« first day (2172 days earlier)   

12:00 AM
RELOAD!
[Zomis/Games] 4 commits. 2 opened issues. 1 closed issue. 2 issue comments. 69 additions. 33 deletions.
[Minesweeper] Games Played: 144, Bombs Used: 84, Moves Performed: 18505, New Users: 15
 
12:23 AM
I just had a couple happy accidents.
 
12:33 AM
@IvenBach twins?
btw I don't think we're supposed to call them accidents anymore...
 
12:53 AM
@brug Isn't what Bob Ross use when he makes mistakes? I'm sure Iven is not talking about twins but he maybe have done some painting or something?
 
@Marc-Andre hahaha yeah. I was just having a lark intentionally misunderstanding his statement and then making it out like he said a faux pas. I don't think he has twins. But if you read the sentence with the intention of reading the word accident as a child that was unplanned, then it kinda sounds like he just had twins, no?
 
@brug I didn't think you were joking. I thought you were being serious :O ! And no he doesn't have twins I think he have only a daughter ? But yeah if you take accidents as a kid twins could make sense. But to couple is not limited to only two (here in quebec you can use : Va me chercher une couple de biere : which would get translated to more or less Go get me a small numbers of beers)
 
@Marc-Andre In English, to couple something is to join two things together. There is a strong implication of two when you use that word, although it can be used to mean more than two. If you want a generic term for "three or more" that still isn't many then few is good.
 
@brug Yeah I kinda know it's just old reflex from the use here in Quebec! Thanks for the clarification
 
😎
^--- My "I might be talking too cocky" face.
 
 
1 hour later…
2:27 AM
A couple = two.
A few = 3+ (generally 3-6)
Several = 7-10
A handful = 10-20 (small items like screws)
A lot = 30-50
 
 
6 hours later…
8:47 AM
@IvenBach Reminds me of the words used in Heroes of Might and Magic 3 for groups of enemies.
Few, several, lots, horde, throng...
 
-1
Q: urgent code optimization

yjjmeiThis is my js code.That is an common component use for upload image with Qiniu plugin. And it's use vue and js.I think my code is not good but i don't know how to code better.I hope that experienced developers can help me review the code. I am eager to get suggestions and optimization of the code...

 
 
4 hours later…
1:11 PM
Hey everyone! Have a nice Monday all!
 
@SimonForsberg Splunk Alert: MFE Long SQL Query - [max(runtime):134648, avg(runtime):134648, min(runtime):134648]
 
 
1 hour later…
2:25 PM
@Marc-Andre Likewise
I'm doing refactoring stuff again... trying to add support for replays without database, so that files or in-memory could be used.
And it feels a bit like I got stuck... there's sooo many pieces that has to fit together
 
How do you approach that? Do you add some game state/replay provider interface and an implementation using the database?
 
2:55 PM
@M.Doerner Yes. This is the current interface I'm working with:
open class GameplayCallbacks<T : Any> {
    open fun startState(setStateCallback: (GameSituationState) -> Unit) {/* empty by default */}
    open fun startedState(playerCount: Int, config: Any, state: GameSituationState) {/* empty by default */}
    open fun onPreMove(actionIndex: Int, action: Actionable<T, Any>, setStateCallback: (GameSituationState) -> Unit) {/* empty by default */}
    open fun onMove(actionIndex: Int, action: Actionable<T, Any>, actionReplay: ActionReplay) {/* empty by default */}
I can't say that I am happy with this layer of complexity though.
 
3:31 PM
Monking
 

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