3,097,821 events, 1,494,634 push events, 2,350,524 commit messages, 177,986,178 characters
I have no issues/changes for your project or code. I've been playing around with this for a little while and you have done an amazing job. I love the option for a 'random' place and I've already saved a few restaurants to my Fav's. Great job!
just looking at my repo should be worth 7 fucking %! Fuck You you son of a bitch!
Actual latest version, also fuck you git this branch on local is fully upto date but my branch on github isnt?
Adjusted ConnOpener API to fix several problems
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Many ConnOpener users are witten to keep a ConnectionPointer to the destination given to ConnOpener. This means that their connection magically opens when ConnOpener successfully connects, before ConnOpener has a chance to notify the user about the changes. Having multiple concurrent connection owners is always dangerous, and the user cannot even have a close handler registered for its now-open connection. When something happens to ConnOpener or its answer, the user job may be in trouble.
ConnOpener now clones the destination parameter, refusing to tie ConnOpener connection to the ConnOpener creator connection. This addresses the concern, but requires adjustment 2.
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Refactored ConnOpener users to stop assuming that the answer contains a pointer to their connection object. After adjustment 1 above, it does not. HappyConnOpener relied on that assumption quite a bit so we had to refactor to use two custom callback methods instead of one with a complicated if-statement distinguishing prime from spare attempts. This refactoring is an overall improvement because it simplifies the code. Other ConnOpener users just needed to remove a few no longer valid paranoid assertions/Musts.
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ConnOpener users were forced to remember to close params.conn when processing negative answers. Some, naturally, forgot, triggering warnings about orphaned connections (e.g., Ident and TcpLogger). ConnOpener now closes its open connection before sending a negative answer.
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ConnOpener would trigger orphan connection warnings if the job ended after opening the connection but without supplying the connection to the requestor (e.g., because the requestor has gone away). Now, ConnOpener explicitly closes its open connection if it has not been sent to the requestor.
Also fixed Comm::ConnOpener::cleanFd() debugging that was incorrectly saying that the method closes the temporary descriptor.
Also added Comm::Connection::cloneDestinationDetails() debugging to simplify tracking dependencies between half-baked Connection objects carrying destination/flags/other metadata and open Connection objects created by ConnOpener using that metadata (which are later delivered to ConnOpener users and, in some cases, replace those half-baked connections mentioned earlier. Long-term, we need to find a better way to express these and other Connection states/stages than comments and debugging messages.
gate part 1
holy shit building menu code is so fucking ass ill do this later
Add license file
Use DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
honestly I did stuff. Do I really need to know in the future? I doubt I'm reading this. If I am, what the hell went wrong? Or- do you really not have a life, and therefore are digging through previous commit messages?
this is the proudest commit of my life, after spending 3 hours making the algebraic expression algorithm that kept me awake i can say i'm a professional developer. I love programming and JS is hot. GOOD NIGHT EVERYONE AND ENJOY THE ALGO
Port /tg/station emissives (#65)
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Initial port of TG's emissives
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Reorder
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Change all
ABOVE_LIGHTING_EFFECTS_PLANE
toEMISSIVE_PLANE
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Some fixes
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Some changes to emissive helpers
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Working progress!
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Integrate extensions into codebase
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Suck cocks, Windows
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Fix fuck shit
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Add emissives to airlocks and modular computers
A. Hulk
Dr. Bruce Banner hates his enemies (like others don't). As we all know, he can barely talk when he turns into the incredible Hulk. That's why he asked you to help him to express his feelings.
Hulk likes the Inception so much, and like that his feelings are complicated. They have n layers. The first layer is hate, second one is love, third one is hate and so on...
For example if n = 1, then his feeling is "I hate it" or if n = 2 it's "I hate that I love it", and if n = 3 it's "I hate that I love that I hate it" and so on.
Please help Dr. Banner.
Input The only line of the input contains a single integer n (1 ≤ n ≤ 100) — the number of layers of love and hate.
Output Print Dr.Banner's feeling in one line.
Examples input 1 outputCopy I hate it input 2 output I hate that I love it input 3 output I hate that I love that I hate it
rebased 7185342 onto master
- line 35 was beyond stupid so the replace has been moved to line 30
- we now do some minification before attempting to parse because fuck your whitespace and fuck your comments they can all burn in hell
- rework how checking methods works
- isidentifier no longer shits the bed if you feed it an uppercase
- nextch is now bound checking
Fix potential ball and chain issue
At least I hope this does the right thing. Yes, I know, I announced that I would be retiring and not do anything to the repo again and now I did so anyway. Everyone who has a problem with that gets a middle finger, I can make my own decisions and also change them again, fuck you very much! Either way, the big nethack community is permanently dead for me now, and I'm actually glad I got out of that hellhole. From now on, I'll develop this game mainly for myself.
make api a bit more consistent
hdhfjfkghjhjfkhf if i have to work with bukkit item api again i am going to DIE. the amount of inconsistencies is insane. look, i know that bukkit ain't exactly the pinnacle of good api design, but i mean come on. like, for example, wanna remove simple items for a list? sure! there are some methods that look like removeItem(Item item), some that are removeItem(Item... item) and some that are removeItems(Item... item). i. am. aaaAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA. the entire thing is just such a gross and abhorrent mess of legacy code dating back YEARS. i mean, the api still has SpawnEggMeta for frick's sake, meanwhile, that doesn't even exist in the base game. i knooooow bukkit has to support legacy plugins. and i will respect that. it's just still freakin ANNOYING. i put this rant here because i know no one will see it. i just need to let out this frustration somewhere. hopefully now that corn itembuilder stuff exists, i will never have to use bukkit's horrendous item api ever again
Remove CreateEstablishClaim service object (#16557)
(This is not a sprint story. It is related to CASEFLOW-2024 in that it's removing untested code, but it's just a general cleanup task.)
This code:
- Has not been touched in more than 2 years (not an indictment on its own), and
- Has zero test coverage, and,
- Is never called anywhere in Caseflow (which is why its lack of test coverage went unnoticed), and
- Is not referenced in the caseflow or appeals-deployment wikis as something that may be manually used.
Pushing this PR to spark a discussion—I'd love to get consensus that it's not used at all before merging. (In theory we can bring it back from git history if we decide it's needed, but working backwards from "I think we used to have code to do this" may be tricky.)
- We're comfortable with the fact that nothing uses this
🤷 Good question!
sched/core: Implement new approach to scale select_idle_cpu()
Hackbench recently suffered a bunch of pain, first by commit:
4c77b18cf8b7 ("sched/fair: Make select_idle_cpu() more aggressive")
and then by commit:
c743f0a5c50f ("sched/fair, cpumask: Export for_each_cpu_wrap()")
which fixed a bug in the initial for_each_cpu_wrap() implementation that made select_idle_cpu() even more expensive. The bug was that it would skip over CPUs when bits were consequtive in the bitmask.
This however gave me an idea to fix select_idle_cpu(); where the old scheme was a cliff-edge throttle on idle scanning, this introduces a more gradual approach. Instead of stopping to scan entirely, we limit how many CPUs we scan.
Initial benchmarks show that it mostly recovers hackbench while not hurting anything else, except Mason's schbench, but not as bad as the old thing.
It also appears to recover the tbench high-end, which also suffered like hackbench.
Tested-by: Matt Fleming [email protected] Signed-off-by: Peter Zijlstra (Intel) [email protected] Cc: Chris Mason [email protected] Cc: Linus Torvalds [email protected] Cc: Mike Galbraith [email protected] Cc: Peter Zijlstra [email protected] Cc: Thomas Gleixner [email protected] Cc: [email protected] Cc: kitsunyan [email protected] Cc: [email protected] Cc: [email protected] Cc: [email protected] Cc: [email protected] Link: http://lkml.kernel.org/r/[email protected] Signed-off-by: Ingo Molnar [email protected] Signed-off-by: Raphiel Rollerscaperers [email protected]
fucking fixed finally
fuck you dave
Co-Authored-By: Blusk [email protected] Co-Authored-By: Connor [email protected] Co-Authored-By: N1kO23 [email protected]
[Expert] More tweak
Enchanter's Bow
This is a very powerful weapon with the right spells. Seemed fitting to push back access a bit.
Re-integrate Wilden boss back into Tier 3 book:
Offering Table now gated behind Wilden boss too
Plenty of waystones can be found in world. This mostly limits obtaining personal teleportation from anywhere. Blood Magic felt like a good place to stick it. Before this, Ars offers great teleportation options earlier on.
Merge pull request #2 from bouranij/speed-and-distance-report
fuck you github
Adds some special snowflake masks for special snowflakes. (#333)
- adds scuffed sprites
scuffed some of the sprites
but honestly from up close it looks scuffed in general
- adds some scuffed code
I am aware of the bugs it may have.
hmm today I will
- updates the mask a bit
i hate the 14th sprite
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removes defense value
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adds some comments on my thought process
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oopsie whoopsies
I forgot to set weight to 0! How silly of me! Al;though this might not be reflected in game.
Auto merge of #7525 - xFrednet:7172-update-define-conf-macro, r=flip1995
Updated define_Conf!
to support multi-line doc comments
Updated the define_Conf!
macro to support multi-line doc comments for readability. This also enables configuration documentation to have multiple paragraphs.
I've also added the metadata-collector-lint
feature to the CI build and testing tasks. (I would think that we want this, now that we officially switched over)
Now a small informal explanation what this PR changes (just for fun):
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Once upon a time there was a monster. It was handsome, supportive and happy to dig through the best source code it has ever seen. Spanning over hundreds of lines and reading over complete crates, it was purely marvels!
However, there was one region in its territory that wasn't clean and well formatted like the rest. That was the mighty
define_Conf
macro. The monster would have cleaned it up a long time ago but, the previous ruler of this kingdom a powerful Python script was prohibiting it. But now that the old king was slain in the great battle of rust-1.54.0, everything was possible again. Our lovely monster was now able to grab its cleaning equipment and get some nice formatting into the now unprotected area.Said and done! Let this day go down in history!
(I'll be the first to admit, that I'm a bit lost today. And I'm also procrastinating on some other discussions where I have some catching up to do... Oh, well, this was fun)
changelog: none
r? @flip1995
21 Savage - Spiral
Everything I do, I be ten steps ahead (ten) My youngin' got them bodies, she still piss in the bed Keep the code of silence, don't repeat what I said (21) Keep all the baloney, I just came for the bread (on God) My hood known for wildin' and I don't promote the violence I done been through all the trials And tribulations, now I'm smilin' (21) Say he wanted smoke, we at the table doin' the plottin' We gon' slide with your shit up Make it home 'fore you hear the siren (big fact) I'ma let 'em spin like a spiral (straight up) I don't got no love for no rival (straight up) Put him on the news, he went viral (pussy) I took a number two with my rifle (pussy) Every car I'm in, I got the title (on God) Slaughter gang, I turn a model to a hiker (big facts) I know they want me dead, I got a Kel-Tec in this Viper (21) I hit all the vibes on the low 'cause I'm a sniper (21) He don't want no problems and it's obvious Call me soft 'cause I laugh when I body shit (on God) You play hot potato with the opps, we be droppin' shit Givin' out free smoke 'cause we got a lot of it Tryna feed the fam, I was trappin' in the cold (21) Dropped a mixtape, turned around, I was on the road (on God) You can't give me no amount of money for my soul (21) He weren't really no robber He got killed 'cause it wasn't his role (facts) MAC .90 pokin' out my Goyard (Goyard) Diamond bag pokin' out my Louie V (LV)
I FUCKING FIGURED IT OUTgit add .! fucking shit bro hahaha. All it took was to go straight to the source. I reached out to so many people trying to ask for help (paid) and no one took me up. But all I needed to do was go straight to the truffle documentation to understand the root of my issue. I'm gonna break it all down right here so grab some popcorn. ||| As it stands, CreatorContract creates an instance of VotingContract, and that VC is what the user will interact with when submitting a ballot or casting a vote. Bceause of this, I had a problem within my javascript tests for Voting... How do I grab that instance?? And so to work around this, I used web3 to connect to that VC instance. And this worked fine until I had a function change the Contract's state variables one too many times. This reallllly frustrated me, wasn't exactly sure what was going on. So I broke up createPoll() into a couple functions (addOption & addOptionResult, as you can see in this commit) and I called each function independently within the test. But obviously this solution doesn't have much integrity. So it took me to perusing the Truffle docs to find that I can call 'VotingContract.at(addr)' to save that instance as an artifact instead of an abi. Took me a whole weekend to realize that lol. PHAT learnings out here hehe