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troye888 @lemmy.one
Posts 1
Comments 28
[question] has anyone here applied for a Jetbrains "Competitive Discount"?
  • This seems more focused on commercial license holders. here paying for your ide is not that uncommon, and also the amount of revenue to be gained is a lot higher. That being said I always found it a bit weird that jetbrains didnt make clion free for non commercial use as they did with pycharm/intelij.

  • what are you reading this week ?
  • I'll be starting with the andrej karpathy neural network series. Might not be reading per se, but I find it high time I actually go through and learn fully how each part of a neural net works together, instead of focusing only on small parts.

  • Rice consumption in Europe
  • I honestly have no clue. I mean I know we eat rice, but wouldn't say we eat a lot of it. And while we do have a large immigrant percentage, not a significant amount of those are from regions where eating rice is popular.

  • Opinions on trailing return type?
  • I have found it nice to use for large types (nested containers, lambdas) which are only used once, and I would not necessarily want a typedef. However I also dont like using it too much its basically trading up coding speed for reading speed. And tile and time again it has been found that the latter one is done a lot more.

  • Opinions on trailing return type?

    Since c++11 it has been possible that instead of declaring your function as "int name(arguments);" you can now do "auto name(arguments) -> int;". The place I work at has it as style rule that all functions need to be declared that way. Now obviously this is not that large of a thing, and a consistent style is more important than my opinion here. But this has always felt like a weird thing, adding extra bloat to reading code. Anyways looking around I saw some positives to this construction, generally with the use of long return types, that are paramount when using templates. Here the benefit is that the function name is not hidden behind multiple template declarations, which does seem like a good argument. Also lamndbas generally use this. However I personally see some negatives here with using this foe every function, namely:

    • extra bloat when typing/reading the code. This however could be automated to switch between the needed representations. It currently isent so I personally have ti type the auto and trailing return type manually, its not a lot, but still. Also reading code has become a bit more annoying if you have a lot of function overrides as you now have to first look which block of declarations have the smae function name and then parse which one has the correct return type.
    • inconsistency with other typed programming languages: This one is probably why it irks me, but (and correct me on this) I dont know of a c style typed programming language that supports this type of syntax. Python has typehints(which you should use, please), which are declared after the function, and I remember Haskell also has their return type after the function name. But both of thede languages serve a different function than c++. More similar languages like c# and java dont support trailing return types.

    Anyway enough of me ranting, I would like to know wath the other opinions here are. And whether this rant is missing se important arguments?

    16
    [help] Learning to code
  • Back in the day before university (around 6 years ago) I got recommended a mooc(massive open online course) by the university of Helsinki. I used this course to get started with learning to program, and to find out whether it was something for me. It has been some time, and it seems they update the course but I hope it can help you too in learning. Here is the link: https://java-programming.mooc.fi/. It really starts from 0, with setting up te environment which is nice. It is in java using the netbeans ide which some would call antique, but in my opinion that does not really matter to start to learn.

  • The Curse of Recursion: Training on Generated Data Makes Models Forget
  • I wonder whether there even is something to deal with this collapse. It just seems to me that data generated by the model itself will never have any new cases to learn from. I think it will just keep reinforcing the current knowledge already in the model. This is not always a bad thing, we have been doing that(the reinforcing) for so long now under "epochs". But even with epochs you end up overfitting after a while

  • A Gentle Introduction to Graph Neural Networks
  • Ended up using these quite a bit during my thesis, they are great for certain types of data. I read a lot of papers claiming these could a solution to the causality problem. Hence why you often see papers using GNNs named something something causal something. The Technical implementation however always felt a bit lackluster. The passing algorithms are at best 1 extra pass, but often were implemented as an extra function per link, scaling them quadratically per node. This was always a bit sad as it prevented large node GNNs. Havent looked at them the last years, might need to do a new pass myself to see if they have evolved a bit. The article is quite good at introducing it, but does indeed miss the performance problem here a bit :)

  • What is the best game engine/framework for a absolute beginner to learn?
  • I'd say take the latest stable one, which atm is 4.0.3. they released their major rewrite(version 4) a few months ago, but for now they still support version 3. Considering you are starting from scratch i'd say just go for 4. I have never used their tutorials myself (went about with only the public docs, and looking at other projects), but they have an entire page dedicated to it https://docs.godotengine.org/en/stable/community/tutorials.html. Feel free to take any one there.

  • What is the best game engine/framework for a absolute beginner to learn?
  • Considering you have a low end pc i'd recommend trying godot. As someone who has been in the gamejam scenes for few years now I have seen it be used more and more. It is not the most powerful engine, especially compared to unity and unreal. It however is by far the easiest both on user experience and on computer resources. As a bonus it is fully free and open source, which is always nice. For the learning part I'd recommend just starting, being bad at something is the first step in being kinda good at something (this is a quote from somewhere, and i dont remember from where). Good luck!

  • What are some of your LEAST favorite game mechanics?
  • Huh always felt that Minecraft had a very horizontal game play loop. As in getting a certain upgrade never had you jumping though that much hoops. The only get this for that kinda thing i can think about are the tools/armour, which does have a bit if progression you are forced to go through. Modded Minecraft on the other hand...

  • What are some of your LEAST favorite game mechanics?
  • Or where it just becomes a nuisance 5 minutes in. For example Subnautica, which is an amazing survival/exploration game. But the hunger/thirst becomes a chore like 30minutes in when you get the possibility to get food basically everywhere and stock up on water. Still enjoyed the exploration/base building a lot. But it really stopped being a survival game quickly, which honestly might have been for the best given its other qualities.