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Linking that video you're playing their game, adding pointless rambling is a way to increase video length for more ads.


Clicking on StartGame does not work beacause the button is not wired to anything:

  func _on_StartGame_pressed():
      pass # Replace with function body.
Probably not ready for the public, but fun to hack around and trying to understand how it works from the inside out.


Bottleneck is the brain, English is not my first language and I usually score 10 wpm less than my native language.


Same for me. I like her writing stile and the content.


Would this work?

  c := colly.NewCollector()

  // this functions create a goroutine and returns a channel
  ch := c.HTML("a")  
  e := <- ch
  link := e.Attr("href")
  // ...
I'm a bit rusty (ah!) with go, so bear with me if the above contains errors.


How do you recognize if the collector has finished? If the site doesn't contain "a" elements (e.g. because of a network error), this example would block forever.


The producer closes the channel. This is differentiable from an open empty channel in a select.


Makes sense, thanks =)

In the above example this would require `nil` checking of the retrieved value every time. I'm not sure if it would make the API cleaner


This would work. No callback hell a pleasure for eyes!


I'm reading How to Fail at Almost Everything and Still Win Big: Kind of the Story of My Life by Scott Adams and I'm about to start The Power of Habit by Charles Duhigg.

I'm also reading again Comme un roman by Danil Pennac, a beautiful essay about the joys of reading.


I didn't know that there are homebrew games for Atari 2600.

They also assembled a tutorial for beginners: http://atariage.com/forums/topic/33233-sorted-table-of-conte...


Oh, there are new homebrew games being made for a lot of the major 8-bit machines, still today. Myself, I've been enjoying the revival immensely, especially since the 8-bit machine of my youth rarely got much attention at all from the major industry developers (Oric-1/Atmos), yet today - in the 21st Century - its getting a regular stream of releases from the die-hard holdouts .. and some of them are absolutely amazing products which would have been huge hits back in the day.

(See http://www.oric.org/index.php?page=software&fille=top150game...)

We got Space:1999, 1337 (Elite clone), SchoolDaze, Impossible Mission, Oricium, 4K Kong .. a lot of really awesome titles .. in the last few years. Also, new techniques have been discovered and continually refined by the core die-hards, meaning we're seeing things on the platform that we in the 80's could only ever have dreamed of seeing .. new color modes, new ways of handling animation, etc. It really is astounding to return to these platforms, 30 years later, and see new titles being pushed out by the ever-eager hackers who are keeping the platforms alive. Heck, we even got new hardware for the Oric-1/Atmos platform in the form of a dedicated disk emulation system, whose microcontroller alone, itself, is more powerful than the Oric ever was, but which nevertheless is being pressed into the disk-emulating duties that makes the Oric-1, at last complete. ;)

So if you've got an old 8-bit machine in your closet, get it out, wire it up, dust if off, and get out there on the 'net to find the elite groups keeping these systems alive. And remember: old computers never die - their users do!


The surplus of resources on modern PCs makes it possible to make development tools which would have been positively indulgent by the standards of their day- sophisticated debuggers, the ability to pause, freeze and replay execution while inspecting every byte of memory at will, fancy languages that remove tedium, etc.

For my part I made a pretty nice high-level assembler and IDE for the venerable Chip8: http://octo-ide.com


Wow, looks really useful! Its amazing to think how far we've come, and yet return to these limited machines and push them as far as possible. Something we have to keep future generations of developers enlightened about, I think.


Yeah, I used to wait 45 minutes for our overloaded department minicomputer to assemble my cartridge, then download it at 9600 baud (only 16K, so not too bad). At night the assembly times took a few minutes.

On a modern PC, this takes seconds; my fingers and brain are the bottleneck, which is how it should be.


Here is a video review of "Retro Fever," a 2014(ish) game for the Apple II.


Is this guide specific for Go on Heroku or its concepts can be easily applied elsewhere?


Its just deployment which can be a bit different and its a small part of everything. Libraries are same, whether you deploy on Heroku or AWS.


Nightwatch runs against Selenium, Nightmare uses Phantom.js

With Selenium you have full cross browser support, while Phantom is Webkit based.


> You know what else I hate? Typing in long commands in the Mac OS X terminal and then them wrapping weirdly.

I solved this by adding the following line in my ~/.bashrc

  shopt -s checkwinsize
Never tried on Mac OS X though, so I don't know if it works.


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