I’ve used it in the past when having flash memory blocks that could change but you need the compiler to put them into flash memory and not RAM. It’s mainly to get the compiler to stop assuming that it can optimize using the default value.
Better. Of course, it’s just built over top, so you can still get JavaScript issues in TypeScript, and it’s not necessarily going to be obvious. This is particularly an issue if you call JavaScript libraries, which I’m told is standard practice.
Out of the 3 main web languages I use to develop my games (HTML, CSS, and JavaScript), CSS is definitely my least favorite.
HTML is relatively simple and understandable such that bugs rarely get introduced into my HTML code.
JavaScript, while janky and not known for good performance, will work without too much trouble compared to other languages (I’m looking at you, C++). No segfaults, effortless type casting, intuitive syntax, and debugging is fairly easy. Worst part is editing HTML and styles with JavaScript, it just feels clunky, to both the programmer and the CPU.
And then there’s CSS. Despite being a language dedicated to making things look pretty, it’s just an unintuitive list of properties on HTML classes. So many times it takes way too long to do a simple thing like center text in a div when there is other text that is meant to not be centered. But I guess I’m not using it to its fullest potential, as I recently came across an article that listed many pretty graphics, often animated, that was purely made using CSS.
I’m of the opinion that it’s a positive. Often I use “string” + number to access HTML elements and it just works. I can even use it to concatenate arrays.
Meanwhile, when I try to debug in C++ with cout statements, half the time it doesn’t even do anything even though I use std::to_string().
It’s really not that hard v.v Caring to learn all’ the shenans, that’s the hard part. Same goes for Emacs. Archaic interfaces for the sake of archaism or “cool cred,” I say 🤷
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