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Joined 1 year ago
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Cake day: July 1st, 2023

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  • Claymore (the end was kinda mid)

    Genuinely curious - why do you like it? I see this at the top anime of all time. I watched it a few years ago and i thought it was absolutely horrible. Like 2 or 3 out of 10.

    I feel like the only reason i can see is “the main character is a bad guy” but that doesnt excuse trope-y terrible writing, flat characters, and mid-2000’s animation that aged horribly. Am i missing something?





  • I’m not sure I understand your point about fall through having to be explicit

    As far as i understand it, every switch statement requires a break otherwise it’s a compiler error - which makes sense from the “fallthrough is a footgun” C perspective. But fallthrough isnt the implicit behavior in C# like it is in C - the absence of a break wouldnt fall through, even if it wasnt a compiler error. Fallthrough only happens when you explicitly use goto.

    But break is what you want 99% of the time, and fallthrough is explicit. So why does break also need to be explicit? Why isnt it just the default behavior when there’s nothing at the end of the case?

    It’s like saying “my hammer that’s on fire isnt safe, so you’re required to wear oven mitts when hammering” instead of just… producing a hammer that’s not on fire.

    From what i saw on the internet, the justification (from MS) was literally “c programmers will be confused if they dont have to put breaks at the end”.


  • the ergonomics expected of modern languages.

    As someone learning c# right now, can we get some of those “modern ergonomics” for switch statements 💀

    I cant believe it works the way it does. “Fallthrough logic is a dumb footgun, so those have to be explicit rather than the default. But C programmers might get confused somehow, so break has to be explicit too”

    I miss fallthrough logic in languages that dont have it, and the “goto case” feature is really sick but like… Cmon, there’s clearly a correct way here and it isnt “there is no default behavior”



  • I feel like it’s like pointers.

    “Variable” refers to the label, i.e. a box that can contain anything (like *ptr is a pointer to [something we dont know anything about])

    Immutable describes the contents, i.e. the stuff in the box cant change. (like int* ptr describes that the pointer points to an int)

    Rust makes it very obvious that there’s a difference between constants and immutable variables, mainly because constants must be compile time constants.

    What do you call it when a variable cant change after its definition, but isnt guaranteed to be the same on each function call? (E.g. x is an array that’s passed in, and we’re just checking if element y exists)

    It’s not a constant, the contents of that label are “changing”, but the label’s contents cant be modified inside the scope of that function. So it’s a variable, but immutable.


  • Saying “non negotiable” doesnt actually hold up in small claims, nor against basic resistance in most cases.

    Look up your local laws, in some places carpets must be replaced at the expense of the landlord every X years, or if there is any kind of damage (caused by regular wear and tear) that could be a trip hazard. Pictures from move-in, carpets not being replaced when you moved in, etc. all help your case.

    Last place i lived, I spent 30 minutes arguing on the phone with my previous landlord over flooring and got my 700 dollars back. Turns out most of the time they only vaguely know the laws they’re quoting, so if you come with confidence, prep, and a willingness to take it to small claims, they’ll fold to save themselves the effort.






  • You could say that about anything. Of course you have to learn something the first time and it’s “unintuitive” then. Intuition is literally an expectation based on prior experience.

    Intuitive patterns exist in programming languages. For example, most conditionals are denoted with “if”, “else”, and “while”. You would find it intuitive if a new programming language adhered to that. You’d find it unintuitive if the conditionals were denoted with “dnwwkcoeo”, “wowpekg cneo”, and “coebemal”.


  • “Unintuitive” often suggests that there’s something wrong with the language in a global sense

    I mean only if you consider “Intuition” to be some monolithic, static thing that’s also identical for everyone. Everyone has their own intuition, and their intuition changes over time. Intuition is akin to an opinion - it’s built up based on your own past experiences.

    just because it doesn’t look like the last one you used — as if the choice to use (or not use) curly braces is natural and anything else is willfully perverse on the part of the language designer.

    I don’t think it’s that deep. All people mean when they say it is that “[thing] defied my expectation/prior experience”. It’s like saying “sea food tastes bad”. There’s an implicit “to me” at the end, it’s obvious i’m not saying “sea food factually tastes bad, and anyone who says they like it is wrong or lying”.


  • Please don’t say the new language you’re being asked to learn is “unintuitive”. That’s just a rude word for “not yet familiar to me”…The idea that some features are “unintuitive” rather than merely temporarily unfamiliar is just getting in your way.

    Well i mean… that’s kinda what “unintuitive” means. Intuitive, i.e. natural/obvious/without effort. Having to gain familiarity sorta literally means it’s not that, thus unintuitive.

    I dont disagree with your sentiment, but these people are using the correct term. For example, python len(object) instead of obj.len() trips me up to this day because 99% of the time i think [thing] -> [action], and most language constructs encourage that. If I still regularly type an object name, and then have to scroll the cursor back over and type “len(”, i cant possibly be using my intuition. It’s not the language’s “fault” - because it’s not really “wrong” - but it is unintuitive.