@Vordimous Wait for daylight saving time...
Is that when all of the devs write the comments on the line after the code?
Made a comment
basically how it feel when a professor requires u comment every single line of code u write to explain it. I know people tend to drop out of real engineering to do programing but an entire 4 years of this bullshit as opposed to just a couple classes sounds way worse than calc 3 or differential equations.
The only problem with courses like calc 3 and differential equations (in my experience, as a mathematician) is that they are cheating somewhat. By cheating I mean relying on inadequate, flawed or entirely omitted proofs. How can the students truly understand something if they are not presented the whole story (or at least reference)?
The good thing about these courses are that there are usually no shortage of relevant exercises!
u could be right calc 3 was alright, pretty fun actually but differential equations i still dont get at all, maybe i should try learn it on my own now with more time and no pressure.
I detested differential equations. However, that was more due to how it was presented than the underlying, surprisingly, beautiful math.
When you ask a Dev to test their own code
// Open file
fopen();
Will each level of smaller clocks get one additional hour?
Commenting code is a super important habit to get into—it not only helps others understand your thought process but also makes it easier for you to pick up where you left off if you revisit the code later. Plus, well-commented code can significantly reduce the onboarding time for new developers on a project. Remember, comments should explain the "why" behind the code, not just the "what." For instance, stating why you chose a particular algorithm or data structure can be far more helpful than just labeling it. According to a study by SmartBear, 44% of developers regard poorly documented code as a top cause of project delays, so it’s definitely worth the extra effort!
But it's also important to learn that comments should be brief and concise. We have one file from an ex-dev in which there are 750 lines of code and 2000 lines of comment, when someone wants to maintain this code they always have a hard time because this many comments are taking up so much screen real estate that you can't find the code that actually does stuff
Gotta get a 4k monitor
I only have a 3k monitor, and I can manage it. Sometimes I comment line-by-line even.
/**
* Gets the user
**/
fun getUser() {
return this.user;
}
Okay now I get the joke.
I hate these kind of people.
By the way, your ``` both need to be on their own, separate line
It renders correctly in my client (Sync), what are you using? I'll edit it anyway.
It renders correctly on the web as well for me.
But the ``` being on their own line is how to write it properly, as stated this website among many others.
This way, you can put the intended programming language on the same line as the first ```, ensuring proper colour coding!
Ex.
echo "Hello $name\n";
echo "Hello $name\n";
EDIT I checked on mobile, it rendered odd on Jerboa for me:
Now it is fixed:
Yep, I know, but my code isn't in a real language.
You can also not do it, it was just an additional comment!
Thanks for your code review. :-D
I'm sorry, I don't think I understand what's happening here…
My comments are just the code that didn't work but I don't want to delete yet because I might make it work except I never will be cause I already rewrote it so it does.
Hey thanks for reminding me I made a clock squared in blender about 2 years ago
yes there is an error in the image, and no I'm not telling you where it is
An interesting concept would be if all hand on the 12 clocks would work, but the hands of the clock in the middle are stuck at 12 position, this way the hands in the middle would point to the clock showing the correct time.
That's a neat way of doing it
why do you hate Zoomers?
As a zoomer myself i do find it funny :3
For context on the reference: https://www.reddit.com/r/Teachers/comments/1but3c2/wait_zoomers_actually_cant_read_analogue_clocks_i/
What a fun idea!
Is it on purpose that all clocks in this are coupled at the 3 o'clock position? I assume all the clocks go the same speed. Then the large clock and all the smaller clocks at the 3 o'clock position (there are 13 of them) would show the same time. E.g. in one hour, the 12 o'clock position would show 1 o'clock, but the large clock and all the clocks on the 3 o'clock position would show 4 o'clock.
Oh and why is it a clock squared if you have three layers of clocks? Isn't it cubed then?
I was mainly thinking of making some recursion hence why all the subclocks mirror the parent clock (for that given hour). Also I called it clock squared because I didn't think the resolution would be high enough for people to actually notice the 3rd level of clocks.
You might notice that some dials don't really align with the hours they're supposed to show. That's because I had to place a bunch of clocks at varying hours with a viewport rendering the parent clock at an angle that probably made it difficult to spot the errors. I rendered it once and didn't bother re-rendering it once I saw the errors :)
Haha yes, recursion is always fun!
Although I'm still confused on what the clock would show in an hour. Because if the subclocks mirror the parent clock at the given time, then they would all be stuck to the hour they are positioned on? Or if they can move then the sublcocks are coupled to 3 o'clock of the main clock. But well, it is all hypothetical anyways :D
Idk maybe the sub clocks are static and never change :3
at 6 it says 12:30
I know I’m probably doing it wrong but this is how I feel whenever I write unit tests
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