@mcc Too bad all the other points of confusion you listed still exist in VR. 😮💨
"I want to make this object 3 meters tall!" Done! Easy! 👍
"Now I want to move it forward 2 meters!" Woah woah woah! Slow down! Are you using Unreal? Unity? DirectX? OpenGL? What even is "forward"?!?
@mcc Also, “a rotation”? You mean there are multiple rotations? Which one is it? Why isn't that part of the name, and since it's not, why isn't that part of the docs?
I loathe when people just take the name of a property, the name of the object it's on, slap an article in front and consider that documentation. There is *no useful information* in these docs, might as well be honest and delete them… (pet peeve when I do code reviews, sorry…)
@mcc This is exactly why I gave my sound library generic types Time<T>, Duration<T> and various T's such as AudioSample, Beat, and Second. Never had another unit-related bug. (Well, except in the actual unit conversion code 😅)
https://github.com/RobJellinghaus/NowSound/blob/master/NowSoundLibShared/NowSoundTime.h
@mcc @megmac oh wait; you said "paste", in which case you don't get the popup menu...
However! In that case, clangd will offer auto-fixes (which insert the appropriate header) when you request a code-action[1][2] with the cursor at the point of the error.
[1] see textDocument/codeAction https://microsoft.github.io/language-server-protocol/specifications/lsp/3.17/specification/
[2] usable e.g. in neovim with:
vim.keymap.set('n', '<A-f>', vim.lsp.buf.code_action, bufopts)
POST https://rust-cuda.zulipchat.com/api/v1/messages | Send a stream message or a direct message. | type string required | The type of message to be sent. | "direct" for a direct message and "stream" for a stream message. | Changes: In Zulip 7.0 (feature level 174), "direct" was added as the preferred way to request a direct message, deprecating the original "private". While "private" is still supported for requesting direct messages, clients are encouraged to use to the modern convention with servers that support it, because support for "private" will eventually be removed.
@mcc OMG yes. "It's simple!" is always followed by the least-intuitive commands and return structures known to man.
MFs you gotta remember this is the first time we're interacting with your code, intuitive and easy for you is likely inscuitable and confusing for everyone else.
Drives me absolutely bonkers.
@wy477wh173 @mcc It reminds me of a problem that comes up with game development - where because you're so close to the product and test it so often, puzzle difficulty can be hard to assess.
The "dead easy" puzzles are the ones you ran through a thousand times - that doesn't mean that they'll be easy to someone coming into the game the first time and who doesn't know what it does.
@AT1ST @mcc yep, no idea how many iterations out tutorial went through on Soul King, how many times i watched a player just faceplant on what i thought were simple barriers.
I assumed the visual language of a Bear trap paired with a huge "caught in a trap, mash f to escape", and the player staggering down would be enough. But nope, many times nope.
@wy477wh173 @mcc
The standard link for "intuitive" claims: https://www.asktog.com/papers/raskinintuit.html
»In short, "intuitive" in this context is an almost exact synonym of "familiar."«
Or, more meta: It’s said that "intuitive" is in a thing but it is in a person’s relation to that thing, so intuitive for one person is not intuitive for another. …it probably is very intuitive/familiar for the people who created it!
@wy477wh173 @mcc Gotta love inverse Dunning-Krueger.
Someone who has become an expert in XYZ (far worse here, because XYZ was produced by the workings of their own brain) is very likely to think newcomers should find it just as "simple" as they now do.
Yeah if the getting started docs contain “simply…” or “just…” I start to cringe just a little.
@AeonCypher "Endpoint" is a term from an entirely different realm of APIs. One that's so close to bordering absurdity that people who believe in them might as well talk about "Discord servers".
@AeonCypher It's so insolent an answer that I must tirritate you by calling CONNECT an endpoint.
And please if you have a WriteFN2(text,strlen) and a WriteFN3(text,strlen) be very very specific in your example as to why you need to use one vs the other…and if in the future you update the API code to discontinue WriteFN2 can you detail why in the update notes?!?
I am looking specifically at you, SolidWorksAPI team (or tribe/troop/barrel as you might truly be a bunch of monkeys…)