent). In these cases I've done a (gross) dance (ab)using RandomState
and Location::caller()
for some extra "entropy".
Trying to share that code seems way more painful than it's worth given that the duplication is a 7-line function, even if the lines are quite gross. (Keeping in mind that sharing it would require adding rand
as a non-dev dep to std, and exposing a type from it publicly, all of which sounds truly awful, even if done behind a perma-unstable feature).
See also some previous attempts:
- rust-lang/rust#86963 (in particular rust-lang/rust#86963 (comment) which explains why this is non-trivial)
- rust-lang/rust#89131
- rust-lang/rust#96626 (comment) (I tried in that PR at the same time, but settled for just removing the usage of
thread_rng()
from the benchmarks, since that was the main goal). - rust-lang/rust#104185
- Probably more. It's very tempting of a thing to "just update".
r? @Mark-Simulacrum
holy fucking shit why do i keep forgetting to save
Listen I use cypress for work and by now I'm kinda sick of it I don't need more of it in my life... or for this project at least.
refreshes syndi-kits and syndicate surplus crates, introduces shared limited stock (#71869)
After all, the Syndicate loves a good throwback.
This PR does a few things with the goal of reimplementing and revitalizing syndicate traitor kits and the syndicate surplus crate. Of note is that I have added in a way for limited stock items to share their limited stock.
Following maintainer guidance the syndicate traitor kits have increased in price and as a result some of the lower value ones have been adjusted. I've given all active bundles current TC costs per item knowing full well they will be inaccurate eventually.
Changes as a result of my audit of syndikits
Recon, Spai, Stealthy, Screwed, Sniper, Nukie Meta, Implants Mad Scientist, Bees
Lord Singuloth is also unchanged and disabled, I think that it should turn into a new supermatter themed kit maybe. outside of current scope.
Replaced emag with doorjack and gave it a chameleon holster, literally moved 1 tc elsewhere
replaced emag again, no additions its a lot of tc and Just Good
added doorjack, otherwise unchanged
no changes other than adding in extra bombs it didnt have
gave him some gadgets with the freedom implant, emp flashlight, and one x4. also a cyanide pill and deck of cards for fun
Added in miner Jump Boots, smoke spell, and doorjack. dont just want it to be space ninja
Added in new lightning bolt spell granter and made the desword default to red. probably overbudget.
dehydrated carp added so you can ride it alongside the ones you grenade out. hard to imagine changing this
changed temperature gun to be cryo only so that i could give him the cryo thermal pistol. cold attacks only.
doorjack.
tl;dr theyre all about 30 tc worth of shit more or less some are more but thats what rarity should be for you can only buy from one type of syndicrate per round
Next up is the return of the surplus crate. Crate is generated, gives you gear based on your progression at the time of buying the crate, you can use it all at the start and get some chameleon kits and not a lot of dangerous weapons or wait till later. I've changed the weight on some items here and there and given weight to role and species locked items, though I will admit that latter is unimportant because I set moth lanterns to be unable to appear in these two crates.
But who cares about that your eyes instantly went to the United Surplus Crate and the United Surplus Key lets be honest.
The united surplus crate is 80 TC worth of uplink items relative to your current progression when you purchase it and gives you a locked box. It will explode if you try to break it so be careful with it. It gives you 80 TC and costs 20 TC because it is impossible to open without key. The rub of course is that the Syndicate forbids agents from buying more than one surplus item of any kind, you need to find another traitor and make them buy you a key to open your box. Or I guess you can share the box?
Regardless, if the crate is opened with any other means it doesn't spawn its contents, you need 2 traitor uplinks. Both of these items have a 30 minute timer because you don't want a crate that has 5 emp flashlights in it. You at least want one energy sword.
I did a lot of code shit and changed various things to be proc based to allow for more editing and interjection of things, as I wrote in code comments making a crate thats locked to a specific set of progression just means changing the proc that generates a list of valid uplink items to check items' progression values to a specified value instead of your characters progression.
Ok I think that goes over everything more or less????
I've heard that people liked these and I think they are quite fun, being able to go from "i dunno what to do as a traitor" to "ah, of course, I will become the Bombler" is a fun thing to be able to have, and people like to get a bunch of random shit in the mail. Some of it even feels free!!!!!!!!!!!!!!!!!!! Brain points go up!!!
The division of procs allows for more creativity with this system than existed before as well as other possibilities for interacting with the uplink handler in funny ways.
🆑 add: the syndicate is once again distributing syndi-kits, some now with new technology add: a fresh batch of syndicate surplus crates have been sent out, though they seem a bit lighter than before add: in an effort to encourage cooperation, a traitor can now purchase either the new United Surplus Syndicate Crate or its key, but not both add: lightning bolt book granter for wizard event and one syndie-kit bundle add: temperature gun that only makes things colder for one syndie-kit bundle code: it is now possible to have uplink items share limited stock bal: role-restricted items no longer can be delivered by the stray syndicate drop pod event /🆑
Gatfruit will no longer drop from ice portals. (#72048)
For some god-forsaken reason, somebody decided that ice portals should be able to drop one of the most disruptive items in the game. This PR amends this by removing it from the drop pool.
In 2013 gatfruit was introduced in the following PR #2000 . This was almost a decade ago at this point, repeatedly through the PR the creator states his belief that this item should only ever be obtainable through admin intervention due to its ridiculous capabilities. At the time everyone in the PR agreed it was a reasonable item to add as it was unobtainable without admin intervention. Over the years, it has crept its way to become more prevalent and openly obtainable, the most offensive of these options is the ice moon portal. As is, there is a 1 in 28 chance of obtaining the seeds, this sounds pretty inoffensive right? That's just 3.44% probability. Now, let us search the instances of the portal that spawns this.
That is a big number, a lot of chances to get that seed packet and other gamer looters. Now, let's take a look at the probability of being able to get these seeds, assuming you wipe out all of the portals.
92.8% chance to be able to get these seeds each shift if you focus entirely on gaming the portals. That's a pretty insane probability of being able to obtain the gatfruit seeds.
While I dislike people who sprint to the seed vault, there is at least the possibility of a pod person telling them to fuck off when they demand their free gamer seed. There is also the fact that the ruin isn't a guaranteed spawn every shift.
🆑 balance: Gatfruit seeds will no longer drop from ice portals. /🆑
*hand, or That /One/ Emote You Always Felt Was Missing (#71600)
It's happened to me repeatedly that I'd see someone down on the floor, and wanted to just, give them a hand, so they could take it and get up that way, without just, directly clicking on them, since that's a little bland. I've also wanted to just, offer my hand to someone so they could grab it, so that I could pull them alongside me, rather than just targeting one of their arms and ctrl-clicking them.
I've had this idea for a long time, and only just decided to do this today.
Now, I know what you might say. "Golden, that's a lot of code for
something this simple!" You're not wrong. However. I decided to go
along and to give some more love to the /datum/status_effect/offering
status effect and the offering-related alerts, to make them a lot more
versatile and a lot less hardcoded. Hence the whole "refactoring" part
of this.
Of course, when I add something, I don't do it half-way. So, the way the
emote works is much like the *slap
emote, except that:
- When you click on someone, it does the exact same as if you were offering the item to them, except that it's targeted (much like ctrl-shift-click).
- If there's nobody directly adjacent to you, it won't do anything.
- If there's at least one person lying down around you, you will offer them your help to get up. Should they take your hand and let you help them up, you will both receive a simple memory about being helped up (or helping up), as well as a 45-seconds-long small mood buff, because it feels nice to be on either end of such a friendly gesture. If they get up, they automatically get disqualified from being offered some help standing up, and likewise, if you lie down, that offer goes away as well.
- If there's at least one person around you, you will instead extend your hand in their direction, for them to grab onto it. Should they do so, you will then grab them by their arms and pull them.
I reworked the offering status effect to no longer have a hardcoded
can_hold_items()
check, so that kisses and the hand offering would no
longer need you to have free hands to complete. The logic here is that
you can still pull someone even with both hands filled, so I figured I'd
leave it this way.
Note: If anyone would like to give the item a better sprite, by all means, go ahead, that'd be amazing. I'm just not really a great spriter and couldn't be bothered to waste hours making a very meh hand.
It's fluff, and nice fluff at that. It makes it easier for people to be nice to one-another without having to necessarily spend so long writing up an emote that the person on the floor will already have gotten back up. I'm sure the MRP folks will like it, and I'm certain the HRP downstreams will love it too ;)
🆑 add: Added the *hand emote, which you can offer to someone standing up in order to give them the possibility to grab onto your hand and let you drag them away, or to someone lying down to help them back up, which always makes everyone involved a little happier! refactor: De-hardcoded and genericized a lot of the offering status effect and alert code, to make it require a lot less copy-paste to handle new cases. fix: Offering a kiss no longer requires the receiver to have free hands to accept said kiss! /🆑
fs: get rid of silly base class that causes build failures now
The base class thing was an ugly way to get around the lack of C99 compound literals in C++, and also to make the bare ioctls usable with the derived classes.
Today, both clang and gcc have C99 compound literals, so there's no need to do crazy things with memset. We never used the derived classes for ioctls, and for this specific ioctl it would have been a very, very bad idea, so there's no need to support that either. We do need to jump through hoops for ostream& operator<<() but we had to do those anyway as there are other members in the derived type.
So we can simply drop the base class, and build the args object on the
stack in do_ioctl
. This also removes the need to verify initialization.
There's no bug here since the info
member of the base class was
never used in place by the derived class, but new compilers reject the
flexible array member in the base class because the derived class makes
info
be not at the end of the struct any more:
error: flexible array member btrfs_ioctl_same_args::info not at end of struct crucible::BtrfsExtentSame
Fixes: Zygo/bees#232 Signed-off-by: Zygo Blaxell [email protected]
Guess not every story had a good ending.
Well, I tried, tried very hard to earn her trust back, but seems that once something is done, it can't be undone, no matter how hard you tried to make up, to do redemptions, It's just too late because she is already blinded by hate and disappointment from you, and she will never see that effort you are trying to win her heart back, to prove that you are worthy to say "I love u" again. Guess I learned this in a "hard" way, which cost me "you", the one who I loved the most, the one who originally is willing to be with me until our hairs are grey, until we all become dirt and sand and whatever. I love you and will remember you forever. Thanks for everything, Doria, I <3 u and miss u. 8 Jan 2023
[MIRROR] AI actions won't unassign each other's movement targets & Mice stop being scared of people if fed cheese [MDB IGNORE] (#18268)
AI actions won't unassign each other's movement targets & Mice stop being scared of people if fed cheese (#72130)
Fixes #72116
I've had a persistent issue with basic mob actions reporting this error
and think I finally cracked it
When replanning with AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
it can run
Setup
on one action leading to the plan changing, meaning that it runs
finishCommand
to cancel all other existing commands
If you triggered a replan by setting up a movement action in the middle
of another movement action, cancelling the existing action would remove
the target already set by the current one.
We want actions to be able to remove their own movement target but not
if it has been changed by something else in the intervening time.
I fixed this by passing a source every time you set a movement target and adding a proc which only clears it if you are the source... but this feels kind of ugly. I couldn't think of anything but if you have a better idea let me know.
Also while I was doing this I turned it into a feature because I'm crazy. If you feed a mouse cheese by hand it will stop being scared of humans and so will any other mice it attracts from eating more cheese. This is mostly because I think industrial mouse farming to pass cargo bounties is funny. Mice controlled by a Regal Rat lose this behaviour and forget any past loyalties they may have had.
Mouse.Friend.-.Made.with.Clipchamp.mp4
Oh also I removed a block about cancelling if you have another target from the "hunt" behaviour, everywhere using this already achieves that simply by ordering the actions in expected priority order and it was messing with how I expected mice to work. Now if they happen to stop by some cheese they will correctly stop fleeing in order to eat it before continuing to run away.
Fixes a bug I kept running into. Makes it possible to set up a mouse farm without them screaming constantly. Lets people more easily domesticate mice to support Ratatouille gameplay.
🆑 add: Mice who are fed cheese by hand will accept humans as friends, at least until reminded otherwise by their rightful lord. fix: Fixed a runtime preventing mice from acting correctly when trying to flee and also eat cheese at the same time. /🆑
Co-authored-by: Jacquerel [email protected]
Happy New Year's! Since the old commit, Head straight to these URLs, http://localhost:3000/users?name=null
https://cloud.mongodb.com/v2/6310f50334d2812a3eb177c6#/clusters
https://cloud.mongodb.com/v2/6310f50334d2812a3eb177c6#/metrics/replicaSet/6310f63d0fc49052e0e2cd0e/explorer/test/postmessages/find.
33 Messages? Delete them! "But first", let's look and see what they look like on the front-end.
babel-eslint version is a thing.
We weren't fetching them from memories_project/client
? We are on memories_project/client
. What was Cannot destructure property 'data' of '(intermediate value)' as it is undefined. It actually comes from ? The fetch! The GET! Since we look into MongoDB, into the front-end at "Memories" Project & Da-Repo, Server, and can't find the ? posts.js file, we return the axios fetch! Hmm the images Are they loading? No.
Return the axios fetch, and you'll see our new posts "come to life"! What does the axios fetch 'look like' on The Memories Project? src/api/index.js
strictly an export file. src/actions/posts.js
strictly an access file, import * as api from '../api/index.js';
Is it "strictly" an access file? No, it gets exported into src/App.js
And the rest is "history", the history that we "over-wrote" when that email "made its way" to my inbox. What happens when we dispatch the getPosts
thunk?
Dispatches the getPosts thunk. Let's dispatch the getPosts
thunk. ❤️ for thinking of this. We have got the database, the server running. "What's the difference?". Compare and differentiate npm start
& npm run dev
. Todo: Compare npm start
with npm run dev
. How do you copy & paste forward slash in "the" Discord Thread Title?
Oh sweet, we were able to get that to work on the other page. Like the actual social page we will use.
Return not just to http://localhost:3000/ but to the error, let users = JSON.parse(sessionStorage.getItem("users")) SyntaxError: "undefined" is not valid JSON
in "helpers". helpers/actions/postsAPI.js add the return
so the function "knows" to return it.
console.log("We are fetching with the 'input'", url)
return axios.get(url)
};``` http://localhost:3000/users?name=null 🙂
The users undefined JSON "still" persists! "How?" Because we clicked on Conor Lamb http://localhost:3000/users?name=null. What sets a user in "the Browser" Session Storage?
`getPosts` is declared but its value is never read.
Todo: Dispatch getPosts as the Redux thunk that it is. The location is pages/users.js and we are at the "un-used" import
import { getPosts } from '../helpers/actions/posts';
pages/users.js -- Da-Repo
Invoke the getPosts function. How is the getPostsThunk supposed to be invoked?
There are some things called RESTful APIs!
How is the getPosts Thunk supposed to be invoked? How is it invoked in the original memories_project, but "not in the Da-Repo"?
The only thing that we are missing, is the invocation.
The getPosts thunk is simply dispatched within the
```useEffect(() => {
dispatch(getPosts());
}, [currentId, dispatch]);``` hook.
UseEffect means the same thing as componentDidMount
in a Regular component 🙂
And do it with the currentId of null and the state of dispatch.
```const [currentId, setCurrentId] = useState(null);
const classes = useStyles();
const dispatch = useDispatch();```
Where is this data and does it look similar?
To the data being fetched from memories_project? "We are looking at the data from Da-Repo."
How can we get the data back on the local state (props?) via Redux? At least it arrives on update!
The original client/src/App.js in memories_project. In client/src/App.js, the Container tells us where to put the Posts, and the dispatch is made. In App.js, it's just a container for holding the components later on down the "stream".
client/src/components/Posts/Posts.js.
```import Post from './Post/Post';
return (
!posts.length ? <CircularProgress /> : (
<Grid className = {classes.container} container alignItems="stretch" spacing={3}>
{posts.map((post) => (
<Grid key={post._id} item xs={12} sm={6}>
<Post post={post} setCurrentId={setCurrentId} />
</Grid>
))}
</Grid>
)
);```
What does it take to get the "whole" posts thing set-up? Where is the Post component? Post.js. It looks like it takes two para-meters, these are `post` and `setCurrentId` !
Ordinarily, we import Post from './Post/Post';
If we're willing, we can go down the hierarchy directly.
Seems to be "unreachable", posts does
The name of the Posts file can be replicated, just create a new one!
What happens when we invoke the Post (without Actions, without setCurrentId)? Therefore, we are fetching the posts
Let's test Post Creation. Create a POST!
There, we can see it. Todo: find a way to host front-end and back-end on different servers so that our Vercel.app server (or Render, with the appropriate DATABASE_URL?ssl=true we might be able to render the database "API_URL" as an environment variable, with Render we might be able to cross domain origin resource sharing). We just might in that we can "accept" req.body.origin and then...return the data. The server will behave like a reflex in that the data just gets sent back from the server without any need for thought. The server "knows where to send the response", how does it know? What is the "architecture" of the server that may allow us to "transmute" across different req.body.origin? 🙂
serviceAccount.json has the "credentials". The pages/api/database/serviceAccount.json!
If that's for Firebase, then what are "the MongoDB data API keys"?
It is possible that this only needs to occur on "the back-end"
That means the social/server/index.js
There are two primary components the front-end, social/client/...
and the back-end social/server
Then we just connect to the back-end via Axios.
Todo: see "how MongoDB Works" Where are the MongoDB API keys? It's possible that the memories_project doesn't have any.
That we don't have any. Todo: See if we can get the site to cross-connect CORS Resource. Can we host the back-end on a different server? Host the back-end on a "foreign" hosting service, and see if we can connect to it.
The idea is to host the back-end on its own server, and then connect to it via the front-end.
"This is where it all happens.".
"postsAPI.js"
What is the route through which the Back-end receives requests? It could be somewhere on the back-end code.
That means we need to handle incoming requests.
"But first", let us go through the front-end.
Let us do the deployment premierement.
How do we get into the back-end?
How do we host the back-end on a server, is Heroku an "option"?
We don't actually need the server branch. Advanced Project Settings – Vercel
Your project can be located in a subdirectory of your Git repository.
https://vercel.com/blog/advanced-project-settings Locate the "sub-directory". The version of the app, is Create Next App. The Version of the app is the Framework Preset !
Time Stamps 👇
00:00:00 Intro
00:10:03 Setup
00:19:00 MongoDB
00:50:33 Redux
01:17:30 Create a Post
02:32:55 Authentication
04:55:08 Pagination Feature
05:08:50 Search
06:10:12 Details Page
06:24:30 Recommended Posts
06:36:13 Comments Feature
07:20:38 Deployment
Build and Deploy a Full Stack MERN Social Media App with Auth, Pagination, Comments | MERN Course - YouTube
https://www.youtube.com/watch?v=VsUzmlZfYNg
What is the "Framework" of the ~/memories_project/memories_project/server (master checkmark)? The Framework is "Other".
Want to see the Scripts. Where is database URL, it's going to be set as an environment variable "going to be" set on the front-end and it will refer to the back-end.
Todo: Set Database URL on Front-end as an Environment Variable, instead of "hard-coding" it
The hard-coded url may be an environment variable "soon". Try deploying not just on Vercel.app but also on Render.com. Todo: Once the back-end is running, query it just to make "any kind of "connection.
https://project-mern-memories-mauve.vercel.app/
`cd` subfolder, Environment Variables, and Settings, and This Thread Name Change is "Silent"! cd subfolder. "If you want" you can set ?ssl=true ssl is true !?
"ssl is true!?"
The Settings cd server && npm start. "Build Command" means `npm install`
sh: 1: nodemon: Permission denied · Issue #3 · CarlitosDroid/docker-compose-nodejs-mysql
https://github.com/CarlitosDroid/docker-compose-nodejs-mysql/issues/3
"npm start" permission denied error: how to solve it? | by Gabriel Guerra | Medium
https://heygabriel.medium.com/npm-start-permission-denied-error-how-to-solve-it-2387c7472319
I am getting this error when I try to install nodemon either globally or without the global tag ...npm WARN checkPermiss (Example) | Treehouse Community
https://teamtreehouse.com/community/i-am-getting-this-error-when-i-try-to-install-nodemon-either-globally-or-without-the-global-tag-npm-warn-checkpermiss
`npx nodemon app.js`
It "works" locally.
Todo: White-list Inter-net Protocol Address on MongoDB.
---
## [snagglegrolop/iHW-WatchOS](https://github.com/snagglegrolop/iHW-WatchOS)@[65fb5cba5c...](https://github.com/snagglegrolop/iHW-WatchOS/commit/65fb5cba5ce623029a8e4cf58c59947143628665)
#### Sunday 2023-01-08 08:05:57 by snagglegrolop
THANKS TO AJ THIS THING IS AMAZING, THE BUTTON GREYS OUT WHEN YOURE DONE, THE BUTTON ACTUALLY WORKS OMG, STILL NOT SURE ABOUT THE COLORING BUT YEAH. BEST COMMIT SO FAR. BASICALLY JUST A REWRITE OF SIGN_IN.
---
## [copier1/guava](https://github.com/copier1/guava)@[8a676ade61...](https://github.com/copier1/guava/commit/8a676ade617c6be992165cd0658779a14acef2f2)
#### Sunday 2023-01-08 09:58:47 by cpovirk
Make the build work under more JDK versions.
(Guava is already _usable_ under plenty of verions. This change affects only people who build it themselves.)
And run CI under JDK17. Maybe this will make CI painfully slow, but we'll see what happens. If we want to drop something, we should consider whether to revert 17 or to drop 11 instead (so as to maintain coverage at the endpoints of \[8, 17\]).
## Notes on some of the versions
### JDK9
I expected Error Prone to work, but I saw `invalid flag: -Xep:NullArgumentForNonNullParameter:OFF`, even though that flag is [already](https://github.com/google/guava/blob/166d8c0d8733d40914fb24f368cb587a92bddfe0/pom.xml#L515) part of [the same `<arg>`](https://github.com/google/error-prone/issues/1086#issuecomment-411544589), which works fine for other JDK versions. So I disabled Error Prone for that version.
Then I had a Javadoc problem with the `--no-module-directories` configuration from cl/413934851 (the fix for https://github.com/google/guava/issues/5457). After reading [JDK-8215582](https://bugs.openjdk.org/browse/JDK-8215582) more carefully, I get the impression that that flag might not have been added until 11: "addressed in JDK 11, along with an option to revert to the old layout in case of need." So I disabled it for 9-10.
Then I ran into a problem similar to https://github.com/bazelbuild/bazel/issues/6173 / [JDK-8184940](https://bugs.openjdk.java.net/browse/JDK-8184940). I'm not sure exactly what tool produced a file with a month of 0, but it happened only when building `guava-tests`. At that point, I gave up, though I left the 2 above workarounds in place.
### JDK10
This fails with some kind of problem finding a Guice dependency inside Maven. I didn't investigate.
### JDK15 and JDK16
These fail with [the `TreeMap` bug](https://bugs.openjdk.org/browse/JDK-8259622) that [our collection testers had detected](https://github.com/google/guava/issues/5801#issue-1068748849) but we never got around to reporting. Thankfully, it got reported and [fixed](https://github.com/openjdk/jdk/commit/2c8e337dff4c84fb435cafac8b571f94e161f074) for JDK17. We could consider suppressing the tests under that version.
### JDK18, JDK19, and JDK20-early-access
These fail with [`SecurityManager` trouble](https://github.com/google/guava/issues/5801#issuecomment-1293817701).
## Notes on the other actual changes
### `maven-javadoc-plugin`
I set up `maven-javadoc-plugin` to use `-source ${java.specification.version}`. Otherwise, it would [take the version from `maven-compiler-plugin`](https://github.com/google/guava/issues/5801#issuecomment-1314291284). That's typically fine: Guava's source code targets Java 8, so `-source 8` "ought" to work. But it doesn't actually work because we also pass Javadoc the _JDK_ sources (so that `{@inheritDoc}` works better), which naturally can target whichever version of the JDK we're building with.
### Error Prone
While Error Prone is mostly usable [on JDK11+](https://errorprone.info/docs/installation), some of its checks have [problems under some versions](https://github.com/google/error-prone/issues/3540), at least when they're reporting warnings.
This stems from its use of part of the Checker Framework, which [doesn't support JDKs in the gap between 11 and 17](https://github.com/typetools/checker-framework/blob/c2d16b3409000ac2e2ca95b8b81ae11e42195308/framework/src/main/java/org/checkerframework/framework/source/SourceChecker.java#L553-L554). And specifically, it looks like the Checker Framework is [trying to look up `BindingPatternTree` under any JDK12+](https://github.com/typetools/checker-framework/blob/c2d16b3409000ac2e2ca95b8b81ae11e42195308/javacutil/src/main/java/org/checkerframework/javacutil/TreeUtils.java#L131-L144). But `BindingPatternTree` (besides not being present at all [until JDK14](https://github.com/openjdk/jdk/commit/229e0d16313b10932b9ce7506d84096696983699#diff-3db4b0ce4411c851bcf75d92ef4dadc7351debcf0f9b2c2623dc513923b45867R41)) didn't declare that method [until JDK16](https://github.com/openjdk/jdk/commit/18bc95ba51b6864150c28985e65b6f784ea8ee2c#diff-3db4b0ce4411c851bcf75d92ef4dadc7351debcf0f9b2c2623dc513923b45867R39).
Anyway, the problem we saw was [a `NoSuchMethodException` during the `AbstractReferenceEquality` call to `NullnessAnalysis.getNullness`](https://oss-fuzz-build-logs.storage.googleapis.com/log-a9d04aa2-8b5a-47ca-8066-7e6b38548064.txt), which uses Checker Framework dataflow.
To address that, I disabled Error Prone for the versions under which I'd expect the `BindingPatternTree` code to be a problem.
(I also disabled it for JDK10: As noted above, Error Prone [supports JDK11+](https://errorprone.info/docs/installation). And as noted further above, Maven doesn't get far enough with JDK10 to even start running Error Prone.)
Fixes https://github.com/google/guava/issues/5801
RELNOTES=n/a
PiperOrigin-RevId: 488902996
---
## [Danielkaas94/DTAP](https://github.com/Danielkaas94/DTAP)@[ddecb5f032...](https://github.com/Danielkaas94/DTAP/commit/ddecb5f032435ef1f2e421294cdeac53207547f8)
#### Sunday 2023-01-08 11:53:33 by Danielkaas94
Steam ♨
Stand Back
Said stand Back
What are those dogs doing sniffing at my feet?
They're on to something, picking up, picking up this heat
This heat, give me steam
And how you feel can make it real
Real as anything you've seen
Get a life with the dreamer's dream
You know your culture from your trash
You know your plastic from your cash
When I lose sight of the track
You know the way back, but I know you
You know your stripper from your paint
You know your sinner from your saint
Whenever heaven's doors are shut
You kick them open, but I know you
Give me steam
And how you feel can make it real
Real as any place you've been
Get a life with the dreamer's dream
Stand back
Said stand back
Can't you see I've lost control I'm getting indiscreet?
You're moving in so close 'til I'm picking up, picking up this heat
This heat, give me steam
And how you feel can make it real
Real as anything you've seen
Get a life with the dreamer's dream
You know your green from your red
You know the quick from the dead
So much better than the rest
You think you've been blessed, but I know you
You know your ladder from your snake
You know the throttle from the brake
You know your straight line from a curve
You've got a lot of nerve, but I know you
Give me steam
And how you feel can make it real
Real as any place you've been
Get a life with the dreamer's dream
Everybody nosedive
Hold your breath, count to five
Backslap, booby-trap
Cover it up in bubble-wrap
Room shake, earthquake
Find a way to stay awake
It's going to blow, it's going to break
This is more than I can take
Oh yeah, I need steam
Feel the steam around me
Ah, you're turning up the heat
When I start to dream aloud
See you move your hands and feet
Won't you step into this cloud of steam?
This steam
Give me steam
And how you feel can make it real
Real as anything you've seen
Get a life with the dreamer's dream
Help me, yeah
Ready to steam out the log jam
Stir crazy from the freezer to the foil
Water's bubbling, it's b-b-b-bubbling
Bubbling, bubbling, bubbling, bubbling
Like it's coming to a boil
Give me steam, lady
Give me steam around me now
Coming alive
Coming alive
Said give me some steam
---
## [dcnieho/Psychtoolbox-3](https://github.com/dcnieho/Psychtoolbox-3)@[4b90b29dda...](https://github.com/dcnieho/Psychtoolbox-3/commit/4b90b29dda9d30aa9b89b2cb1077e85dddd61ecc)
#### Sunday 2023-01-08 12:34:59 by Mario Kleiner
Screen/Linux: Support Wayland compositors without wl_shell, but xdg_shell.
libWaffle as of its latest release now also supports the basic stable
xdg shell protocol for window creation and management:
In the past, only wl_shell was supported. Now it will try to use
xdg_shell and fall back to wl_shell if xdg_shell is not supported.
As most production compositors do support xdg_shell in at least a
basic variant by now, this means most of the time xdg_shell will
be used.
Adapt our window setup code to make use of this new Waffle feature.
Also some cosmetic changes to status messages etc.
This now allows testing on wlroots-based compositors like Sway WM,
which do not support old wl_shell, but only xdg_shell. Also a bit
more robust on KDE's kwin wayland and GNOME's Mutter wayland.
Restrictions:
- We do not use xdg_shell calls ourselves yet, but rely on Waffle,
so we are restricted: Can't select which output to display a
fullscreen window on. That's supported on wl_shell only so far.
- Also no assignment of window titles in windowed mode.
- Oh and we need a bug-fixed libWaffle, as upstream release has a
bug in its fullscreen xdg support! I'll need to upstream my fix.
- Sway does support the presentation timing feedback protocol, so
now we have n=2 compositors with not totally broken timing, yay!
However: Scheduling on Sway is as much of a s***-show as expected,
as each Wayland compositor seems to reinvent the wheel in terms
of composition scheduling. This will stay awful until a proper
presentation timing extension is released and supported by most
compositors. On Sway one needs these tweaks to get not totally
awful timing and performance on a 144 Hz display:
In Octave: setenv('PSYCH_WAYLAND_SWAPDELAY', '-0.002')
In Sway's config file (see man sway-output):
output DP-3 max_render_time 2
Why these magic numbers? I wouldn't know, but endless tinkering
made it work best for these settings. Any other refresh rate
would probably need different numbers.
-> So this is an improvement, but far from anything one would want
to expose ones's users to. X-Server still rules...
---
## [bitcoin-cash-node/bitcoin-cash-node](https://github.com/bitcoin-cash-node/bitcoin-cash-node)@[3be863dee2...](https://github.com/bitcoin-cash-node/bitcoin-cash-node/commit/3be863dee2f06b556fbe53782a1b9051f73d6ad3)
#### Sunday 2023-01-08 13:53:41 by Fernando Pelliccioni
Some NITs (follow-up to MR 1600)
Some minor changes that (in my opinion) help to improve the readability and code review, like:
* Using for-range loops if possible.
* Remove `else` and `else if` after `return` to reduce nesting.
* Defaulting constructors/destructors when possible.
* Improve const-correctness.
* Prefer `bool x = false;` than `bool x{};`. The latter makes you have to remember what the default value of the type is. While it should be obvious to the C++ programmer, we have many reviewers who are not experts in the language. I think this kind on initialization is useful for generic programming `T x{};`, but if you know the type, I prefer to be the more explicit as possible.
## Test Plan
* `ninja all check`
---
## [prakal108/subqueries](https://github.com/prakal108/subqueries)@[340f7d2c76...](https://github.com/prakal108/subqueries/commit/340f7d2c76bd185293fcbf7203b473fb7a825012)
#### Sunday 2023-01-08 14:00:59 by prakal108
Problem Statements
Problem Statement:
Consider yourself to be Sam and you have been given the below tasks to complete using
the Table – STUDIES, SOFTWARE & PROGRAMMER.
Tasks to be performed:
1. Find out the selling cost AVG for packages developed in Pascal.
2. Display Names, Ages of all Programmers.
3. Display the Names of those who have done the DAP Course.
4. Display the Names and Date of Births of all Programmers Born in January.
5. What is the Highest Number of copies sold by a Package?
6. Display lowest course Fee.
7. How many programmers done the PGDCA Course?
8. How much revenue has been earned thru sales of Packages Developed in C.
9. Display the Details of the Software Developed by Ramesh.
10. How many Programmers Studied at Sabhari?
11. Display details of Packages whose sales crossed the 2000 Mark.
12. Display the Details of Packages for which Development Cost have been recovered.
13. What is the cost of the costliest software development in Basic?
14. How many Packages Developed in DBASE?
15. How many programmers studied in Pragathi?
16. How many Programmers Paid 5000 to 10000 for their course?
17. What is AVG Course Fee
18. Display the details of the Programmers Knowing C.
19. How many Programmers know either COBOL or PASCAL.
20. How many Programmers Don’t know PASCAL and C
21. How old is the Oldest Male Programmer.
22. What is the AVG age of Female Programmers?
23. Calculate the Experience in Years for each Programmer and Display with their
names in Descending order.
24. Who are the Programmers who celebrate their Birthday’s During the Current
Month?
25. How many Female Programmers are there?
26. What are the Languages studied by Male Programmers.
27. What is the AVG Salary?
28. How many people draw salary 2000 to 4000?
29. Display the details of those who don’t know Clipper, COBOL or PASCAL.
30. Display the Cost of Package Developed By each Programmer.
31. Display the sales values of the Packages Developed by the each Programmer.
32. Display the Number of Packages sold by Each Programmer.
33. Display the sales cost of the packages Developed by each Programmer Language wise.
34. Display each language name with AVG Development Cost, AVG Selling Cost and
AVG Price per Copy.
35. Display each programmer’s name, costliest and cheapest Packages Developed by him or
her.
36. Display each institute name with number of Courses, Average Cost per Course.
37. Display each institute Name with Number of Students.
38. Display Names of Male and Female Programmers. Gender also.
39. Display the Name of Programmers and Their Packages.
40. Display the Number of Packages in Each Language Except C and C++.
41. Display the Number of Packages in Each Language for which Development Cost is
less than 1000.
42. Display AVG Difference between SCOST, DCOST for Each Package.
43. Display the total SCOST, DCOST and amount to Be Recovered for each
Programmer for Those Whose Cost has not yet been Recovered.
44. Display Highest, Lowest and Average Salaries for those earning more than 2000.
45. Who is the Highest Paid C Programmers?
46. Who is the Highest Paid Female COBOL Programmer?
47. Display the names of the highest paid programmers for each Language.
48. Who is the least experienced Programmer.
49. Who is the most experienced male programmer knowing PASCAL.
50. Which Language is known by only one Programmer?
51. Who is the Above Programmer Referred in 50?
52. Who is the Youngest Programmer knowing DBASE?
53. Which Female Programmer earning more than 3000 does not know C, C++,
ORACLE or DBASE?
54. Which Institute has most number of Students?
55. What is the Costliest course?
56. Which course has been done by the most of the Students?
57. Which Institute conducts costliest course.
58. Display the name of the Institute and Course, which has below AVG course fee.
59. Display the names of the courses whose fees are within 1000 (+ or -) of the
Average Fee,
60. Which package has the Highest Development cost?
61. Which course has below AVG number of Students?
62. Which Package has the lowest selling cost?
63. Who Developed the Package that has sold the least number of copies?
64. Which language has used to develop the package, which has the highest
sales amount?
65. How many copies of package that has the least difference between
development and selling cost where sold.
66. Which is the costliest package developed in PASCAL.
67. Which language was used to develop the most number of Packages.
68. Which programmer has developed the highest number of Packages?
69. Who is the Author of the Costliest Package?
70. Display the names of the packages, which have sold less than the AVG
number of copies.
71. Who are the authors of the Packages, which have recovered more than double the
Development cost?
72. Display the programmer Name and the cheapest packages developed by them in
each language.
73. Display the language used by each programmer to develop the Highest
Selling and Lowest-selling package.
74. Who is the youngest male Programmer born in 1965?
75. Who is the oldest Female Programmer who joined in 1992?
76. In which year was the most number of Programmers born.
77. In which month did most number of programmers join?
78. In which language are most of the programmer’s proficient.
79. Who are the male programmers earning below the AVG salary of
Female Programmers?
80. Who are the Female Programmers earning more than the Highest Paid?
81. Which language has been stated as the proficiency by most of the Programmers?
82. Display the details of those who are drawing the same salary.
83. Display the details of the Software Developed by the Male Programmers Earning
More than 3000/-.
84. Display the details of the packages developed in Pascal by the Female
Programmers.
85. Display the details of the Programmers who joined before 1990.
86. Display the details of the Software Developed in C By female programmers of
Pragathi.
87. Display the number of packages, No. of Copies Sold and sales value of
each programmer institute wise.
88. Display the details of the software developed in DBASE by Male Programmers, who
belong to the institute in which most number of Programmers studied.
89. Display the details of the software Developed by the male programmers Born
before 1965 and female programmers born after 1975.
90. Display the details of the software that has developed in the language which is
neither the first nor the second proficiency of the programmers.
91. Display the details of the software developed by the male students of Sabhari.
92. Display the names of the programmers who have not developed any packages.
93. What is the total cost of the Software developed by the programmers of Apple?
94. Who are the programmers who joined on the same day?
95. Who are the programmers who have the same Prof2?
96. Display the total sales value of the software, institute wise.
97. In which institute does the person who developed the costliest package studied.
98. Which language listed in prof1, prof2 has not been used to develop any package.
99. How much does the person who developed the highest selling package earn and
what course did HE/SHE undergo.
100. What is the AVG salary for those whose software sales is more than 50,000/-.
101. How many packages were developed by students, who studied in institute that
charge the lowest course fee?
102. How many packages were developed by the person who developed the
cheapest package, where did HE/SHE study?
103. How many packages were developed by the female programmers earning more
than the highest paid male programmer?
104. How many packages are developed by the most experienced programmer form
BDPS.
105. List the programmers (form the software table) and the institutes they studied.
106. List each PROF with the number of Programmers having that PROF and the
number of the packages in that PROF.
107. List the programmer names (from the programmer table) and No. Of Packages
each has developed.
---
## [Kazakazara/tgstation](https://github.com/Kazakazara/tgstation)@[a9fda932e2...](https://github.com/Kazakazara/tgstation/commit/a9fda932e2a9d8cf20f5f74fdcbdbcca86d580e6)
#### Sunday 2023-01-08 16:43:06 by Tim
Drinking singulo ignores supermatter hallucinations and pulls nearby objects (#71927)
## About The Pull Request
Drinking a singulo will now:
- Give immunity to supermatter hallucinations
- Pulls objects to you based on the total volume in your system (20u =
1x1, 45u = 2x2, 80u = 3x3)
- Makes a burp and supermatter rays/sound when objects are pulled
The new ingredient is:
- Vokda 5u
- Wine 5u
- Liquid Dark Matter 1u (replaces Radium)
## Why It's Good For The Game
More cool effects for drinks. Singularity is all about gravity and the
drink should have a theme around that.
![dreamseeker_2q21YXS698](https://user-images.githubusercontent.com/5195984/207297517-90d26395-dd30-4106-bdd4-b30b1ba3e20b.gif)
## Changelog
:cl:
add: Drinking singulo will now ignore supermatter hallucinations and
pull objects to you
balance: Change singulo drink recipe to require liquid dark matter
instead of radium.
/:cl:
---
## [mrakgr/The-Spiral-Language](https://github.com/mrakgr/The-Spiral-Language)@[7488571859...](https://github.com/mrakgr/The-Spiral-Language/commit/748857185925d154914fdbccded054ebe98babd5)
#### Sunday 2023-01-08 17:09:37 by Marko Grdinić
"Time for lunch.
6:35pm. Done with lunch. Mitsuha 80k starts today.
https://wyclif.substack.com/p/social-norms-the-downside
8:35pm. Sigh, damn it. I just want the docs to the Tenstorrent chips. Could it really be the case that the company is in trouble? That can't be it. Why all this trouble?
Am I really so cursed that I can't even get the docs for the Tenstorrent chips? If that particular company cannot deliver, then what else am I supposed to hope for?
I have no patience. I am going to fire another email on Wednesday if I still haven't gotten contact by then asking if there is a problem.
8:55pm. I want it so much. If there is any difference between me in late 2021, is that I want just this little bit of hope. If I could at least get some confirmation that the hardware I want is going to exist, that would motivate me.
9:05pm. If I can't get a reply from Tenstorrent by the end of the week, I'll poke their discord as well as post the article on HN. It is not a very interesting article, but the HN guys are smart, so maybe I'll get something good.
If that fails as well, I'll have to push my foray into AI chips all the way into 2024. I guess I'll be working a job by then. Agh, I want to program AI chips. That is the only thing that I want. What is the right choice here? I don't know.
https://desuarchive.org/g/thread/90638267/#90642468
///
>>90642291
Gee. If only there were some sort of planet-sized electronic network of these AI widgets working together, being staffed around the clock by dutiful apeslaves, working 24/7 to feed data into the datasets and thereby increasing the capacity of each individual AI-widget... The kind of massive worldbrain that could, say, go from nonexistent to being able to replace office-apes over the span of a couple dozen years. The kind of thing that everyone spends all day feeding into, with no exceptions; industry, education, art, literature, music, commerce, every single facet of every human's existence, from love to work to entertainment to death, everything, 24/7, without any hint of slowing down. Gee golly, that sure would be something. But enough about that... let's talk about why ChatGPT is so fucking stupid and can't do word problems.
///
///
>>90642468
Are you actually Yudkowski? What are you doing on /g/?
///
He sure got busted quickly. That is certainly his style.
10:15pm. https://news.ycombinator.com/item?id=34291191
///
Most projects I encounter these days instantly reach for kubernetes, containers and microservices or cloud functions.
I find it much more appealing to just make the whole thing run on one fast machine. When you suggest this tend to people say "but scaling!", without understanding how much capacity there is in vertical.
The thing most appealing about single server configs is the simplicity. The more simple a system easy, likely the more reliable and easy to understand.
The software thing most people are building these days can easily run lock stock and barrel on one machine.
I wrote a prototype for an in-memory message queue in Rust and ran it on the fastest EC2 instance I could and it was able to process nearly 8 million messages a second.
You could be forgiven for believing the only way to write software is is a giant kablooie of containers, microservices, cloud functions and kubernetes, because that's what the cloud vendors want you to do, and it's also because it seems to be the primary approach discussed. Every layer of such stuff add complexity, development, devops, maintenance, support, deployment, testing and (un)reliability. Single server systems can be dramatically mnore simple because you can trim is as close as possible down to just the code and the storage.
///
1/8/2022
9:25am. Let me chill and then I will start. Jobs...yeah, my biggest problem is that the true purpose of a programmer is to make money for a company, and making money is my weakness. As much as I'd like to get a job making 500k a year, can I even make 50k for myself? Until I understand this value creation thing, I should dampen my enthusiasm for money. Working for the sake of programming itself is the only purpose that I need.
That is the way things should go.
No emails, as expected.
9:55am. I need to get a handle on my purpose in order to break through this deadlock. If I can do it for the right reason, I could get over my interview neurosis. That is what I've concluded over the night.
For now let me just think about it for a while and then it will come to me. I'll just write for a few months as per plan and bring Heaven's Key to its conclussion.
10:30am. https://boards.4channel.org/g/thread/90772792
Let me get started. I'll leave this thread for later.
In some ways, I am done with programming. Having made a language like Spiral, I feel like I've covered a lot of the ground. The experience of making it was good in the end. The problem is AI. The problem is getting stuck. This killed me back in high school too.
In the end, I can only have the machine do the tough problems itself. There will be things I cannot do by myself. Things I cannot see no matter how hard I try.
Making Spiral was an accomplishment.
But the highest thing I can do is make the machine solve the unsolvable problems itself. That is true AI. That cuts to the essence.
I ran into trouble, and I turned the other way. When I can push forward with the strength of the machines, that is when I will have reached the apex. I am not there yet. What I have to do is a very small thing, but nonetheless I have to do it.
10:30am. I cannot do anything more than this. I made a language for myself. The next step is to make a language for the machine itself. The way I've been able to gradually improve while working on Spiral was great. AI should be like that for me, but it wasn't. By making a language for the machines, that is how I will restore balance to the force and bring back the justice to the world.
10:35am. A language for the machine.
That should be the pinnacle of my ambition. I wanted so badly a language for myself, but that is not enough. I need to reach out and open the door fully.
This thing here with Tenstorrent and the article is embarassing. I need to get myself into a position where I do not care about the individual companies. That I've been peeved at the UPMEM guy is already a mistake in itself. If I had a solid sense of purpose, I would not be shaken by interviews or ghosting or lack of money.
I should pay respects to the accomplishments that I've made, and move on to doing what I need to do.
10:40am. For now, let me just write. Since my mom is dying from cancer it is really a tense thing to do. Frittering away time on my hobby when I could be making the money to cryofreeze her. She will die and I will be feeling guilty about it, but I want to be the kind of person that is unshackled by the past, even though I am not at all like that now. Maybe one day, with the power of the transcendence...
12:30pm. 44.25k. 1.2k.
Not bad. Let me chill a bit.
2:30pm. Let me resume. Time to write more Heaven's Key. Stop reading /a/ threads. Focus on writing. Tomorrow will come and maybe I will get an answer to the docs request. If so good. Either way, I will finish it next week and will be able to move no mentally to the next phase.
https://arxiv.org/abs/2206.08896
Evolution through Large Models
> This paper pursues the insight that large language models (LLMs) trained to generate code can vastly improve the effectiveness of mutation operators applied to programs in genetic programming (GP). Because such LLMs benefit from training data that includes sequential changes and modifications, they can approximate likely changes that humans would make. To highlight the breadth of implications of such evolution through large models (ELM), in the main experiment ELM combined with MAP-Elites generates hundreds of thousands of functional examples of Python programs that output working ambulating robots in the Sodarace domain, which the original LLM had never seen in pre-training. These examples then help to bootstrap training a new conditional language model that can output the right walker for a particular terrain. The ability to bootstrap new models that can output appropriate artifacts for a given context in a domain where zero training data was previously available carries implications for open-endedness, deep learning, and reinforcement learning. These implications are explored here in depth in the hope of inspiring new directions of research now opened up by ELM.
Found this on in a HN thread. Seems right up my alley. Using NNs to boost evolution is what I'd want to do.
https://news.ycombinator.com/item?id=34297771
How Organisms Come to Know the World: Fundamental Limits on AGI
I'll read this later.
https://www.youtube.com/watch?v=dT7PztedQwQ&list=PLbwkrBlkBjlSvE_hGUuSL9uP4_5uCQuEZ&index=47
Horizon's OST is so good. I really should download it whole at some point.
4:55pm. 45.75k.
5:05pm.
///
(Main Euclid POV - Branch Of Reality, Inside The Cab)
‘I am done. In the real world, one of my forks is digging in, under the ground. Now we will be safe from anything. It is as you requested.’ Eua informed.
‘I have no doubt you’d have done this either way without my prompting.’ I told her.
‘Of course. What do you want to do now?’ She asked me, and as she did so the game loaded, and my senses came to me.
“We are here.” The gruff voiced cabbie informed me.
I was inside the cab, the one that gave me a ride back home from the Fireball Arcade. I looked outside the window and right there was my home. I got a twinge of melancholy as I made the decision, but I cannot let personal relations get in the way of my safety and my future. I finally have my power, and a world of adventure is waiting for me out there. A great unknown, that for once I have the power to grasp.
“I changed my mind. Let's go back to town. Take me to the most expensive hotel in town.”
///
Maybe I should just stop here. This kind of melancholic scene fits the mood, but I meant to have Euclid do something based instead. Though admittedly, doing what he would do would mean being a bit of a bitch.
5:35pm. 46.1k. Maybe I will do a branch of reality to incorporate the scene I had in mind.
5:40pm. This is good enough for the day.
Let me post this on the Episteme tier and then I will close.
5:45pm. Posted it on Patreon. Let me close here. Tomorrow I will close this mini-arc with Branch Euclid. Not the chapter, just the particular story thread. Then comes Elaina's introduction. I am not sure if I will put anything else before the City Of Dawn stage.
But there have to be some scenes of Elaina growing up. This is going to be a pretty long chapter.
Time for lunch."
---
## [kxmpxtxnt/mk-ervers](https://github.com/kxmpxtxnt/mk-ervers)@[43b5c8ddf1...](https://github.com/kxmpxtxnt/mk-ervers/commit/43b5c8ddf1980315f499538681e8d3730fd2bfb0)
#### Sunday 2023-01-08 17:29:59 by Paul Kindler
update gradle.properties, build.gradle.kts and Extensions (holy shit, no fucking way a god made so many updates)
---
## [AdarshGrewal/android_kernel_realme_sm8250](https://github.com/AdarshGrewal/android_kernel_realme_sm8250)@[413879a10b...](https://github.com/AdarshGrewal/android_kernel_realme_sm8250/commit/413879a10b0b0eb563a23c4df896773b2d9413f9)
#### Sunday 2023-01-08 18:10:19 by Linus Torvalds
Merge tag 'riscv-for-linus-4.16-merge_window' of git://git.kernel.org/pub/scm/linux/kernel/git/palmer/riscv-linux
Pull RISC-V updates from Palmer Dabbelt:
"This contains the fixes we'd like to target for the 4.16 merge window.
It's not as much as I was originally hoping to do but between glibc,
the chip, and FOSDEM there just wasn't enough time to get everything
put together. As such, this merge window is essentially just going to
be small changes. This includes mostly cleanups:
- A build fix failure to the audit test cases.
RISC-V doesn't have renameat because the generic syscall ABI moved
to renameat2 by the time of our port. The syscall audit test cases
don't understand this, so I added a trivial fix. This went through
mailing list review during the 4.15 merge window, but nobody has
picked it up so I think it's best to just do this here.
- The removal of our command-line argument processing code. The
"mem_end" stuff was broken and the rest duplicated generic device
tree code. The generic code was already being called.
- Some unused/redundant code has been removed, including
__ARCH_HAVE_MMU, current_pgdir, and the initialization of
init_mm.pgd.
- SUM is disabled upon taking a trap, which means that user memory is
protected during traps taking inside copy_{to,from}_user().
- The sptbr CSR has been renamed to satp in C code. We haven't
changed the assembly code in order to maintain compatibility with
binutils 2.29, which doesn't understand the new name.
Additionally, we're adding some new features:
- Basic ftrace support, thanks to Alan Kao!
- Support for ZONE_DMA32.
This is necessary for all the normal reasons, but also to deal with
a deficiency in the Xilinx PCIe controller we're using on our
FPGA-based systems. While the ZONE_DMA32 addition should be
sufficient for most uses, it doesn't complete the fix for the
Xilinx controller.
- TLB shootdowns now only target the harts where they're necessary,
instead of applying to all harts in the system.
These patches have all been sitting on our linux-next branch for a
while now. Due to time constraints this is all I feel comfortable
submitting during the 4.16 merge window, hopefully we'll do better
next time!"
[ Note to self: "harts" is RISC-V speak for "hardware threads". I had
to look that up. - Linus ]
* tag 'riscv-for-linus-4.16-merge_window' of git://git.kernel.org/pub/scm/linux/kernel/git/palmer/riscv-linux:
riscv: inline set_pgdir into its only caller
riscv: rename sptbr to satp
riscv: don't read back satp in paging_init
riscv: remove the unused current_pgdir function
riscv: add ZONE_DMA32
RISC-V: Limit the scope of TLB shootdowns
riscv: disable SUM in the exception handler
riscv: remove redundant unlikely()
riscv: remove unused __ARCH_HAVE_MMU define
riscv/ftrace: Add basic support
RISC-V: Remove mem_end command line processing
RISC-V: Remove duplicate command-line parsing logic
audit: Avoid build failures on systems without renameat
---
## [NUV414/Fractal-Drawing](https://github.com/NUV414/Fractal-Drawing)@[4be5f409b1...](https://github.com/NUV414/Fractal-Drawing/commit/4be5f409b166fec01dd0606add7ceba7a8bfca40)
#### Sunday 2023-01-08 18:10:48 by NUV414
I fucking hate this shit sedkljfnlkjhfgbdfgdfgdfg
-Added Barnsley fern sort of(stretched and ugly and I don't know how to fix)
-New point class for Barnsley fern and potentially other fractals
---
## [ProfessorPopoff/mojave-sun-13](https://github.com/ProfessorPopoff/mojave-sun-13)@[a6c05d5f86...](https://github.com/ProfessorPopoff/mojave-sun-13/commit/a6c05d5f86f26fb30be08eeb64d50215d6977653)
#### Sunday 2023-01-08 22:04:43 by Iamgoofball
Removes the fucking 20 second stunlock rng from tourettes because it's fucking stupid and I just had the most agonizing thirty fucking minutes of my goddamn life, holy shit (#64416)
Removes the 20 second stunlock from tourettes
---
## [willior/Action_RPG_1](https://github.com/willior/Action_RPG_1)@[496d4081d0...](https://github.com/willior/Action_RPG_1/commit/496d4081d06aca92f9e9255b49f0d0749f129e1c)
#### Sunday 2023-01-08 22:20:46 by willior
modifying Player Animation system
for the Player, there are 4 different Animations for each action, depending on the direction faced. the 2 primary roles of the Animations are:
1. to change Sprite.frame at specific times;
2. to call functions at specific times.
the function call tracks, per "action", are identical - so i'm wondering if it's smart to separate the Sprite.frame animation tracks from the tracks that handle function calls. that way, each action only has 1 function call animation track, instead of 4. so if you wanted to edit the timing of an action's function calls, you'd only need to edit 1 track and not 4 (for each direction).
so, theoretically: when a Sprite Animation is played, it plays its corresponding Function Animation at the same time.
i think this should work, but i've had unpredictable issues with Animations and timing before. however i believe some of these problems have been solved with godot 4 so it seems like testing is the only way.
issues galore. one issue was a bandaid fix i'd applied to the backstep animations to get consecutively queued backsteps to work properly: briefly, i'd set the backstep animations to loop by default. so queueing a backstep simply wouldn't change the player's state; it'd just sustain the loop.
this was very weird functionality. luckily i think i've come up with a way to fix it.
the reason why we needed (at the time) the backstep animation(s) to loop was because we were calling travel("Backstep") on the AnimationStateMachine while already at the "Backstep" AnimationNode - thus, nothing would happen (though not 100% certain of this). to [potentially] fix this problem, on backstep_start(), we check:
if animationState.get_current_node() != "Backstep":
animationState.travel("Backstep")
else:
animationState.start("Backstep")
this ensures the Backstep animation plays from the start, even if it's already playing.
however this brings up another issue which has to do with the separation of Sprite animation tracks and Function Call animation tracks:
if you play an animation that has an AnimationPlayback track (to control a different AnimationPlayer), then switch the 1st AnimationPlayer's current animation, then the 2nd AnimationPlayer's animation (played from the AnimationPlayback track) doesn't stop... which... makes sense, it's just not what we want, which is why we need to overhaul the system if we want to continue with the separation of Sprite.frame & function call AnimationPlayers.
right now, the issue is techs that've been queued from a backstep which use the Function AnimationPlayer (FunctionPlayer) become broken because the FunctionPlayer's animation doesn't stop when backstep_stop() is called and tech_queued is true. if tech_queued is true when backstep_stop() is called, then the case should be that the backstep animation is INTERRUPTED before it finishes, then switches to the Tech animation. this is not the case because the FunctionPlayer's "Backstep" Animation plays to its end, calling backstep_animation_finished() DURING the TECH state, setting the Player state to MOVE and breaking the tech behaviour.
theoretically, this problem will solve itself once ALL animations have been re-factored/split between the "default" AnimationPlayer and FunctionPlayer. this is due to the fact that Techs and their Animations will also have corresponding FunctionPlayer animations, which simply haven't yet been created. so, in theory, if these animations get created, and the AnimationPlayer's Tech Animations include an AnimationPlayback track to play them, then by queueing a tech from a backstep - when a Tech animation begins - the backstep's Function animation will get switched, as well.
one of the issues i have currently is that i cannot tell if this is a completely fucking bonkers stupid idea or not. theoretically, it makes things more scaleable. but the number of bugs i'm running into already, at this preliminary stage of the implementation, is making me uneasy - and the only way to find out of this system will truly work in a rigid fashion is to re-implement everything in the new system. which i guess i have no choice but to do at this point, so we'll find out shortly if i've wasted a day or not.
---
## [MTandi/tgstation](https://github.com/MTandi/tgstation)@[4fd404aa8f...](https://github.com/MTandi/tgstation/commit/4fd404aa8f15480ad4c8585e65268a83c60b26e1)
#### Sunday 2023-01-08 22:22:25 by tralezab
Moves speaking verbs to tongues + subtypes, moves wing sprites to wing subtypes, bodypart damage examines to limbs, fixes sign language not working without a tongue (#71635)
## About The Pull Request
### Moves speaking verbs to tongues + subtypes
Moves species say mod onto tongues, creates any tongues that didn't
exist for the say mods they needed to hold.
### moves wing sprites to wing subtypes
Moves the logic of selecting a wing sprite onto subtypes of /functional
on the wing type. Now, angel wings bring the holy trait with them, it
isn't a special check on flight potions, and we can expand it. (EMPs
taking down robowings? Fires burning megamoth wings? Cool stuff)
### bodypart damage examines to limbs
Instead of checking what your species says, it tallies up your limbs and
provides the damage description that matches most of your limbs. So for
example, If you're mostly human with one augmented part, you take
bruises and cuts. If you're mostly robot augmented with one human part,
you get robot damage descriptions. Yay!
### fixes sign language working without a tongue
Having no tongue would garble your speech, and this had no interaction
with sign language, so you'd be speaking in broken gurgling with
perfectly working hands. Now, the sign language component prevents any
kind of garbling, since it brings its own garbling for full/missing arms
![image](https://user-images.githubusercontent.com/40974010/204932511-42c8e020-a2d7-4fc1-befc-7cd46a2f2932.png)
## Why It's Good For The Game
Moving things off of species inherent makes the game expose way more
interesting mechanics to play with. It sucks that you can't steal a
jellyperson's chirping, since they can get a normal tongue and they'll
go back to... chirping! LAME! THAT IS LAME!
Ditto goes for wings, and for limbs, well, having someone be entirely
augmented but get descriptions of bleeding because they didn't spawn as
an android is kinda lame.
<details>
<summary>Spoiler warning</summary>
![image](https://user-images.githubusercontent.com/40974010/204922627-333de052-a02b-4786-8ff9-f6e739443f2c.png)
</details>
## Changelog
:cl:
refactor: Refactored wings, tongues, and some examine messages,
hopefully with minimal effect on actual changes. A few more species have
tongues, angel wings bring the holy trait with them, and wings have new
descriptions. should be the biggest parts of it
/:cl:
---
## [BarSalem/ComputerSecurity](https://github.com/BarSalem/ComputerSecurity)@[b8e71d02ca...](https://github.com/BarSalem/ComputerSecurity/commit/b8e71d02ca8ac404cc261c64403d1521e94e98e7)
#### Sunday 2023-01-08 23:51:40 by Yonatan Varssano
frontend we now have the HTML for the registration-page.html, the js is empty, feel free to add stuff, I am tired, its almost 2am and I'm working tomorrow, damn I need to go to bed, also the terms and policy says we legally own people, idc, if they don't read this fuck em, amazon covered zombie apocalypse in their terms of service, we do human trafficking, we are like Andrew Tate, Lama Lo Uganda? and good night :*
---
# [<](2023-01-07.md) 2023-01-08 [>](2023-01-09.md)