hardy263
Joined 17 years ago
Joined 17 years ago
You've turned something that's a person's fault into something that's the language's fault.
Other languages have some sort of warning suppression as well, like Java's @SuppressWarnings or C#'s #pragma warning disable. Although they won't suppress all errors like PHP does, it can still bite you if you don't fix them.
It IS snobbery. You're taking a look at other people's code, and judging the language from it. I've written PHP for about 3 years and I've never once used the @ to suppress errors.
Do the bits of entropy add on, or does it not matter at all?
I was interning in a government related web development job, and it took several weeks to properly remake a site to conform to WCAG AA level standards. Unfortunately, that was just for the templates. The dynamic content generated by the CMS usually breaks the conformance. Making websites accessible is not an easy task, and could cost a heavy amount for small businesses.
For instance, if you were to equip a Maya Purple card, all it would simply do is turn the visibility on, rather than the server doing a check for every player who has the card and changing the size of the packet for that particular person.
Walking animation is implemented by the client as well. If the invisible person was in the middle of walking and they were detected, how would you position a player with only their end position since initial position wasn't sent to the client? You can't. They'd just appear to the end position instantly, skipping the walking animation.
While you feel can feel superior to the developer and believe the programmers at Gravity are being bad programmers, you have to think about the reasons behind it, so you don't spring more leaks by fixing what you think is a trivial bug. It's sort of like a leaky water pipe. Fixing the leak in one area may induce pressure in other areas and cause leaks elsewhere.
"Let me give you an example of server load: On RO, potions can be consumed at a most, 10 per second. With 2,000 players all consuming on average 5 potions per second in Siege War, there are about 20,000 MySQL inserts per second, counting inventory and logs - which is taxing enough by itself."
I'm being nitpicky, but if you're using eAthena, I believe that inserts are batched rather than instantaneous. And each player is not consuming 5 potions per second on average, that'd be ridiculous. If you were to average it, it may amount to maybe 1 per second at most. 5 per second is only if you're tapping furiously. I'm sure if each person averaged 5 per second, all your players would either be cheating by packeting or have carpal tunnel.
Anecdote: I was really good at school at a young age, and I would get easy 80s in all my classes, so I never cared about marks, so that made me intellectually curious at a young age.
Off topic: It annoys me when people go "Oh you don't know this person? But they're so famous!" because not everyone knows all the famous people in every field.