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I've resorted to making a list of the URLs I have associated with this project in a Notes note to open up later in ungrouped tabs. Notes synching never fails.

So goddamn frustrating. I'm even swearing.

I take that back. Things resynched wrong again and I lost my new tab group.

For fuck's sake, Safari devs, do you even dogfood?

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Had issues creating a new tab group in Safari - I'd create it, and then Safari would seemingly resynch things to a state where the group didn't exist. Eventually I quit and restarted Safari just to find all of the "Untitled" tab groups I had just tried to create. And of course the other tab groups were not synchronized to what I had open when quitting. God damn it, this would be a great feature if it actually worked like a human would expect it would work.

"There's really no middle ground"

submitted by miraequestrian07

So has anyone figured out how Safari synchs its tab groups yet? Or, more specifically, why it so often fails to do so?

"But gotta say, I'm bigger than those baddies. B)"

submitted by ZnV1

I grepped /usr/share/dict/words to cheat at Wordle and didn't even feel bad about it.

The number of people who apparently want to go back to `<?php requre "everything.php";` is incredibly disturbing.

Tell me you didn't test your app on smaller-screened phones without telling me you didn't test your app on smaller-screened phones.

Oh, right. Panic's Nova, the Coda follow-up, has a fricking yearly subscription. I had forgotten.

But I do use this tool to make a living, and there really is no alternative macOS-native code editor with the same level of quality. Not even close.

God damn it.

Okay, bill my card, assholes.

I'm finally starting to seriously experiment with , which I think all non-gamedev devs secretly want to do.

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And I can write in my favorite editor (Nova) and even wrote a Nova extension to do interactive code validation:

And the LuaJIT compiler that LÖVE uses is damn fast. Almost fast enough to make the non-compiled aspect of it irrelevant. It's all so… pleasant.

It's going to be a while until if/when I actually release a game, especially if, God willing, I get more work, but for now…

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"LÖVE uses Lua! Lua isn't strongly typed! Lua is a scripting language! Lua isn't C-like! Lua has some bizarre sort of inheritance which makes doing OOP-like things feel like a hacky loophole a la JS before it got real classes!"

Yes. Lua's so weird. It feels like it's a mixture of some of the worst parts of Python and some of the worst parts of old-skool JavaScript.

And yet… I don't know. I don't hate it like I should. It's like… there's something kind of charming about it. I can't explain it.

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I've been experimenting with game frameworks in between client work recently (please contact me if you can give me more client work!). My criteria: 2D, nothing that requires a custom/crappy IDE (so Unity and Godot are out, as are anything that requires C# until there's a C# editor that's not non-native ass on macOS), can create games targeting macOS and Windows (HTML/JS don't count), a strongly-typed, preferably compiled, C-like language. So my choice? , AKA .

"But wait!" you say.

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