Also a fan of go-flags, I use it by default most of the time (unless the use case is so basic that the stdlib flags usage would be sufficiently simple).
I think my only real point of "frustration" (mild at best) is that flag composability isn't always possible (eg embedding/sharing common non-root flags across flag structs), IIRC struct tag eval doesn't reach nested types.
Other than that though, it's one of those nice libraries that just does a thing and gets out of your way.
Hmmmm I thought that sharing a common type did work in the way you would expect it to? I haven't tried embedding with it though I don't think.
TBH I rarely do it much anyway, mostly the flag struct ends up being one anonymous struct which is operated on in the main package only. I do like writing custom types for parsing though - I've seen engineers do a bunch of post-hoc parsing logic which generally just ends up being messy.
I've had a similar experience as well. I had sort of hand waved it as being better due to tighter CarPlay integration (i.e. that there is usually, IME, higher-detail UX - which ostensibly leaves less room for interpretation).
> It will be a long time before I rely on Apple Maps for satnav again.
I'm not sure that there is that much forethought. Perhaps?
However, you don't even need a honeypot - for example, Saddam Hussein's purge.
(I'm not a political or historical scholar, so it's entirely possible there are details or nuances I'm not aware of or don't fully understand, but it's what came to mind when I read this.)
Genuine question: in your experience, does this increased focus on image create proportionate negativity in the form of e.g. increased peer comparison, superlatives (i.e. "I am/am not better/smarter/better looking than my peers") than your generation?
I dunno, seems reasonable to me that we might have nice things without requiring everyone to use emacs. (And for those who do use emacs, I guess you're ahead of the curve?)
On the other hand, it seems reasonable that we should be able to have nice things without giving up our editors. I know I’ve been spoiled by Kakoune’s cursors, but this feels like a tool that should work by spawning $EDITOR in the middle of its execution (or perhaps just having two phases and a control file). I don’t know if that’s actually possible with the current capabilities of $EDITORs (which are not Emacs). I just feel, in the darkest hour of the night which I spend reflecting on UIs, like it should be.
Unfortunately, most drivers I've observed in the US seem utterly confounded by roundabouts, particularly the yielding part. The roundabouts I've experienced - there are several where I live - are mostly single-lane, and are still very nerve wracking to drive around because other drivers behave very unpredictably. Then again, I also see folks struggling with (or intentionally ignoring) queuing for 4+ way stops.
That said, I agree with your points, and I personally prefer roundabouts to queuing stops. They flow so much better, and really help to improve congestion/bottlenecking.
The state put in a roundabout in my town last year on an a relatively busy county road with a turn towards a new elementary school. While a lot of people had big opinions on it before it was built they figured it out pretty quickly, to the point that it's a non-issue. My manager, who is kind of a crank, noted the first day he used it to drop his kid off that he didn't expect it to work but it ended up being really smooth. In my experience drivers now are more consistent at navigating the roundabout correctly than at following right of way at any of the 4-way stops in town.
Truthfully I'd say about 60% of drivers in the States have no business behind the wheel of anything, much less the mammoth pedestrian-devouring SUVs and trucks we're such fans of. It is shocking how BAD it is getting.
I think COVID really kicked the enshittification of drivers here into a new realm. That spat where driving tests were suspended in so many places and driving school wasn't workable has let a couple years worth of drivers onto the road who had almost no practical instruction, and it fucking shows. And it's not like most people were good before that. For the vast majority, driving is a chore and you can tell that by the absolutely bare-minimum efforts put into it.
As a lifelong and avid gamer, multiplayer games - in my experience, at least - typically trend toward highly toxic, abusive, sometimes degenerate behavior. Communities in which this does not happen seem to be quite rare (I can't recall one offhand). Trolling is rampant, cheating/exploitation is normal, and elitism is pervasive. It really takes the fun out of games.
These days, I generally avoid games that are multiplayer-only, and for games with multiplayer elements, I try to avoid those and focus on single-player elements instead.
It could be selection bias based on my gaming preferences, of course, but based on feedback I've heard from others who play games that I do not, it seems to be largely the same everywhere multiplayer is involved.
In my experience, ONE thing will cause a game to trend towards toxicity - higher stakes. The more "important" the win or loss feels to the player, the more toxicity shows up.
It's pretty easy to filter out "toxic" games if you filter out anything which has a ranked mode and is not designed to be played infinitely.
Unfortunately, games in the online era have trended in that direction, because they are the most profitable.
For example, some variables that affect toxicity:
- competitiveness, often implemented by sort of ranked system, but also just any sort of head-to-head competition. Tournaments and betting will do this as well.
- longer investment (via playtimes, either of a single "run" or in total) - people won't get mad at a 5-10 minute game as much as a 1 hour game. Games as a service like MMOs where people have 1000s of hours of playtime are the extreme end of this.
- punishing gameplay, where a mistake can cause you to lose a lot of progress (Hardcore modes where dying means you have to restart your character, for example)
- tone (casual vs serious tone, e.g. Fall Guys vs Call of Duty) - More serious generally results in more toxicity.
Adjusting these variables can even turn a single player game into a toxic one (e.g. self-imposed challenges/achievements, Dark Souls, Jump King or Getting Over It).
Similarly, you can lower the stakes so that the gameplay doesn't devolve into toxicity, even with multiplayer (e.g. Animal Crossing)
> It could be selection bias based on my gaming preferences
Major factor IME. If you're playing any AAA or one of the top-10-or so FPSes or MOBAs, sure. Hanging out with friends when they're playing online multiplayer less in-fashion older and indie games: Very little of that if any, there.
I'm with you, but to make a (competely arbitrary) parallel: It's possible to love R&B music but still have a miserable time when you go to a concert with The Weeknd because you don't vibe with the crowd and you think the party sucks. That doesn't mean you can't have a good time going out to live shows in general and find parties you enjoy with people you vibe with.
Similarly, I love clubbing but have absolutely 0 interest going to any of the major couple of venues that catch the bigger crowds in town.
"Abstract: Toxicity is a widespread phenomenon in competitive online video games. In addition to its direct undesirable effects, there is a concern that toxicity can spread to others, amplifying the harm caused by a single player’s misbehavior. In this study, we estimate whether and to what extent a player’s toxic speech spreads, causing their teammates to behave similarly. To this end, we analyze proprietary data from the free-to-play first- person action game Call of Duty®: Warzone™. We formulate and implement an instrumental variable identification strategy that leverages the network of interactions among players across matches. Our analysis reveals that all else equal, all of a player’s teammates engaging in toxic speech increases their probability of engaging in similar behavior by 26.1 to 30.3 times the average player’s likelihood of engaging in toxic speech. These findings confirm the viral nature of toxicity, especially toxic speech, in competitive online video games."
You can also add DDoS to the list too. Ive been long DooM player but I stepped back due to above crap and DDoSes on my servers. Now I play mostly offline, ocassioanlly spawning server for friends only.
I have not used chezmoi, thanks for the pointer. From the comparison chart it looks similar to yadm. It looks like go vs. bash is the biggest difference. It’s occasionally handy to debug yadm’s bash script, although it’s been years since I had to do so. I’ll take a deeper look.
A major reason I stick with yadm, aside from that it works great and offers me no trouble, is that for basic usage I can just reuse my existing familiarity with the git interface, replacing "git" with "yadm" in the command.
I think my only real point of "frustration" (mild at best) is that flag composability isn't always possible (eg embedding/sharing common non-root flags across flag structs), IIRC struct tag eval doesn't reach nested types.
Other than that though, it's one of those nice libraries that just does a thing and gets out of your way.