Not for the built-in Eq derive macro. But you can write your own derive macros that do allow you to take options, yeah.
Not for the built-in Eq derive macro. But you can write your own derive macros that do allow you to take options, yeah.
Do you have some public code you could link to that you’re having this issue with? There isn’t a one-size-fits-all solution for Rc/RefCell, I think.
Whoa nice, I need to keep this in mind.
Yes, it even uses BitTorrent to distribute videos.
Meh. WebKit is Blink as much as it is KHTML. It’s also not controlled by Google.
Rotten to the core. The pigs are even arresting children here now: https://www.tumblr.com/heritageposts/762278495163383808/this-is-not-the-first-time-this-has-happened?source=share
Yeah. For all we know they could be shipping Wine along with the Mac version themselves and use Proton on Linux…
Steam also supports native games and not just Windows games. And it does not have Proton on Mac.
It’s marked as preorder (didn’t this already come out a while ago? maybe not on PC) but yeah, I can buy it too in Germany.
What OP quoted doesn’t mention Proton at all and there is no Proton on Mac (at least built into the Steam client)
Removed by mod
I have an automated setup that can torrent the same game 100000 times so I can make corporations go broke at the click of a button. Fear me
People paid for that original game too, it wasn’t free. I don’t assume they got refunded. It was basically a massive bait and switch.
This is only true for steam keys. https://partner.steamgames.com/doc/features/keys
I’ve got it already from the itch.io page the other user posted. But thanks!
I did not realize this game was this well known! It has a super low player peak and at least last time I looked after I first played it years ago no big YouTube channels had a let’s play of it either.
Lorn’s Lure (currently demo only, releases in 3 weeks)
An android is led through a vast structure by a glitch in his visual system. Lorn’s Lure is an atmospheric narrative first-person platformer with novel climb-anything mechanics and modernized retro 3D graphics.
The bingo one actually uses crossbeam channels instead of mutexes, so that’s nice. I haven’t looked too closely at it though.
I don’t think you can do too much about the Spectrum one if you want to keep the two threads, but here’s what I would change related to thread synchronization. Lemmy doesn’t seem to allow me to attach patch files for whatever reason so have an archive instead… https://dblsaiko.net/pub/tmp/patches.tar.bz2 (I wrote a few notes in the commit messages)
So basically it’s channels indexed by channel number and name? That one is actually one of the easy cases. Store indices instead:
struct Channels { data: Vec<Channel>, by_number: BTreeMap<u32 /* or whatever */, usize>, by_name: BTreeMap<String, usize>, } // untested but I think it should compile fn get_channel_by_name(ch: &Channels, name: &str) -> Option<&Channel> { Some(&self.data[*ch.by_name.get(name)?]) }