One of the premises of WebAssembly is to support compiling multiple languages to WebAssembly.
| /*<?php | |
| //*/public class PhpJava { public static void main(String[] args) { System.out.printf("/*%s", | |
| //\u000A\u002F\u002A | |
| class PhpJava { | |
| static function main() { | |
| echo(//\u000A\u002A\u002F | |
| "Hello World!"); | |
| }} | |
| //\u000A\u002F\u002A | |
| PhpJava::main(); |
| #items { overflow: hidden !important; } | |
| *:not(.yt-chat-badge):not(.yt-emoji-icon) { background: transparent !important; } | |
| .gaming-promo, #live-comments-controls, ::-webkit-scrollbar, wbr, .is-deleted, [is-deleted], #panel-pages, yt-live-chat-header-renderer { display: none !important; } | |
| #author-name, #message { color: white !important; text-shadow: -0.5px -0.5px 0 black, 0.5px -0.5px 0 black, -0.5px 0.5px 0 black, 0.5px 0.5px 0 black !important; } | |
| #message { display: block !important; } | |
| #author-name::after { content: ":"; font-weight: 900; } | |
| #message a {color: skyblue !important; font-size: 0 !important; line-height: 9px !important;} | |
| #message a::after { content: attr(href); font-size: 10px !important; } | |
| @keyframes chat-fade { 0% { opacity: 1; position: relative; } 99% { opacity: 0; position: relative; } 100% { opacity: 0; position: absolute; }} | |
| yt-live-chat-text-message-renderer { animation: chat-fade 5s 30s forwards; } |
| #include <windows.h> | |
| void SetWindowBlur(HWND hWnd) | |
| { | |
| const HINSTANCE hModule = LoadLibrary(TEXT("user32.dll")); | |
| if (hModule) | |
| { |
I recently happened upon a very interesting implementation of popen() (different API, same idea) called popen-noshell using clone(2), and so I opened an issue requesting use of vfork(2) or posix_spawn() for portability. It turns out that on Linux there's an important advantage to using clone(2). I think I should capture the things I wrote there in a better place. A gist, a blog, whatever.
This is not a paper. I assume reader familiarity with
fork()in particular and Unix in general, though, of course, I link to relevant wiki pages, so if the unfamiliar reader is willing to go down the rabbit hole, they should be able to come ou
| begin=open r1;navigate 1 2 a1; generator 2; status | |
| end=navigate all r1 | |
| gg=gather | |
| h=gather | |
| sg=sensor;gather | |
| qq=teleport 1 r1;teleport 2 r1;teleport 3 r1;teleport 4 r1;transport 1 2 3 4 r1 | |
| explore=teleport 1 $r; scan 1; probe 1; info 1; gather 1 all | |
| check=sensor; teleport 1 sensor $r | |
| move=teleport 1 sensor $r | |
| fetch=navigate $x $r; tow $x; navigate $x r1 |
See the full review here: Duskers review
All bugs on this list have happened to me or someone else on video at least once. The ones without video examples are common enough or easily reproducable enough that there would be too many examples. Consider that there aren't many videos on Duskers from which to construct this list, and remember that there are many more players who have purchased the game than there are YouTubers who upload video recordings of Duskers. Every bug is likely to have happened many more times to people who never reported the bug or didn't have video evidence of it.
This list was originally created when v1.041 was the latest version. There have since been several new versions that have fixed dozens of bugs. I have gone through and removed bugs that I believe are fixed now, but there may still be a few on this list that have already been fixed. If you know for sure, let me kno
This is a compiled list of falsehoods programmers tend to believe about working with time.
Don't re-invent a date time library yourself. If you think you understand everything about time, you're probably doing it wrong.
- There are always 24 hours in a day.
- February is always 28 days long.
- Any 24-hour period will always begin and end in the same day (or week, or month).
- Visual Studio 2019 (or newer)
- Git
- Python
- Win flex-bison
- Meson
- DXC, if building the PC version
- GDK Xbox, if building the console version