Rust: I have listed above listed, and then some more features for those listed … it's getting hard to handle

So I have an enumeration involving an enumeration, but I have another enumeration talking about what that enumeration is.

Which makes it a confusing English phrase, so here's an example.

I have an enumeration:

enumeration Example {
To something),
B {construction field: K},
C (Gamma, Third),
D (Insert something)
}

What is good and excellent, but I needed another way to categorize them and compare the categories without matching. I also needed to pass along Examples without fields, and then I realized that I should probably use an enumeration that described my enumeration, so I ended up doing this:

#[derive(Eq, PartialEq, YouGetThePoint)]
enumeration ExampleCategory {
A B C D
}

So, because I want to go easily from Example to ExampleCategory:

impl from for ExampleCategory {
fn of (e: Example) {
match
Example :: A (_) => ExampleCategory :: A
Example :: B {..} => ExampleCategory :: B
Example :: C (_, _, _) => ExampleCategory :: C,
Example :: D (_) => ExampleCategory :: D
}
}
}

So now, every time I need to add a For example, I end up needing to change the code in three different places, and if I want a new feature ... etc. Also, if theSomethinginExample: A` was another type of this enumeration. * shudders

I think I explained why this is probably a bad idea.

I'm 90% sure there's a better way to do this (that does not involve macros, since I do not even know how I would do it). How would this change to be DRY / better? Since the Example enumeration is actually part of a larger problem.

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7 – Is it necessary to export features with a version number?

By default, modules generated with functions are created with a version string in the * .info file.

I think the convention is to increase this version number when the function changes.

In a distributed development workflow with a lot of merging, a linear version increment is not a useful model or metaphor.

Is it the version number, and does it increase it, useful or necessary for something?

I work on a project where until now almost none of the functions has a version number. But recently, a colleague reported problems to revert the features in the implementation, if they do not have a version. This could be purely coincidental, and caused by something other than the missing version number.

usability tests: Can something be a viable minimum product if it lacks features that will be necessary for sustainability?

I have heard several definitions of minimum viable product (MVP), but all focus on a simplified, but useful, version of the final product.

My team is building a product that currently attracts a small group of people with special interests. We hope that by integrating with other existing platforms, we can gain interest from a much larger audience. The last step is critical to our business plan; the product can not sustain itself unless we can reach a wider audience. It is also the most difficult part of the process and will take more time.

Once we have a prototype without the systems integration, we can test it with the members of our main audience and start iterating on the functionality and the UX. However, we will still have to do more tests with different audiences once the integration characteristics are developed.

Would the version without integration be considered an MVP? Or, since it lacks the functionality necessary for our final survival, would this be a useful prototype test but does not yet have an MVP?

note: this is a simplified description of our product / plan, so I am not looking for important comments. I would just like to better understand the concept of MVP.

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selection of features in the decision tree classifier

I want to create a decision tree classifier, and I have no idea how to extract a feature from the text (my file is text) can someone help me? Is it BOW, N-gram or TF-IDF useful?

games – how to introduce new features for players

I made really big changes in my game and obviously I want all the existing players (as well as the new ones) to start using the new functions that I have implemented.

It is an MMORPG.

The updates make many drastic differences in many parts of the game and change some basic aspects.

I wonder if I should:

  1. Let old / senior players continue where they left off, and learn about the new features as they try to play the new expansion.
  2. Force the old / high level players, when they rejoin, to complete the new tutorial (which all new players will do).

I am worried that 1 may be overwhelming, or 2 may feel frustrated because they can not get caught in the game.

I feel that, in general, the best way to introduce players to the characteristics is to make them learn "doing", how to progress through the world and learn the necessary skills for encounters that they have "naturally" in some way.

Is my intuition correct? Does that suggest that it is better to let older experienced players continue from where they left off and pick up the updated content while they play? (leaning towards 1?)

What should I do here? (And please, if you can provide sources / references, I am very interested in the study of UX)

Three features removed from Old School RuneScape – Forex Training

Greetings, fellow scapers. The publication of today's blog will be something different from the usual publications when we talk about something new, be it a method to make money or a content update. Today we are going to take a look at what was deleted during the OSRS history course (do not worry, nobody eliminated all your OSRS gold from your bank).

Random events

Yes, we know that random events have not been eliminated as a concept. However, there are events that have been removed, for example, Evil Ent, Exploding Rock, Rock Golem, Tree Spirit and many others. These events were dangerous, as they could damage the player or move / remove their equipment. I'm pretty sure I'm talking for all of us when I say we're happy that they were eliminated.
The random events that are currently in OSRS have also been modified: players can now choose to discard or participate in them. This usually results in players discarding all events except one: Genie (yours is also guilty of that).

The reason why these events are there in the first place is that they are directed against the robots, which is why they are also called anti-macro events. They vary in complexity and that was their purpose, to deceive the robots so that they do not solve several puzzles and then collect that data and prohibit 100% of the confirmed robots. As you can imagine, it takes more than one unresolved puzzle to determine that the account is a real bot, since players do not necessarily solve those puzzles 100% of the time. This is another reason why they were discredited: sometimes the players did not solve the enigma, not because they could not do it, but simply because they were AFK. Consider the dangerous events that existed and you will have a perfect storm: the robots finally became smarter and managed to resolve these interactions with varying reliability and all these handicapped characteristics were genuine players who were simply AFK or were distracted. All this is in the past now and we can only be grateful to the game developers for recognizing the problem and listening to the community.

Trading Post

The commercial publication was a feature that was introduced approximately one year before the launch of the Grand Exchange and was eliminated once the GE was built in northwest Varrock. It worked like an auction house and players could put almost any tradable item in a trading post to sell it. However, unlike GE, players can see the names of those who sell their items. The most interesting part of this function is that you could really access it through your bank, which was very convenient. Players had access to six item slots and could put an item to exchange for any price they wanted. The sets of elements were also introduced with this feature, which saved a lot of space and still does, since this feature was also incorporated into the GE.

Navigation

Navigation started as an April Fools joke, but was later considered seriously added to the game. Many features were already polished before it was presented in a survey only for players to vote against adding this feature to the game. Sailing was an ability available to play for free and was supposed to allow players to build boats and revive the spirit of Age of Discovery. It was designed for players to build their boats and explore several islands, with a higher level of navigation that supposedly offers better rewards. However, if approved, it would have been the first new skill added to OSRS, instead of Warding.

Christopher Columbus inspecting the ships he received from the Spanish crown, 1492 A.D.According to one of the best MMORPG F2P, RS can be played both on desktop computers and on mobile devices. And there are two versions of this game, including RS3 and OSRS. Also, every week you can enjoy the new game updates. Meanwhile, since 2007, RSorder has been offering several types of RS products with 24 hours of online support all the time.

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  • Advanced API documentation, allowing management and reseller providers to create custom submodules
  • Complete description of the distributor's details, such as the prices of the TLDs, the orders of the end users or the records that are now conveniently stored in their own Distributor Area

Carefully review the entire change log and let flexibility settle into your business routine forever!

Learn more about the domain distributor for WHMCS 2.0!

two. EasyDCIM – a state-of-the-art tool that automates the daily operations of the data center, has recently received a solid 1.5.5 update.

Among the new utilities that administrators are now free to use are the Practical information on tools with general information. in the users and in most types of devices compatible with the system, as well as extended functions related to QR codes, allowing now to easily tag the physical equipment in a server room.

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