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This post is Google attempting outrage bait to push for mass surveillance. The comments can't get much better than the topic.

Debugger positions on the other hand are a pain with these things.

Uh yes, that's what I meant ;)

In C/C++ you have the #line preprocessor directive. It would be nice if Go had something similar.


Go has apparently got //line directives, and this project uses them.

Also Live. Windows Live [whatever], Xbox Live [whatever], Games for Windows - Live, Office Live.

That's still a win for the company if they engage with side media or merchandise, although perhaps not for the gaming industry as a whole. I, for example, don't like LoL the game but I recently watched Arcane, and I've bought more than one artbook from games I don't really feel like playing either.

One great thing about multi-media projects (as in appearing in multiple media separately), is that you can like and engage with just part of them.



For Swyer syndrome, A 2017 study estimated that the incidence of Swyer syndrome is approximately 1 in 100,000 females. Fewer than 100 cases have been reported as of 2018.

For both the genetic disorders, they would have to be beneficial or at least not an disadvantage, for elite sport activity in order to be an issue for misclassification. For a sex-determination system, they could simply add an exception for Swyer syndrome and postpone the decision until such individual presented themselves at an Olympic competition.


You'd create a bare git repo (just the contents of .git) on the host with git init --bare, separate from your usual working tree, and set it as a remote for your working trees, to which you can push and pull using ssh or even a path from the same machine.

> Passing it means organizing a sufficient number of yes votes.

EU Parliament can't propose legislation, only vote on proposals from the Commission. We'd have to convince the Commission to propose a law to prevent themselves from trying to pass this bullshit over and over.


Not that ancient, they just haven't bothered to update their coroutine mechanism to async/await. The Stride engine does it with their own scheduler, for example.

Edit: Nevermind, they eventually bothered.


Unity has async too [1]. It's just that in a rare display of sanity they chose to not deprecate the IEnumerator stuff.

[1] https://docs.unity3d.com/6000.3/Documentation/ScriptReferenc...


Oh I totally missed this, thanks! I was overly confident they wouldn't have bothered, given how long it was taking. The last time I used Unity was 2022.3, which was apparently the last version without Awaitable.

It's ancient. The latest version of Unity only partially supports C# 9. We're up to C# 14 now. But that's just the language version. The Mono runtime is only equivalent to .NET Framework 4.8 so all of the standard library improvements since .NET (Core) are missing. Not directly related to age but it's performance is also significantly worse than .NET. And Unity's garbage collector is worse than the default one in Mono.

The runtime is absolutely ancient, but I think the version number says more about C#'s churn than about how outdated the language version is. Take my opinion on C# with a grain of salt, though, I was an F#-er until the increasing interop pains forced me to drop it.

There were also a lot of performance improvements to .NET over the last few years.

> which still shockingly gets regularly updates

AFAIK Java Edition is still the actual development branch. Mojang develops new updates for Java Edition first, then lets another team port them to Bedrock.


That's a conversion, not the same. The naive equivalent to transmute would be

    int8_t x = 2;
    bool y = *reinterpret_cast<bool *>(&x);
But reinterpret_cast isn't valid in a constexpr scope.

My point is, in your exact example both reinterpret_cast and C-style casts have the exact same behavior, making the example bad. If you want to showcase a deficiency of C++, it would make sense to pick something where the difference between cast types actually matters.

> But reinterpret_cast isn't valid in a constexpr scope.

std::bit_cast is


Oh cool, and it behaves like memcpy, not like pointer aliasing! I'm stuck with C++14 at work so I missed that one.

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