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Facebook Connect / Quest 2 - Speculations Megathread

EDIT: MAJOR UPDATE AT BOTTOM
Welcome to the "Speculations" mega thread for the device possibly upcoming in the Oculus Quest line-up. This thread will be a compilation of leaks, speculation & rumors updated as new information comes out.
Let's have some fun and go over some of the leaks, rumors, speculation all upcoming before Facebook Connect, we'll have a full mega thread going during Connect, but this should be a great thread for remembrance afterward.
Facebook Connect is happening September 16th at 10 AM PST, more information can be found here.

Leaks
In March, Facebook’s public Developer Documentation website started displaying a new device called ‘Del Mar’, with a ‘First Access’ program for developers.
In May, we got the speculated specs, based off the May Bloomberg Report (Original Paywall Link)
• “at least 90Hz” refresh rate
• 10% to 15% smaller than the current Quest
• around 20% lighter
• “the removal of the fabric from the sides and replacing it with more plastic”
• “changing the materials used in the straps to be more elastic than the rubber and velcro currently used”
• “a redesigned controller that is more comfortable and fixes a problem with the existing controller”

On top of that, the "Jedi Controller" drivers leaked, which are now assumed to be V3 Touch Controllers for the upcoming device.
The IMUs seem significantly improved & the reference to a 60Hz (vs 30hz) also seems to imply improved tracking.
It's also said to perhaps have improved haptics & analog finger sensing instead of binary/digital.
Now as of more recent months, we had the below leaks.
Render (1), (2)
Walking Cat seems to believe the device is called "Quest 2", unfortunately since then, his twitter has been taken down.
Real-life pre-release model photos
Possible IPD Adjustment
From these photos and details we can discern that:
Further features speculation based on firmware digging (thanks Reggy04 from the VR Discord for quite a few of these), as well as other sources, all linked.

Additional Sources: 1/2/3/4
Headset Codenames
We've seen a few codenames going around at this point, Reggy04 provided this screenshot that shows the following new codenames.
Pricing Rumors
So far, the most prevalent pricing we've seen is 299 for 64gb, and 399 for 256GB
These were shown by a Walmart page for Point Reyes with a release date of September 16 and a Target price leak with a street date of October 13th

Speculation
What is this headset?
Speculation so far is this headset is a Quest S or Quest 2
OR
This is a flat-out cheaper-to-manufacture, small upgrade to the Oculus Quest to keep up with demand and to iterate the design slowly.
Again, This is all speculation, nothing is confirmed or set in stone.
What do you think this is and what we'll see at FB Connect? Let's talk!
Rather chat live? Join us on the VR Discord
EDIT: MAJOR UPDATE - Leaked Videos.
6GB of RAM, XR2 Platform, "almost 4k display" (nearly 2k per eye) Source
I am mirroring all the videos in case they get pulled down.
Mirrors: Oculus Hand Tracking , Oculus Casting, Health and Safety, Quest 2 Instructions, Inside the Upgrade
submitted by charliefrench2oo8 to OculusQuest [link] [comments]

yt-dl-viewer: A web frontend for youtube-dl (or other) videos

For quite a while I'm now using youtube-dl to backup my youtube playlists. But without a good UI it was always a chore to actually watch a video (thats no longer available on youtube), so I decided to write some kind of web UI for a folder full of videos.
If you want a live demo, I copied a few random videos together and spun up a instance on my server: https://ytdl-viewer-demo.mikescher.com You can download (or read the whole README) on github: https://github.com/Mikescheyoutube-dl-viewer
youtube-dl-viewer displays videos from one or many directories and optionally (!) shows metadata from the youtube-dl .info.json files (but you can also use it without youtube-dl, as long as it can find video files it works). It also tries to generate thumbnails and a few "preview-frames" for those fancy mouse-hover previews. And if you run it on a server with ffmpeg installed it can transcode your videos (even live with enough cpu power) to stream them in your browser.
There are (at least for me) currently two use cases:
(1) You can copy the binary in the directory with your videos (it's self-contained) together with a batch file that starts youtube-dl-viewer. This way you can plug a external drive with videos into you pc, run the batch, and get a nice view of all the video files on there.
(2) You can run youtube-dl-viewer on your server (where also the video files are / are being synced to) and access the webpage from anywhere.
Because I tend to waste too much time on hobby projects for reasons there are now a lot more options/switches/gimmicks - but they should all be explained in the github README.
 
I mostly developed this for me, and it's now (finally) at a point where I'm happy with it and use it quite often. But still in the spirit of open-source I thought I would share it, also if someone wants something and writes a pull request I would be happy to look at it :)
( x-posted to selfhosted )
submitted by M1kescher to DataHoarder [link] [comments]

Beginner's critiques of Rust

Hey all. I've been a Java/C#/Python dev for a number of years. I noticed Rust topping the StackOverflow most loved language list earlier this year, and I've been hearing good things about Rust's memory model and "free" concurrency for awhile. When it recently came time to rewrite one of my projects as a small webservice, it seemed like the perfect time to learn Rust.
I've been at this for about a month and so far I'm not understanding the love at all. I haven't spent this much time fighting a language in awhile. I'll keep the frustration to myself, but I do have a number of critiques I wouldn't mind discussing. Perhaps my perspective as a beginner will be helpful to someone. Hopefully someone else has faced some of the same issues and can explain why the language is still worthwhile.
Fwiw - I'm going to make a lot of comparisons to the languages I'm comfortable with. I'm not attempting to make a value comparison of the languages themselves, but simply comparing workflows I like with workflows I find frustrating or counterintuitive.
Docs
When I have a question about a language feature in C# or Python, I go look at the official language documentation. Python in particular does a really nice job of breaking down what a class is designed to do and how to do it. Rust's standard docs are little more than Javadocs with extremely minimal examples. There are more examples in the Rust Book, but these too are super simplified. Anything more significant requires research on third-party sites like StackOverflow, and Rust is too new to have a lot of content there yet.
It took me a week and a half of fighting the borrow checker to realize that HashMap.get_mut() was not the correct way to get and modify a map entry whose value was a non-primitive object. Nothing in the official docs suggested this, and I was actually on the verge of quitting the language over this until someone linked Tour of Rust, which did have a useful map example, in a Reddit comment. (If any other poor soul stumbles across this - you need HashMap.entry().or_insert(), and you modify the resulting entry in place using *my_entry.value = whatever. The borrow checker doesn't allow getting the entry, modifying it, and putting it back in the map.)
Pit of Success/Failure
C# has the concept of a pit of success: the most natural thing to do should be the correct thing to do. It should be easy to succeed and hard to fail.
Rust takes the opposite approach: every natural thing to do is a landmine. Option.unwrap() can and will terminate my program. String.len() sets me up for a crash when I try to do character processing because what I actually want is String.chars.count(). HashMap.get_mut() is only viable if I know ahead of time that the entry I want is already in the map, because HashMap.get_mut().unwrap_or() is a snake pit and simply calling get_mut() is apparently enough for the borrow checker to think the map is mutated, so reinserting the map entry afterward causes a borrow error. If-else statements aren't idiomatic. Neither is return.
Language philosophy
Python has the saying "we're all adults here." Nothing is truly private and devs are expected to be competent enough to know what they should and shouldn't modify. It's possible to monkey patch (overwrite) pretty much anything, including standard functions. The sky's the limit.
C# has visibility modifiers and the concept of sealing classes to prevent further extension or modification. You can get away with a lot of stuff using inheritance or even extension methods to tack on functionality to existing classes, but if the original dev wanted something to be private, it's (almost) guaranteed to be. (Reflection is still a thing, it's just understood to be dangerous territory a la Python's monkey patching.) This is pretty much "we're all professionals here"; I'm trusted to do my job but I'm not trusted with the keys to the nukes.
Rust doesn't let me so much as reference a variable twice in the same method. This is the functional equivalent of being put in a straitjacket because I can't be trusted to not hurt myself. It also means I can't do anything.
The borrow checker
This thing is legendary. I don't understand how it's smart enough to theoretically track data usage across threads, yet dumb enough to complain about variables which are only modified inside a single method. Worse still, it likes to complain about variables which aren't even modified.
Here's a fun example. I do the same assignment twice (in a real-world context, there are operations that don't matter in between.) This is apparently illegal unless Rust can move the value on the right-hand side of the assignment, even though the second assignment is technically a no-op.
//let Demo be any struct that doesn't implement Copy. let mut demo_object: Option = None; let demo_object_2: Demo = Demo::new(1, 2, 3); demo_object = Some(demo_object_2); demo_object = Some(demo_object_2); 
Querying an Option's inner value via .unwrap and querying it again via .is_none is also illegal, because .unwrap seems to move the value even if no mutations take place and the variable is immutable:
let demo_collection: Vec = Vec::::new(); let demo_object: Option = None; for collection_item in demo_collection { if demo_object.is_none() { } if collection_item.value1 > demo_object.unwrap().value1 { } } 
And of course, the HashMap example I mentioned earlier, in which calling get_mut apparently counts as mutating the map, regardless of whether the map contains the key being queried or not:
let mut demo_collection: HashMap = HashMap::::new(); demo_collection.insert(1, Demo::new(1, 2, 3)); let mut demo_entry = demo_collection.get_mut(&57); let mut demo_value: &mut Demo; //we can't call .get_mut.unwrap_or, because we can't construct the default //value in-place. We'd have to return a reference to the newly constructed //default value, which would become invalid immediately. Instead we get to //do things the long way. let mut default_value: Demo = Demo::new(2, 4, 6); if demo_entry.is_some() { demo_value = demo_entry.unwrap(); } else { demo_value = &mut default_value; } demo_collection.insert(1, *demo_value); 
None of this code is especially remarkable or dangerous, but the borrow checker seems absolutely determined to save me from myself. In a lot of cases, I end up writing code which is a lot more verbose than the equivalent Python or C# just trying to work around the borrow checker.
This is rather tongue-in-cheek, because I understand the borrow checker is integral to what makes Rust tick, but I think I'd enjoy this language a lot more without it.
Exceptions
I can't emphasize this one enough, because it's terrifying. The language flat up encourages terminating the program in the event of some unexpected error happening, forcing me to predict every possible execution path ahead of time. There is no forgiveness in the form of try-catch. The best I get is Option or Result, and nobody is required to use them. This puts me at the mercy of every single crate developer for every single crate I'm forced to use. If even one of them decides a specific input should cause a panic, I have to sit and watch my program crash.
Something like this came up in a Python program I was working on a few days ago - a web-facing third-party library didn't handle a web-related exception and it bubbled up to my program. I just added another except clause to the try-except I already had wrapped around that library call and that took care of the issue. In Rust, I'd have to find a whole new crate because I have no ability to stop this one from crashing everything around it.
Pushing stuff outside the standard library
Rust deliberately maintains a small standard library. The devs are concerned about the commitment of adding things that "must remain as-is until the end of time."
This basically forces me into a world where I have to get 50 billion crates with different design philosophies and different ways of doing things to play nicely with each other. It forces me into a world where any one of those crates can and will be abandoned at a moment's notice; I'll probably have to find replacements for everything every few years. And it puts me at the mercy of whoever developed those crates, who has the language's blessing to terminate my program if they feel like it.
Making more stuff standard would guarantee a consistent design philosophy, provide stronger assurance that things won't panic every three lines, and mean that yes, I can use that language feature as long as the language itself is around (assuming said feature doesn't get deprecated, but even then I'd have enough notice to find something else.)
Testing is painful
Tests are definitively second class citizens in Rust. Unit tests are expected to sit in the same file as the production code they're testing. What?
There's no way to tag tests to run groups of tests later; tests can be run singly, using a wildcard match on the test function name, or can be ignored entirely using [ignore]. That's it.
Language style
This one's subjective. I expect to take some flak for this and that's okay.
submitted by crab1122334 to rust [link] [comments]

HPA FDL-3 "WTFDL-3" | Select Fire | Variable FPS, DPS, pressure

HPA FDL-3
I had a Super Core lying about collecting dust, but I really felt in the mood to build myself a new FDL-3... The problem is that FDL's are flywheelers, and to be honest, I already have 4 of them.. And so what would any self respecting Nerfer do in my position? Mod. And mod I did...

Virtually every part of the FDL has been modified to make this work. Some parts are obvious and quite extensive - such as installing a Super Core and air system where you had a pusher and electronics, and the creation of a matching bottle stock.. But other parts were less so.. Such as changing the position of the magazine within the magwell, adjusting the mag release components to suit, realignment of screw holes and wiring runs.. That sort of thing.. Plus with the massive cantilevered barrel and air bottle, a lot of design has gone into ensuring that the blaster can support it while surviving the crucible of war. Maybe 4 or 5 minor pieces are untouched.

But it's not enough to just chuck in some HPA components - in the spirit of the FDL, it has to be teched out, fully configurable, and per my more recent builds, closed loop. This brings us to the crux of the matter, it has the following features:
  • Narfduino with OLED console
  • Software controlled air pressure (i.e. turn the dial for more or less power)
  • Variable FPS configured separately for Auto and Burst
  • Select fire - Semi-auto, burst, full auto, binary trigger, and ramped (you map the modes you want to the buttons in the config screen) and a range of configuration options for each
  • Dual profile settings
  • Ammo counter with reset on mag change
  • Tournament lock to cap the maximum air pressure
  • Auto jam detection / air out, and battery protection
  • Open-bolt configuration
  • Spectre composite barrel and acetal scar

The closed loop control system allows for the variable air pressure, plus it also monitors the internal pressure to detect the optimum time to fire and vent the core. The regulator is set to about 110 - 120 psi and you get increadibly quick charge times. This helps the system run faster than the magazine follower and you can effectively run whatever DPS you want - with the blaster turning it down as the bottle starts getting close to empty.

So far the maximum I have gotten out of this setup was a shade over 420fps, and the minimum was just under 50fps. It's very stable and reliable in the 200 - 300 range.

Demo video: https://youtu.be/CM311Xk63Wc

Pics:

The blaster
Compared to one of my other FDL-3's
FDL-3 with an air tank
Family photo
Family photo
Family photo
Turned up to '11'
Turned down to 'Jolt'
Pics for mobile: https://imgur.com/a/V4Xp4oH
submitted by airzonesama to Nerf [link] [comments]

MAME 0.223

MAME 0.223

MAME 0.223 has finally arrived, and what a release it is – there’s definitely something for everyone! Starting with some of the more esoteric additions, Linus Åkesson’s AVR-based hardware chiptune project and Power Ninja Action Challenge demos are now supported. These demos use minimal hardware to generate sound and/or video, relying on precise CPU timings to work. With this release, every hand-held LCD game from Nintendo’s Game & Watch and related lines is supported in MAME, with Donkey Kong Hockey bringing up the rear. Also of note is the Bassmate Computer fishing aid, made by Nintendo and marketed by Telko and other companies, which is clearly based on the dual-screen Game & Watch design. The steady stream of TV games hasn’t stopped, with a number of French releases from Conny/VideoJet among this month’s batch.
For the first time ever, games running on the Barcrest MPU4 video system are emulated well enough to be playable. Titles that are now working include several games based on the popular British TV game show The Crystal Maze, Adders and Ladders, The Mating Game, and Prize Tetris. In a clear win for MAME’s modular architecture, the breakthrough came through the discovery of a significant flaw in our Motorola MC6840 Programmable Timer Module emulation that was causing issues for the Fairlight CMI IIx synthesiser. In the same manner, the Busicom 141-PF desk calculator is now working, thanks to improvements made to Intel 4004 CPU emulation that came out of emulating the INTELLEC 4 development system and the prototype 4004-based controller board for Flicker pinball. The Busicom 141-PF is historically significant, being the first application of Intel’s first microprocessor.
Fans of classic vector arcade games are in for a treat this month. Former project coordinator Aaron Giles has contributed netlist-based sound emulation for thirteen Cinematronics vector games: Space War, Barrier, Star Hawk, Speed Freak, Star Castle, War of the Worlds, Sundance, Tail Gunner, Rip Off, Armor Attack, Warrior, Solar Quest and Boxing Bugs. This resolves long-standing issues with the previous simulation based on playing recorded samples. Colin Howell has also refined the sound emulation for Midway’s 280-ZZZAP and Gun Fight.
V.Smile joystick inputs are now working for all dumped cartridges, and with fixes for ROM bank selection the V.Smile Motion software is also usable. The accelerometer-based V.Smile Motion controller is not emulated, but the software can all be used with the standard V.Smile joystick controller. Another pair of systems with inputs that now work is the original Macintosh (128K/512K/512Ke) and Macintosh Plus. These systems’ keyboards are now fully emulated, including the separate numeric keypad available for the original Macintosh, the Macintosh Plus keyboard with integrated numeric keypad, and a few European ISO layout keyboards for the original Macintosh. There are still some emulation issues, but you can play Beyond Dark Castle with MAME’s Macintosh Plus emulation again.
In other home computer emulation news, MAME’s SAM Coupé driver now supports a number of peripherals that connect to the rear expansion port, a software list containing IRIX hard disk installations for SGI MIPS workstations has been added, and tape loading now works for the Specialist system (a DIY computer designed in the USSR).
Of course, there’s far more to enjoy, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. (For brevity, promoted V.Smile software list entries and new Barcrest MPU4 clones made up from existing dumps have been omitted here.)

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Merged pull requests

submitted by cuavas to emulation [link] [comments]

yt-dl-viewer: A web frontend for youtube-dl (or other) videos

For quite a while I'm using youtube-dl to backup my youtube playlists. But without a good UI it was always a chore to actually watch a video (thats no longer available on youtube), so I decided to write some kind of web UI for a folder full of videos.
If you want a live demo, I copied a few random videos together and spun up a instance on my server: https://ytdl-viewer-demo.mikescher.com You can download (or read the whole README) on github: https://github.com/Mikescheyoutube-dl-viewer
youtube-dl-viewer displays videos from one or many directories and optionally (!) shows metadata from the youtube-dl .info.json files (but you can also use it without youtube-dl, as long as it can find video files it works). It also tries to generate thumbnails and a few "preview-frames" for those fancy mouse-hover previews. And if you run it on a server with ffmpeg installed it can transcode your videos (even live with enough cpu power) to stream them in your browser.
There are (at least for me) currently two use cases:
(1) You can run youtube-dl-viewer on your server (where also the video files are / are being synced to) and access the webpage from anywhere. I my (current) setup I run youtube-dl locally in a cron job and the videos get synced via NextCloud to my server. On my server a permanent instance of youtube-dl-viewer runs which scans once a day for new video files on the hard drive. (I added a few example configurations in the readme)
(2) You can also copy the binary in the directory with your videos (it's self-contained) together with a batch file that starts youtube-dl-viewer. This way you can plug a external drive with videos into you pc, run the batch, and get a nice view of all the video files on there.
Because I tend to waste my time on smaller projects for reasons there are now a lot more options/switches/gimmicks - but they should all be explained in the github README.
 
I mostly developed this for me, and it's now (finally) at a point where I'm happy with it and use it quite often. But still in the spirit of open-source I thought I would share it, also if someone wants something and writes a pull request I would be happy to look at it :)
( x-posted to DataHoarder )
submitted by M1kescher to selfhosted [link] [comments]

Just Natsuki 4.3 (Halloween the Third)

Yes, I know this is late. I had less time to make it and had other responsibilities too. I'm a busy gal what can I say? I still got it out, and have some exciting news! ADDED: Added Halloween Event (This will run until November 4th rather than just the 31st. Tho it only really does anything at night.) Added custom pronoun options for non-binary players or neopronoun users. (These can be changed anytime and will provide a sentence with the pronoun so you can see if it works properly.) Added proper support for other types of third person pronouns. (Mainly so the game can call the player "her" "him" or "their" in cases where it's needed.) Added two Halloween stories starring the player. FIXED Fixed issue with the same dialogue appearing twice in Talk Menu 6 and 7. In other news, a playable demo for Just Natsuki's art overhaul is ready! It just needs testing and bugfixing. This demo simply replaces all the old assets, so some of the expression are lame, and the outfits don't all look perfectly edited. Also, some features are disabled are disabled as they don't work yet in the demo. The full version will have a whole new system for expression that allow for WAY more expression on Natsuki's part. I just kinda need to learn how to even do that. This demo isn't part of this update. It will likely be in the next update as a side version. But I will likely not be putting it in the main game yet. Everyone, give a big thanks to JMO for this. Welp, that's all for now! Have fun! -Daisy!

The link to download this version is here: http://www.mediafire.com/file/7k7eauzeu7t1mqw/JustNatsuki-4.3.0-Mod.zip/file
BUT! To make sure you are getting the newest version please visit my website/blog! Unfortunately I cannot link it due to Reddit auto deleting links. But if you google "Just Natsuki dev" it should be the first result. Sorry for the inconvenience!
submitted by Edgarmods to DDLCMods [link] [comments]

./play.it 2.12: API, GUI and video games

./play.it 2.12: API, GUI and video games

./play.it is a free/libre software that builds native packages for several Linux distributions from DRM-free installers for a collection of commercial games. These packages can then be installed using the standard distribution-provided tools (APT, pacman, emerge, etc.).
A more complete description of ./play.it has already been posted in linux_gaming a couple months ago: ./play.it, an easy way to install commercial games on GNU/Linux
It's already been one year since version 2.11 was released, in January 2019. We will only briefly review the changelog of version 2.12 and focus on the different points of ./play.it that kept us busy during all this time, and of which coding was only a small part.

What’s new with 2.12?

Though not the focus of this article, it would be a pity not to present all the added features of this brand new version. ;)
Compared to the usual updates, 2.12 is a major one, especially since for two years, we slowed down the addition of new features. Some patches took dust since the end of 2018 before finally be integrated in this update!
The list of changes for this 2.12 release can be found on our forge. Here is a full copy for convenience:

Development migration

History

As many free/libre projects, ./play.it development started on some random sector of a creaking hard drive, and unsurprisingly, a whole part of its history (everything predating version 1.13.15 released on Mars 30th, 2016) disappeared into the limbs because some unwise operation destroyed the only copy of the repository… Lesson learned, what's not shared don't stay long, and so was born the first public Git repository of the project. The easing of collaborative work was only accidentally achieved by this quest for eternity, but wasn't the original motivation for making the repository publicly available.
Following this decision, ./play.it source code has been hosted successively by many shared forge platforms:

Dedicated forge

As development progressed, ./play.it began to increase its need for resources, dividing its code into several repositories to improve the workflow of the different aspects of the projects, adding continuous integration tests and their constraints, etc. A furious desire to understand the nooks and crannies behind a forge platform was the last deciding factor towards hosting a dedicated forge.
So it happened, we deployed a forge platform on a dedicated server, hugely benefiting from the tremendous work achieved by the GitLab's package Debian Maintainers team. In return, we tried to contribute our findings in improving this software packaging.
That was not expected, but this migration happened just a little time before the announcement “Déframasoftisons Internet !” (French article) about the planned end of Framagit.
This dedicated instance used to be hosted on a VPS rented from Digital Ocean until the second half of July 2020, and since then has been moved to another VPS, rented from Hetzner. The specifications are similar, as well as the service, but thanks to this migration our hosting costs have been cut in half. Keeping in mind that this is paid by a single person, so any little donation helps a lot on this front. ;)
To the surprise of our system administrator, this last migration took only a couple hours with no service interruption reported by our users.

Forge access

This new forge can be found at forge.dotslashplay.it. Registrations are open to the public, but we ask you to not abuse this, the main restriction being that we do not wish to host projects unrelated to ./play.it. Of course exceptions are made for our active contributors, who are allowed to host some personal projects there.
So, if you wish to use this forge to host your own work, you first need to make some significant contributions to ./play.it.

API

The collection of supported games growing endlessly, we have started the development of a public API allowing access to lots of information related to ./play.it.
This API, which is not yet stabilized, is simply an interface to a versioned database containing all the ./play.it scripts, handled archives, games installable through the project. Relations are, of course, handled between those items, enabling its use for requests like : « What packages are required on my system to install Cæsar Ⅲ ? » or « What are the free (as in beer) games handled via DOSBox ? ».
Originally developed as support for the new, in-development, Web site (we'll talk about it later on), this API should facilitate the development of tools around ./play.it. For example, it'll be useful for whomever would like to build a complete video game handling software (downloading, installation, starting, etc.) using ./play.it as one of its building bricks.
For those curious about the technical side, it's an API based on Lumeneffectuant that makes requests on a MariaDB database, all self-hosted on a Debian Sid. Not only is the code of the API versioned on our forge, but also the structure and content of the databases, which will allow those who desired it to install a local version easily.

New website

Based on the aforementioned API, a new website is under development and will replace our current website based on DokuWiki.
Indeed, if the lack of database and the plain text files structure of DokuWiki seemed at first attractive, as ./play.it supported only a handful of games (link in French), this feature became more inconvenient as the library of ./play.it supported games grew.
We shall make an in-depth presentation of this website for the 2.13 release of ./play.it, but a public demo of the development version from our forge is already available.
If you feel like providing an helping hand on this task, some priority tasks have been identified to allow opening a new Web site able to replace the current one. And for those interested in technical details, this web Site was developed in PHP using the framework Laravel. The current in-development version is hosted for now on the same Debian Sid than the API.

GUI

A regular comment that is done about the project is that, if the purpose is to make installing games accessible to everyone without technical skills, having to run scripts in the terminal remains somewhat intimidating. Our answer until now has been that while the project itself doesn't aim to providing a graphical interface (KISS principle "Keep it simple, stupid"), still and always), but that it would be relatively easy to, later on, develop a graphical front-end to it.
Well, it happens that is now reality. Around the time of our latest publication, one of our contributors, using the API we just talked about, developed a small prototype that is usable enough to warrant a little shout out. :-)
In practice, it is some small Python 3 code (an HCI completely in POSIX shell is for a later date :-°), using GTK 3 (and still a VTE terminal to display the commands issued, but the user shouldn't have to input anything in it, except perhaps the root password to install some packages). This allowed to verify that, as we used to say, it would be relatively easy, since a script of less than 500 lines of code (written quickly over a week-end) was enough to do the job !
Of course, this graphical interface project stays independent from the main project, and is maintained in a specific repository. It seems interesting to us to promote it in order to ease the use of ./play.it, but this doesn't prevent any other similar projects to be born, for example using a different language or graphical toolkit (we, globally, don't have any particular affinity towards Python or GTK).
The use of this HCI needs three steps : first, a list of available games is displayed, coming directly from our API. You just need to select in the list (optionally using the search bar) the game you want to install. Then it switches to a second display, which list the required files. If several alternatives are available, the user can select the one he wants to use. All those files must be in the same directory, the address bar on the top enabling to select which one to use (click on the open button on the top opens a filesystem navigation window). Once all those files available (if they can be downloaded, the software will do it automatically), you can move ahead to the third step, which is just watching ./play.it do its job :-) Once done, a simple click on the button on the bottom will run the game (even if, from this step, the game is fully integrated on your system as usual, you no longer need this tool to run it).
To download potentially missing files, the HCI will use, depending on what's available on the system, either wget, curl or aria2c (this last one also handling torrents), of which the output will be displayed in the terminal of the third phase, just before running the scripts. For privilege escalation to install packages, sudo will be used preferentially if available (with the option to use a third-party application for password input, if the corresponding environment variable is set, which is more user-friendly), else su will be used.
Of course, any suggestion for an improvement will be received with pleasure.

New games

Of course, such an announcement would not be complete without a list of the games that got added to our collection since the 2.11 release… So here you go:
If your favourite game is not supported by ./play.it yet, you should ask for it in the dedicated tracker on our forge. The only requirement to be a valid request is that there exists a version of the game that is not burdened by DRM.

What’s next?

Our team being inexhaustible, work on the future 2.13 version has already begun…
A few major objectives of this next version are :
If your desired features aren't on this list, don't hesitate to signal it us, in the comments of this news release. ;)

Links

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Forex Signals Reddit: top providers review (part 1)

Forex Signals Reddit: top providers review (part 1)

Forex Signals - TOP Best Services. Checked!

To invest in the financial markets, we must acquire good tools that help us carry out our operations in the best possible way. In this sense, we always talk about the importance of brokers, however, signal systems must also be taken into account.
The platforms that offer signals to invest in forex provide us with alerts that will help us in a significant way to be able to carry out successful operations.
For this reason, we are going to tell you about the importance of these alerts in relation to the trading we carry out, because, without a doubt, this type of system will provide us with very good information to invest at the right time and in the best assets in the different markets. financial
Within this context, we will focus on Forex signals, since it is the most important market in the world, since in it, multiple transactions are carried out on a daily basis, hence the importance of having an alert system that offers us all the necessary data to invest in currencies.
Also, as we all already know, cryptocurrencies have become a very popular alternative to investing in traditional currencies. Therefore, some trading services/tools have emerged that help us to carry out successful operations in this particular market.
In the following points, we will detail everything you need to know to start operating in the financial markets using trading signals: what are signals, how do they work, because they are a very powerful help, etc. Let's go there!

What are Forex Trading Signals?

https://preview.redd.it/vjdnt1qrpny51.jpg?width=640&format=pjpg&auto=webp&s=bc541fc996701e5b4dd940abed610b59456a5625
Before explaining the importance of Forex signals, let's start by making a small note so that we know what exactly these alerts are.
Thus, we will know that the signals on the currency market are received by traders to know all the information that concerns Forex, both for assets and for the market itself.
These alerts allow us to know the movements that occur in the Forex market and the changes that occur in the different currency pairs. But the great advantage that this type of system gives us is that they provide us with the necessary information, to know when is the right time to carry out our investments.
In other words, through these signals, we will know the opportunities that are presented in the market and we will be able to carry out operations that can become quite profitable.
Profitability is precisely another of the fundamental aspects that must be taken into account when we talk about Forex signals since the vast majority of these alerts offer fairly reliable data on assets. Similarly, these signals can also provide us with recommendations or advice to make our operations more successful.

»Purpose: predict movements to carry out Profitable Operations

In short, Forex signal systems aim to predict the behavior that the different assets that are in the market will present and this is achieved thanks to new technologies, the creation of specialized software, and of course, the work of financial experts.
In addition, it must also be borne in mind that the reliability of these alerts largely lies in the fact that they are prepared by financial professionals. So they turn out to be a perfect tool so that our investments can bring us a greater number of benefits.

The best signal services today

We are going to tell you about the 3 main alert system services that we currently have on the market. There are many more, but I can assure these are not scams and are reliable. Of course, not 100% of trades will be a winner, so please make sure you apply proper money management and risk management system.

1. 1000pipbuilder (top choice)

Fast track your success and follow the high-performance Forex signals from 1000pip Builder. These Forex signals are rated 5 stars on Investing.com, so you can follow every signal with confidence. All signals are sent by a professional trader with over 10 years investment experience. This is a unique opportunity to see with your own eyes how a professional Forex trader trades the markets.
The 1000pip Builder Membership is ordinarily a signal service for Forex trading. You will get all the facts you need to successfully comply with the trading signals, set your stop loss and take earnings as well as additional techniques and techniques!
You will get easy to use trading indicators for Forex Trades, including your entry, stop loss and take profit. Overall, the earnings target per months is 350 Pips, depending on your funding this can be a high profit per month! (In fact, there is by no means a guarantee, but the past months had been all between 600 – 1000 Pips).
>>>Know more about 1000pipbuilder
Your 1000pip builder membership gives you all in hand you want to start trading Forex with success. Read the directions and wait for the first signals. You can trade them inside your demo account first, so you can take a look at the performance before you make investments real money!
Features:
  • Free Trial
  • Forex signals sent by email and SMS
  • Entry price, take profit and stop loss provided
  • Suitable for all time zones (signals sent over 24 hours)
  • MyFXBook verified performance
  • 10 years of investment experience
  • Target 300-400 pips per month
Pricing:
https://preview.redd.it/zjc10xx6ony51.png?width=668&format=png&auto=webp&s=9b0eac95f8b584dc0cdb62503e851d7036c0232b
VISIT 1000ipbuilder here

2. DDMarkets

Digital Derivatives Markets (DDMarkets) have been providing trade alert offerings since May 2014 - fully documenting their change ideas in an open and transparent manner.
September 2020 performance report for DD Markets.
Their manner is simple: carry out extensive research, share their evaluation and then deliver a trading sign when triggered. Once issued, daily updates on the trade are despatched to members via email.
It's essential to note that DDMarkets do not tolerate floating in an open drawdown in an effort to earnings at any cost - a common method used by less professional providers to 'fudge' performance statistics.
Verified Statistics: Not independently verified.
Price: plans from $74.40 per month.
Year Founded: 2014
Suitable for Beginners: Yes, (includes handy to follow trade analysis)
VISIT
-------

3. JKonFX

If you are looking or a forex signal service with a reliable (and profitable) music record you can't go previous Joel Kruger and the team at JKonFX.
Trading performance file for JKonFX.
Joel has delivered a reputable +59.18% journal performance for 2016, imparting real-time technical and fundamental insights, in an extremely obvious manner, to their 30,000+ subscriber base. Considered a low-frequency trader, alerts are only a small phase of the overall JKonFX subscription. If you're searching for hundreds of signals, you may want to consider other options.
Verified Statistics: Not independently verified.
Price: plans from $30 per month.
Year Founded: 2014
Suitable for Beginners: Yes, (includes convenient to follow videos updates).
VISIT

The importance of signals to invest in Forex

Once we have known what Forex signals are, we must comment on the importance of these alerts in relation to our operations.
As we have already told you in the previous paragraph, having a system of signals to be able to invest is quite advantageous, since, through these alerts, we will obtain quality information so that our operations end up being a true success.

»Use of signals for beginners and experts

In this sense, we have to say that one of the main advantages of Forex signals is that they can be used by both beginners and trading professionals.
As many as others can benefit from using a trading signal system because the more information and resources we have in our hands. The greater probability of success we will have. Let's see how beginners and experts can take advantage of alerts:
  • Beginners: for inexperienced these alerts become even more important since they will thus have an additional tool that will guide them to carry out all operations in the Forex market.
  • Professionals: In the same way, professionals are also recommended to make use of these alerts, so they have adequate information to continue bringing their investments to fruition.
Now that we know that both beginners and experts can use forex signals to invest, let's see what other advantages they have.

»Trading automation

When we dedicate ourselves to working in the financial world, none of us can spend 24 hours in front of the computer waiting to perform the perfect operation, it is impossible.
That is why Forex signals are important, because, in order to carry out our investments, all we will have to do is wait for those signals to arrive, be attentive to all the alerts we receive, and thus, operate at the right time according to the opportunities that have arisen.
It is fantastic to have a tool like this one that makes our work easier in this regard.

»Carry out profitable Forex operations

These signals are also important, because the vast majority of them are usually quite profitable, for this reason, we must get an alert system that provides us with accurate information so that our operations can bring us great benefits.
But in addition, these Forex signals have an added value and that is that they are very easy to understand, therefore, we will have a very useful tool at hand that will not be complicated and will end up being a very beneficial weapon for us.

»Decision support analysis

A system of currency market signals is also very important because it will help us to make our subsequent decisions.
We cannot forget that, to carry out any type of operation in this market, previously, we must meditate well and know the exact moment when we will know that our investments are going to bring us profits .
Therefore, all the information provided by these alerts will be a fantastic basis for future operations that we are going to carry out.

»Trading Signals made by professionals

Finally, we have to recall the idea that these signals are made by the best professionals. Financial experts who know perfectly how to analyze the movements that occur in the market and changes in prices.
Hence the importance of alerts, since they are very reliable and are presented as a necessary tool to operate in Forex and that our operations are as profitable as possible.

What should a signal provider be like?

https://preview.redd.it/j0ne51jypny51.png?width=640&format=png&auto=webp&s=5578ff4c42bd63d5b6950fc6401a5be94b97aa7f
As you have seen, Forex signal systems are really important for our operations to bring us many benefits. For this reason, at present, there are multiple platforms that offer us these financial services so that investing in currencies is very simple and fast.
Before telling you about the main services that we currently have available in the market, it is recommended that you know what are the main characteristics that a good signal provider should have, so that, at the time of your choice, you are clear that you have selected one of the best systems.

»Must send us information on the main currency pairs

In this sense, one of the first things we have to comment on is that a good signal provider, at a minimum, must send us alerts that offer us information about the 6 main currencies, in this case, we refer to the euro, dollar, The pound, the yen, the Swiss franc, and the Canadian dollar.
Of course, the data you provide us will be related to the pairs that make up all these currencies. Although we can also find systems that offer us information about other minorities, but as we have said, at a minimum, we must know these 6.

»Trading tools to operate better

Likewise, signal providers must also provide us with a large number of tools so that we can learn more about the Forex market.
We refer, for example, to technical analysis above all, which will help us to develop our own strategies to be able to operate in this market.
These analyzes are always prepared by professionals and study, mainly, the assets that we have available to invest.

»Different Forex signals reception channels

They must also make available to us different ways through which they will send us the Forex signals, the usual thing is that we can acquire them through the platform's website, or by a text message and even through our email.
In addition, it is recommended that the signal system we choose sends us a large number of alerts throughout the day, in order to have a wide range of possibilities.

»Free account and customer service

Other aspects that we must take into account to choose a good signal provider is whether we have the option of receiving, for a limited time, alerts for free or the profitability of the signals they emit to us.
Similarly, a final aspect that we must emphasize is that a good signal system must also have excellent customer service, which is available to us 24 hours a day and that we can contact them at through an email, a phone number, or a live chat, for greater immediacy.
Well, having said all this, in our last section we are going to tell you which are the best services currently on the market. That is, the most suitable Forex signal platforms to be able to work with them and carry out good operations. In this case, we will talk about ForexPro Signals, 365 Signals and Binary Signals.

Forex Signals Reddit: conclusion

To be able to invest properly in the Forex market, it is convenient that we get a signal system that provides us with all the necessary information about this market. It must be remembered that Forex is a very volatile market and therefore, many movements tend to occur quickly.
Asset prices can change in a matter of seconds, hence the importance of having a system that helps us analyze the market and thus know, what is the right time for us to start operating.
Therefore, although there are currently many signal systems that can offer us good services, the three that we have mentioned above are the ones that are best valued by users, which is why they are the best signal providers that we can choose to carry out. our investments.
Most of these alerts are quite profitable and in addition, these systems usually emit a large number of signals per day with full guarantees. For all this, SignalsForexPro, Signals365, or SignalsBinary are presented as fundamental tools so that we can obtain a greater number of benefits when we carry out our operations in the currency market.
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First Time Going Through Coding Interviews?

This post draws on my personal experiences and challenges over the past term at school, which I entered with hardly any knowledge of DSA (data structures and algorithms) and problem-solving strategies. As a self-taught programmer, I was a lot more familiar and comfortable with general programming, such as object-oriented programming, than with the problem-solving skills required in DSA questions.
This post reflects my journey throughout the term and the resources I turned to in order to quickly improve for my coding interview.
Here're some common questions and answers
What's the interview process like at a tech company?
Good question. It's actually pretty different from most other companies.

(What It's Like To Interview For A Coding Job

First time interviewing for a tech job? Not sure what to expect? This article is for you.

Here are the usual steps:

  1. First, you’ll do a non-technical phone screen.
  2. Then, you’ll do one or a few technical phone interviews.
  3. Finally, the last step is an onsite interview.
Some companies also throw in a take-home code test—sometimes before the technical phone interviews, sometimes after.
Let’s walk through each of these steps.

The non-technical phone screen

This first step is a quick call with a recruiter—usually just 10–20 minutes. It's very casual.
Don’t expect technical questions. The recruiter probably won’t be a programmer.
The main goal is to gather info about your job search. Stuff like:

  1. Your timeline. Do you need to sign an offer in the next week? Or are you trying to start your new job in three months?
  2. What’s most important to you in your next job. Great team? Flexible hours? Interesting technical challenges? Room to grow into a more senior role?
  3. What stuff you’re most interested in working on. Front end? Back end? Machine learning?
Be honest about all this stuff—that’ll make it easier for the recruiter to get you what you want.
One exception to that rule: If the recruiter asks you about your salary expectations on this call, best not to answer. Just say you’d rather talk about compensation after figuring out if you and the company are a good fit. This’ll put you in a better negotiating position later on.

The technical phone interview(s)

The next step is usually one or more hour-long technical phone interviews.
Your interviewer will call you on the phone or tell you to join them on Skype or Google Hangouts. Make sure you can take the interview in a quiet place with a great internet connection. Consider grabbing a set of headphones with a good microphone or a bluetooth earpiece. Always test your hardware beforehand!
The interviewer will want to watch you code in real time. Usually that means using a web-based code editor like Coderpad or collabedit. Run some practice problems in these tools ahead of time, to get used to them. Some companies will just ask you to share your screen through Google Hangouts or Skype.
Turn off notifications on your computer before you get started—especially if you’re sharing your screen!
Technical phone interviews usually have three parts:

  1. Beginning chitchat (5–10 minutes)
  2. Technical challenges (30–50 minutes)
  3. Your turn to ask questions (5–10 minutes)
The beginning chitchat is half just to help your relax, and half actually part of the interview. The interviewer might ask some open-ended questions like:

  1. Tell me about yourself.
  2. Tell me about something you’ve built that you’re particularly proud of.
  3. I see this project listed on your resume—tell me more about that.
You should be able to talk at length about the major projects listed on your resume. What went well? What didn’t? How would you do things differently now?
Then come the technical challenges—the real meet of the interview. You’ll spend most of the interview on this. You might get one long question, or several shorter ones.
What kind of questions can you expect? It depends.
Startups tend to ask questions aimed towards building or debugging code. (“Write a function that takes two rectangles and figures out if they overlap.”). They’ll care more about progress than perfection.
Larger companies will want to test your general know-how of data structures and algorithms (“Write a function that checks if a binary tree is ‘balanced’ in O(n)O(n) ↴ time.”). They’ll care more about how you solve and optimize a problem.
With these types of questions, the most important thing is to be communicating with your interviewer throughout. You'll want to "think out loud" as you work through the problem. For more info, check out our more detailed step-by-step tips for coding interviews.
If the role requires specific languages or frameworks, some companies will ask trivia-like questions (“In Python, what’s the ‘global interpreter lock’?”).
After the technical questions, your interviewer will open the floor for you to ask them questions. Take some time before the interview to comb through the company’s website. Think of a few specific questions about the company or the role. This can really make you stand out.
When you’re done, they should give you a timeframe on when you’ll hear about next steps. If all went well, you’ll either get asked to do another phone interview, or you’ll be invited to their offices for an onsite.

The onsite interview

An onsite interview happens in person, at the company’s office. If you’re not local, it’s common for companies to pay for a flight and hotel room for you.
The onsite usually consists of 2–6 individual, one-on-one technical interviews (usually in a small conference room). Each interview will be about an hour and have the same basic form as a phone screen—technical questions, bookended by some chitchat at the beginning and a chance for you to ask questions at the end.
The major difference between onsite technical interviews and phone interviews though: you’ll be coding on a whiteboard.
This is awkward at first. No autocomplete, no debugging tools, no delete button…ugh. The good news is, after some practice you get used to it. Before your onsite, practice writing code on a whiteboard (in a pinch, a pencil and paper are fine). Some tips:

  1. Start in the top-most left corner of the whiteboard. This gives you the most room. You’ll need more space than you think.
  2. Leave a blank line between each line as you write your code. Makes it much easier to add things in later.
  3. Take an extra second to decide on your variable names. Don’t rush this part. It might seem like a waste of time, but using more descriptive variable names ultimately saves you time because it makes you less likely to get confused as you write the rest of your code.
If a technical phone interview is a sprint, an onsite is a marathon. The day can get really long. Best to keep it open—don’t make other plans for the afternoon or evening.
When things go well, you’ wrap-up by chatting with the CEO or some other director. This is half an interview, half the company trying to impress you. They may invite you to get drinks with the team after hours.
All told, a long day of onsite interviews could look something like this:

If they let you go after just a couple interviews, it’s usually a sign that they’re going to pass on you. That’s okay—it happens!
There are are a lot of easy things you can do the day before and morning of your interview to put yourself in the best possible mindset. Check out our piece on what to do in the 24 hours before your onsite coding interview.

The take-home code test

Code tests aren’t ubiquitous, but they seem to be gaining in popularity. They’re far more common at startups, or places where your ability to deliver right away is more important than your ability to grow.
You’ll receive a description of an app or service, a rough time constraint for writing your code, and a deadline for when to turn it in. The deadline is usually negotiable.
Here's an example problem:
Write a basic “To-Do” app. Unit test the core functionality. As a bonus, add a “reminders” feature. Try to spend no more than 8 hours on it, and send in what you have by Friday with a small write-up.
Take a crack at the “bonus” features if they include any. At the very least, write up how you would implement it.
If they’re hiring for people with knowledge of a particular framework, they might tell you what tech to use. Otherwise, it’ll be up to you. Use what you’re most comfortable with. You want this code to show you at your best.
Some places will offer to pay you for your time. It's rare, but some places will even invite you to work with them in their office for a few days, as a "trial.")
Do I need to know this "big O" stuff?
Big O notation is the language we use for talking about the efficiency of data structures and algorithms.
Will it come up in your interviews? Well, it depends. There are different types of interviews.
There’s the classic algorithmic coding interview, sometimes called the “Google-style whiteboard interview.” It’s focused on data structures and algorithms (queues and stacks, binary search, etc).
That’s what our full course prepares you for. It's how the big players interview. Google, Facebook, Amazon, Microsoft, Oracle, LinkedIn, etc.
For startups and smaller shops, it’s a mixed bag. Most will ask at least a few algorithmic questions. But they might also include some role-specific stuff, like Java questions or SQL questions for a backend web engineer. They’ll be especially interested in your ability to ship code without much direction. You might end up doing a code test or pair-programming exercise instead of a whiteboarding session.
To make sure you study for the right stuff, you should ask your recruiter what to expect. Send an email with a question like, “Is this interview going to cover data structures and algorithms? Or will it be more focused around coding in X language.” They’ll be happy to tell you.
If you've never learned about data structures and algorithms, or you're feeling a little rusty, check out our Intuitive Guide to Data Structures and Algorithms.
Which programming language should I use?
Companies usually let you choose, in which case you should use your most comfortable language. If you know a bunch of languages, prefer one that lets you express more with fewer characters and fewer lines of code, like Python or Ruby. It keeps your whiteboard cleaner.
Try to stick with the same language for the whole interview, but sometimes you might want to switch languages for a question. E.g., processing a file line by line will be far easier in Python than in C++.
Sometimes, though, your interviewer will do this thing where they have a pet question that’s, for example, C-specific. If you list C on your resume, they’ll ask it.
So keep that in mind! If you’re not confident with a language, make that clear on your resume. Put your less-strong languages under a header like ‘Working Knowledge.’
What should I wear?
A good rule of thumb is to dress a tiny step above what people normally wear to the office. For most west coast tech companies, the standard digs are just jeans and a t-shirt. Ask your recruiter what the office is like if you’re worried about being too casual.
Should I send a thank-you note?
Thank-you notes are nice, but they aren’t really expected. Be casual if you send one. No need for a hand-calligraphed note on fancy stationery. Opt for a short email to your recruiter or the hiring manager. Thank them for helping you through the process, and ask them to relay your thanks to your interviewers.
1) Coding Interview Tips
How to get better at technical interviews without practicing
Chitchat like a pro.
Before diving into code, most interviewers like to chitchat about your background. They're looking for:

You should have at least one:

Nerd out about stuff. Show you're proud of what you've done, you're amped about what they're doing, and you have opinions about languages and workflows.
Communicate.
Once you get into the coding questions, communication is key. A candidate who needed some help along the way but communicated clearly can be even better than a candidate who breezed through the question.
Understand what kind of problem it is. There are two types of problems:

  1. Coding. The interviewer wants to see you write clean, efficient code for a problem.
  2. Chitchat. The interviewer just wants you to talk about something. These questions are often either (1) high-level system design ("How would you build a Twitter clone?") or (2) trivia ("What is hoisting in Javascript?"). Sometimes the trivia is a lead-in for a "real" question e.g., "How quickly can we sort a list of integers? Good, now suppose instead of integers we had . . ."
If you start writing code and the interviewer just wanted a quick chitchat answer before moving on to the "real" question, they'll get frustrated. Just ask, "Should we write code for this?"
Make it feel like you're on a team. The interviewer wants to know what it feels like to work through a problem with you, so make the interview feel collaborative. Use "we" instead of "I," as in, "If we did a breadth-first search we'd get an answer in O(n)O(n) time." If you get to choose between coding on paper and coding on a whiteboard, always choose the whiteboard. That way you'll be situated next to the interviewer, facing the problem (rather than across from her at a table).
Think out loud. Seriously. Say, "Let's try doing it this way—not sure yet if it'll work." If you're stuck, just say what you're thinking. Say what might work. Say what you thought could work and why it doesn't work. This also goes for trivial chitchat questions. When asked to explain Javascript closures, "It's something to do with scope and putting stuff in a function" will probably get you 90% credit.
Say you don't know. If you're touching on a fact (e.g., language-specific trivia, a hairy bit of runtime analysis), don't try to appear to know something you don't. Instead, say "I'm not sure, but I'd guess $thing, because...". The because can involve ruling out other options by showing they have nonsensical implications, or pulling examples from other languages or other problems.
Slow the eff down. Don't confidently blurt out an answer right away. If it's right you'll still have to explain it, and if it's wrong you'll seem reckless. You don't win anything for speed and you're more likely to annoy your interviewer by cutting her off or appearing to jump to conclusions.
Get unstuck.
Sometimes you'll get stuck. Relax. It doesn't mean you've failed. Keep in mind that the interviewer usually cares more about your ability to cleverly poke the problem from a few different angles than your ability to stumble into the correct answer. When hope seems lost, keep poking.
Draw pictures. Don't waste time trying to think in your head—think on the board. Draw a couple different test inputs. Draw how you would get the desired output by hand. Then think about translating your approach into code.
Solve a simpler version of the problem. Not sure how to find the 4th largest item in the set? Think about how to find the 1st largest item and see if you can adapt that approach.
Write a naive, inefficient solution and optimize it later. Use brute force. Do whatever it takes to get some kind of answer.
Think out loud more. Say what you know. Say what you thought might work and why it won't work. You might realize it actually does work, or a modified version does. Or you might get a hint.
Wait for a hint. Don't stare at your interviewer expectantly, but do take a brief second to "think"—your interviewer might have already decided to give you a hint and is just waiting to avoid interrupting.
Think about the bounds on space and runtime. If you're not sure if you can optimize your solution, think about it out loud. For example:

Get your thoughts down.
It's easy to trip over yourself. Focus on getting your thoughts down first and worry about the details at the end.
Call a helper function and keep moving. If you can't immediately think of how to implement some part of your algorithm, big or small, just skip over it. Write a call to a reasonably-named helper function, say "this will do X" and keep going. If the helper function is trivial, you might even get away with never implementing it.
Don't worry about syntax. Just breeze through it. Revert to English if you have to. Just say you'll get back to it.
Leave yourself plenty of room. You may need to add code or notes in between lines later. Start at the top of the board and leave a blank line between each line.
Save off-by-one checking for the end. Don't worry about whether your for loop should have "<<" or "<=<=." Write a checkmark to remind yourself to check it at the end. Just get the general algorithm down.
Use descriptive variable names. This will take time, but it will prevent you from losing track of what your code is doing. Use names_to_phone_numbers instead of nums. Imply the type in the name. Functions returning booleans should start with "is_*". Vars that hold a list should end with "s." Choose standards that make sense to you and stick with them.
Clean up when you're done.
Walk through your solution by hand, out loud, with an example input. Actually write down what values the variables hold as the program is running—you don't win any brownie points for doing it in your head. This'll help you find bugs and clear up confusion your interviewer might have about what you're doing.
Look for off-by-one errors. Should your for loop use a "<=<=" instead of a "<<"?
Test edge cases. These might include empty sets, single-item sets, or negative numbers. Bonus: mention unit tests!
Don't be boring. Some interviewers won't care about these cleanup steps. If you're unsure, say something like, "Then I'd usually check the code against some edge cases—should we do that next?"
Practice.
In the end, there's no substitute for running practice questions.
Actually write code with pen and paper. Be honest with yourself. It'll probably feel awkward at first. Good. You want to get over that awkwardness now so you're not fumbling when it's time for the real interview.

2) Tricks For Getting Unstuck During a Coding Interview
Getting stuck during a coding interview is rough.
If you weren’t in an interview, you might take a break or ask Google for help. But the clock is ticking, and you don’t have Google.
You just have an empty whiteboard, a smelly marker, and an interviewer who’s looking at you expectantly. And all you can think about is how stuck you are.
You need a lifeline for these moments—like a little box that says “In Case of Emergency, Break Glass.”
Inside that glass box? A list of tricks for getting unstuck. Here’s that list of tricks.
When you’re stuck on getting started
1) Write a sample input on the whiteboard and turn it into the correct output "by hand." Notice the process you use. Look for patterns, and think about how to implement your process in code.
Trying to reverse a string? Write “hello” on the board. Reverse it “by hand”—draw arrows from each character’s current position to its desired position.
Notice the pattern: it looks like we’re swapping pairs of characters, starting from the outside and moving in. Now we’re halfway to an algorithm.
2) Solve a simpler version of the problem. Remove or simplify one of the requirements of the problem. Once you have a solution, see if you can adapt that approach for the original question.
Trying to find the k-largest element in a set? Walk through finding the largest element, then the second largest, then the third largest. Generalizing from there to find the k-largest isn’t so bad.
3) Start with an inefficient solution. Even if it feels stupidly inefficient, it’s often helpful to start with something that’ll return the right answer. From there, you just have to optimize your solution. Explain to your interviewer that this is only your first idea, and that you suspect there are faster solutions.
Suppose you were given two lists of sorted numbers and asked to find the median of both lists combined. It’s messy, but you could simply:

  1. Concatenate the arrays together into a new array.
  2. Sort the new array.
  3. Return the value at the middle index.
Notice that you could’ve also arrived at this algorithm by using trick (2): Solve a simpler version of the problem. “How would I find the median of one sorted list of numbers? Just grab the item at the middle index. Now, can I adapt that approach for getting the median of two sorted lists?”
When you’re stuck on finding optimizations
1) Look for repeat work. If your current solution goes through the same data multiple times, you’re doing unnecessary repeat work. See if you can save time by looking through the data just once.
Say that inside one of your loops, there’s a brute-force operation to find an element in an array. You’re repeatedly looking through items that you don’t have to. Instead, you could convert the array to a lookup table to dramatically improve your runtime.
2) Look for hints in the specifics of the problem. Is the input array sorted? Is the binary tree balanced? Details like this can carry huge hints about the solution. If it didn’t matter, your interviewer wouldn’t have brought it up. It’s a strong sign that the best solution to the problem exploits it.
Suppose you’re asked to find the first occurrence of a number in a sorted array. The fact that the array is sorted is a strong hint—take advantage of that fact by using a binary search.

Sometimes interviewers leave the question deliberately vague because they want you to ask questions to unearth these important tidbits of context. So ask some questions at the beginning of the problem.
3) Throw some data structures at the problem. Can you save time by using the fast lookups of a hash table? Can you express the relationships between data points as a graph? Look at the requirements of the problem and ask yourself if there’s a data structure that has those properties.
4) Establish bounds on space and runtime. Think out loud about the parameters of the problem. Try to get a sense for how fast your algorithm could possibly be:

When All Else Fails
1) Make it clear where you are. State what you know, what you’re trying to do, and highlight the gap between the two. The clearer you are in expressing exactly where you’re stuck, the easier it is for your interviewer to help you.
2) Pay attention to your interviewer. If she asks a question about something you just said, there’s probably a hint buried in there. Don’t worry about losing your train of thought—drop what you’re doing and dig into her question.
Relax. You’re supposed to get stuck.
Interviewers choose hard problems on purpose. They want to see how you poke at a problem you don’t immediately know how to solve.
Seriously. If you don’t get stuck and just breeze through the problem, your interviewer’s evaluation might just say “Didn’t get a good read on candidate’s problem-solving process—maybe she’d already seen this interview question before?”
On the other hand, if you do get stuck, use one of these tricks to get unstuck, and communicate clearly with your interviewer throughout...that’s how you get an evaluation like, “Great problem-solving skills. Hire.”

3) Fixing Impostor Syndrome in Coding Interviews
“It's a fluke that I got this job interview...”
“I studied for weeks, but I’m still not prepared...”
“I’m not actually good at this. They’re going to see right through me...”
If any of these thoughts resonate with you, you're not alone. They are so common they have a name: impostor syndrome.
It’s that feeling like you’re on the verge of being exposed for what you really are—an impostor. A fraud.
Impostor syndrome is like kryptonite to coding interviews. It makes you give up and go silent.
You might stop asking clarifying questions because you’re afraid they’ll sound too basic. Or you might neglect to think out loud at the whiteboard, fearing you’ll say something wrong and sound incompetent.
You know you should speak up, but the fear of looking like an impostor makes that really, really hard.
Here’s the good news: you’re not an impostor. You just feel like an impostor because of some common cognitive biases about learning and knowledge.
Once you understand these cognitive biases—where they come from and how they work—you can slowly fix them. You can quiet your worries about being an impostor and keep those negative thoughts from affecting your interviews.

Everything you could know

Here’s how impostor syndrome works.
Software engineering is a massive field. There’s a huge universe of things you could know. Huge.
In comparison to the vast world of things you could know, the stuff you actually know is just a tiny sliver:
That’s the first problem. It feels like you don’t really know that much, because you only know a tiny sliver of all the stuff there is to know.

The expanding universe

It gets worse: counterintuitively, as you learn more, your sliver of knowledge feels like it's shrinking.
That's because you brush up against more and more things you don’t know yet. Whole disciplines like machine learning, theory of computation, and embedded systems. Things you can't just pick up in an afternoon. Heavy bodies of knowledge that take months to understand.
So the universe of things you could know seems to keep expanding faster and faster—much faster than your tiny sliver of knowledge is growing. It feels like you'll never be able to keep up.

What everyone else knows

Here's another common cognitive bias: we assume that because something is easy for us, it must be easy for everyone else. So when we look at our own skills, we assume they're not unique. But when we look at other people's skills, we notice the skills they have that we don't have.
The result? We think everyone’s knowledge is a superset of our own:
This makes us feel like everyone else is ahead of us. Like we're always a step behind.
But the truth is more like this:
There's a whole area of stuff you know that neither Aysha nor Bruno knows. An area you're probably blind to, because you're so focused on the stuff you don't know.

We’ve all had flashes of realizing this. For me, it was seeing the back end code wizard on my team—the one that always made me feel like an impostor—spend an hour trying to center an image on a webpage.

It's a problem of focus

Focusing on what you don't know causes you to underestimate what you do know. And that's what causes impostor syndrome.
By looking at the vast (and expanding) universe of things you could know, you feel like you hardly know anything.
And by looking at what Aysha and Bruno know that you don't know, you feel like you're a step behind.
And interviews make you really focus on what you don't know. You focus on what could go wrong. The knowledge gaps your interviewers might find. The questions you might not know how to answer.
But remember:
Just because Aysha and Bruno know some things you don't know, doesn't mean you don't also know things Aysha and Bruno don't know.
And more importantly, everyone's body of knowledge is just a teeny-tiny sliver of everything they could learn. We all have gaps in our knowledge. We all have interview questions we won't be able to answer.
You're not a step behind. You just have a lot of stuff you don't know yet. Just like everyone else.

4) The 24 Hours Before Your Interview

Feeling anxious? That’s normal. Your body is telling you you’re about to do something that matters.

The twenty-four hours before your onsite are about finding ways to maximize your performance. Ideally, you wanna be having one of those days, where elegant code flows effortlessly from your fingertips, and bugs dare not speak your name for fear you'll squash them.
You need to get your mind and body in The Zone™ before you interview, and we've got some simple suggestions to help.
5) Why You're Hitting Dead Ends In Whiteboard Interviews

The coding interview is like a maze

Listening vs. holding your train of thought

Finally! After a while of shooting in the dark and frantically fiddling with sample inputs on the whiteboard, you've came up with an algorithm for solving the coding question your interviewer gave you.
Whew. Such a relief to have a clear path forward. To not be flailing anymore.
Now you're cruising, getting ready to code up your solution.
When suddenly, your interviewer throws you a curve ball.
"What if we thought of the problem this way?"
You feel a tension we've all felt during the coding interview:
"Try to listen to what they're saying...but don't lose your train of thought...ugh, I can't do both!"
This is a make-or-break moment in the coding interview. And so many people get it wrong.
Most candidates end up only half understanding what their interviewer is saying. Because they're only half listening. Because they're desperately clinging to their train of thought.
And it's easy to see why. For many of us, completely losing track of what we're doing is one of our biggest coding interview fears. So we devote half of our mental energy to clinging to our train of thought.
To understand why that's so wrong, we need to understand the difference between what we see during the coding interview and what our interviewer sees.

The programming interview maze

Working on a coding interview question is like walking through a giant maze.
You don't know anything about the shape of the maze until you start wandering around it. You might know vaguely where the solution is, but you don't know how to get there.
As you wander through the maze, you might find a promising path (an approach, a way to break down the problem). You might follow that path for a bit.
Suddenly, your interviewer suggests a different path:
But from what you can see so far of the maze, your approach has already gotten you halfway there! Losing your place on your current path would mean a huge step backwards. Or so it seems.
That's why people hold onto their train of thought instead of listening to their interviewer. Because from what they can see, it looks like they're getting somewhere!
But here's the thing: your interviewer knows the whole maze. They've asked this question 100 times.

I'm not exaggerating: if you interview candidates for a year, you can easily end up asking the same question over 100 times.
So if your interviewer is suggesting a certain path, you can bet it leads to an answer.
And your seemingly great path? There's probably a dead end just ahead that you haven't seen yet:
Or it could just be a much longer route to a solution than you think it is. That actually happens pretty often—there's an answer there, but it's more complicated than you think.

Hitting a dead end is okay. Failing to listen is not.

Your interviewer probably won't fault you for going down the wrong path at first. They've seen really smart engineers do the same thing. They understand it's because you only have a partial view of the maze.
They might have let you go down the wrong path for a bit to see if you could keep your thinking organized without help. But now they want to rush you through the part where you discover the dead end and double back. Not because they don't believe you can manage it yourself. But because they want to make sure you have enough time to finish the question.
But here's something they will fault you for: failing to listen to them. Nobody wants to work with an engineer who doesn't listen.
So when you find yourself in that crucial coding interview moment, when you're torn between holding your train of thought and considering the idea your interviewer is suggesting...remember this:
Listening to your interviewer is the most important thing.
Take what they're saying and run with it. Think of the next steps that follow from what they're saying.
Even if it means completely leaving behind the path you were on. Trust the route your interviewer is pointing you down.
Because they can see the whole maze.
6) How To Get The Most Out Of Your Coding Interview Practice Sessions
When you start practicing for coding interviews, there’s a lot to cover. You’ll naturally wanna brush up on technical questions. But how you practice those questions will make a big difference in how well you’re prepared.
Here’re a few tips to make sure you get the most out of your practice sessions.
Track your weak spots
One of the hardest parts of practicing is knowing what to practice. Tracking what you struggle with helps answer that question.
So grab a fresh notebook. After each question, look back and ask yourself, “What did I get wrong about this problem at first?” Take the time to write down one or two things you got stuck on, and what helped you figure them out. Compare these notes to our tips for getting unstuck.
After each full practice session, read through your entire running list. Read it at the beginning of each practice session too. This’ll add a nice layer of rigor to your practice, so you’re really internalizing the lessons you’re learning.
Use an actual whiteboard
Coding on a whiteboard is awkward at first. You have to write out every single character, and you can’t easily insert or delete blocks of code.
Use your practice sessions to iron out that awkwardness. Run a few problems on a piece of paper or, if you can, a real whiteboard. A few helpful tips for handwriting code:

Set a timer
Get a feel for the time pressure of an actual interview. You should be able to finish a problem in 30–45 minutes, including debugging your code at the end.
If you’re just starting out and the timer adds too much stress, put this technique on the shelf. Add it in later as you start to get more comfortable with solving problems.
Think out loud
Like writing code on a whiteboard, this is an acquired skill. It feels awkward at first. But your interviewer will expect you to think out loud during the interview, so you gotta power through that awkwardness.
A good trick to get used to talking out loud: Grab a buddy. Another engineer would be great, but you can also do this with a non-technical friend.
Have your buddy sit in while you talk through a problem. Better yet—try loading up one of our questions on an iPad and giving that to your buddy to use as a script!
Set aside a specific time of day to practice.
Give yourself an hour each day to practice. Commit to practicing around the same time, like after you eat dinner. This helps you form a stickier habit of practicing.
Prefer small, daily doses of practice to doing big cram sessions every once in a while. Distributing your practice sessions helps you learn more with less time and effort in the long run.
part -2 will be upcoming in another post !
submitted by Cyberrockz to u/Cyberrockz [link] [comments]

In-depth Review of Yandere Simulator Part 2: All the elimination methods

Hello Osana once more. A while ago I made a review of my first impressions on the Osana demo, which you can read over here: https://www.reddit.com/Osana/comments/ikcxc4/first_impressions_indepth_review_of_yandere/?utm_source=share&utm_medium=web2x&context=3
As you can see, my first time playing the game… wasn't that positive. I found many bugs and a lot of glaring issues about the game's design, and at the end I came to the conclusion that Yandere Simulator is far from being 91% complete. A lot of its current features need to be reworked, rebalanced, and improved, a lot of new features are needed, and if we add to this all the rival-specific elimination methods and the multiple endings planned, it's hard to see this game being anywhere close to finished. It is still a very amateurish product, and I hope those working on it can see that and making the necessary adjustments.
Some bugs have already been fixed, but for that I'd have to redownload the game (pro tip: bug fixes should be a patch, never force players to redownload the entire thing).
Because my previous attempt at eliminating Osana failed, mostly due to me not knowing the game's most hidden mechanics and failing, I've decided I would test out every elimination method but this time using guides. In this review I'll be analyzing each method, trying to be as brief as possible. This will be a long review but hopefully I can make it bearable for you.
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Matchmaking Osana
Because Matchmaking doesn't require me to eliminate Raibaru, I've decided this would be the first method I'll use. However I wasn't very eager to try it out, as it seems quite repetitive. First off: stalking Osana to see her likes and dislikes is a good idea, in theory. Unfortunately, if the player is caught off doing other stuff, they can miss the opportunity. The conversations should not happen at such specific times, as the player has no way of knowing when these interactions will take place. And, indeed, because I missed the Monday interactions, I had to buy info from Info-chan which is much less entertaining.
The "follow me" mechanic is confusing. It's easy to get lost in the school, so most of my time was spent trying to find the library, then running back to the suitor to make him follow me again. Why is there a timer to count down when the guy is following you? I understand realism and avoiding exploits, but when it's so easy to just run back and talk to him again it only seems like a waste of time.
Most of the lunchtime was spent on me trying to talk to Osana and do her task. However, she gave me a line of how she's busy right now and can't talk, forcing me to skip ahead time without me really knowing why Osana refused to talk. But, once the task was done, there was nothing else I could do, other than just go home.
The following days were spent in a repetitive cycle. Talk to the suitor, talk to Osana, select good answers, skip to the next day. Having to constantly wait for slow animations makes it even worse. Nothing about this particular method was noteworthy, fun, or memorable. At times, it felt like filler gameplay; no more than something to keep the game going.
At the end, because I didn't wait for the ending sequence and instead skipped ahead, the game glitched out. My fault perhaps, for refusing to download the latest build… but considering it wasn't a simple bug to miss, I have my doubts.
In summary: Matchmaking is a boring, repetitive elimination method that offers no real or fun challenge.
How would I improve it?: In a way, the repetitiveness could be tolerable if there were more in-between events for the player to do. Basically it stems from what I mentioned in the previous review, there's nothing to do at school once you've completed your objective. If, instead, I had to fix this method as it is, I would make it more like a visual novel. Add more of a conversation. Allow the player to think through their answers based on where the conversation is going. Perhaps make Osana take the initiative at some point and have the suitor respond accordingly, instead of it being the other way around. And more importantly, don't make the bar at the top raise or decrease with each "good" answer; instead, I would make it so it raises a specific amount at the end of the date, allowing for more of a challenge but also a margin of error. Easy should not equal boring.
I decided to download the September 22nd build (the time I'm typing this review). Fun fact: my browser recognizes it as a virus LOL.
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Attacking Osana
Before I said I couldn't eliminate Osana because the game didn't allow me to eliminate Raibaru first. Well, guess what, I managed to kill Osana… Using exploits. After successfully matchmaking her with her suitor, Raibaru goes away. Eliminating the suitor is easy, and a friday event makes it so Musume separates them. With this, I could use the same trick to steal a phone: drop water onto Osana and killing her in the baths. Later it was only a matter of getting a clean uniform and dispose of the evidence.
Admittedly, this was slightly more entertaining than the previous methods. When I saw Musume asking Osana to follow her, I saw the opportunity. It was something made with exploits, but at least it was interesting. If the game was made like that, with more opportunities and freedom to the player, it would be much more fun.
However it was still an exploit so I did it the "intended" way. The first step was to get rid of Raibaru, but the only way to get rid of her permanently was to lower her reputation. The first two days were quite a tedious grind, of improving my own reputation and gossiping about Raibaru. This mechanic has the same issue as matchmaking: it's just grind, there is nothing to spice up the gameplay. Either way, I did that and next day Raibaru was gone, so that was cool.
The rest was simple enough. I made Osana follow me to a hidden place near the furnace (inside that garden, hint hint) so no students would see her corpse, then I fought all the delinquents to make them go away (something I wouldn't have known, hadn't I been following development of the game). Unfortunately, as I was carrying Osana's corpse, a student council girl saw me, getting me an instant game over with no way for me to defend myself. Next try, a regular student saw me and because he ran away to fight against me I had to kill him. Sure it was a sloppy murder but at least it worked.
For some reason, though, after everything was done, a teacher called the police because of a "mysterious bloodstain," despite the fact that I'm certain I cleaned everything, even made sure to double-check with yandere vision.
The end was a bit anticlimactic. Not sure what else was I expecting, but considering it's just the demo I'll let it slide.
In summary: The gameplay here was decent. Nothing to write home about, but nothing too terrible either. Raibaru is still a pretty boring/tedious obstacle, and I would argue it would be better if she wasn't there.
How would I improve it?: First, remove the instant game over when a student council member sees Ayano. Players should have a way to defend themselves, even if it's a bit more difficult than a regular student. Also, the consequences can be much bigger when they are killed, so the player would want to avoid being seen by them. Second, make bloodstains more visible in yandere vision, either that or make small bloodstains unnoticeable. Third, the "follow me" mechanic is a bit broken. It's easy to find a concealed spot and kill Osana there. Working around her schedule might be a solution, but make sure the player has access to this information. Fourth, less time to murder your rival would be a good idea. Before school there's two in-game hours to do whatever you want, more than enough to complete this elimination method. And fifth, add more ways to decrease reputation, because the current method is no more than "select option A then option B" over and over.
Bear in mind 3rd and 4th suggestions would not work well for Osana as the tutorial rival, but rather, for future ones. That being said, some systems can be reworked so even the easy rival is fun, even for veteran players.
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Befriend Osana
Some people called this the "best elimination method" so we'll see. Restart the week my boys.
I found a bug with the topic not unlocking even after eavesdropping on the second Monday conversation, which is a bit annoying. After restarting the day, I kept going with the scheme as planned. It was strange how I couldn't put a note in Osana's locker, instead I had to find it first using the menu, then put the note, but details.
As I was waiting I pushed a student off the rooftop, just for the giggles, and the police came just in time for my meeting with Osana. Thought that was funny and decided to share.
The rest of the gameplay is basically an interactive cutscene. Unlike murder, where you have to be prepared for unexpected circumstances, this follows a very detailed plan. The idea of visiting the stalker's house is quite interesting, but again, no more than a cutscene. If this could be reworked I can see it being quite fun, but as I was playing I never felt the sort of adrenaline expected from a stealthy side-mission like this one.
By the way, the voice acting of the stalker's mom and sister is on point.
There's no real reason to avoid the stalker seeing you, as the game progresses the exact same way regardless. Hopefully this is because something is planned for future weeks.
That being said I have to wonder why the final cutscene doesn't have animations. When this method was used with Kokona, it was fully animated; it was all a matter of replacing the models and rewriting the dialogue, so I have to admit I was a bit confused.
In summary: It's good. Not as good as I was expecting, but good. It's just lore at this point rather than gameplay.
How would I improve it?: Definitely by making the stalker's house section more varied, perhaps more challenging, so that they can feel some sort of adrenaline. We are at a stranger's home, and someone who's potentially dangerous, so the gameplay should reflect that. Aside from that, the scheme feels too specific; multiple ways to reach the same end result would be much better for this kind of elimination method.
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Betray Osana
This won't be long. It's the exact same method as Befriend, with only a minor change at the end. Simple summary: there's no real reason to choose one or the other, other than to feel more like a yandere I guess. Betraying Osana has no benefit and only downsides, since I think this method will have more of an impact in Senpai's sanity.
How would I improve it?: There's multiple ways to do so. Because I explained previously how the scheme is so specific, I would consider making it less specific, and depending on how the player decides to help Osana, the game would automatically determine which cutscene would play out. The second option is to simply make Befriend have some sort of negative outcome; perhaps, simply Osana being the one to betray the player by confessing to Senpai anyway, making Betray the safer option but also the one that mostly affects Senpai.
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Expelling Osana
The first part of my playthrough was spent testing out different hairstyles and accessories. Considering we already have all those models available I wonder why Ayano doesn't have some sort of character creation screen as this was probably the most fun I had in the entire game lol (don't blame me, I love creating characters).
Later on I tried stealing Sakyu's ring as the scheme instructed. She saw me however, said "please don't touch that," then continued eating. Even though I had the ring, the game wouldn't let me put it inside Osana's bag. Also, restarting the day doesn't solve the issue as the scheme becomes unavailable.
The problem I have with this is that at no point did the game tell me that this was some sort of "fail state," on the contrary, the scheme kept on going. Even if it did tell me, how is this little interaction an instant fail on the elimination method? Especially when the solution is nothing special: just stand closer to the wall and take the ring; you can't even send a student to distract the sisters, something that would make much more sense mechanically. This little scheme was strange.
Next day, I had to place cigarettes on Osana's bag. Side note, I found it strange that the guidance counselor said possession of cigarettes is illegal, but that's just a nitpick. This scheme is a bit uneventful and there are ways to improve it but let's move on for now.
Next day on the scheme asked me to "wait" until a certain time of day. And tell me, what kind of game would ask the player to "wait"? It can suggest you to wait until a certain time when doing the scheme is more convenient, but there's an issue when the only option available is do nothing.
Next step was to steal the answer sheet and I failed this twice, having to go to the guidance counselor twice. The timing is way too tight here, becoming more frustrating than anything. Then, when I went to report Osana to the guidance counselor, she made no mention of how it was me the one that was trying to steal the answers. It would have been interesting if Ayano had to convince her through a series of answers/manipulation.
In summary: This elimination method feels too specific for no reason. Osana's phone, realistically, could be stolen on the last day; instead, the game requires you to steal it on Monday.
How would I improve it?: I still have serious issues with stealing Sakyu's ring; the way it's done feels more like an exploit or a glitch, not stealthy gameplay, so I would improve it in a way that the sisters have to go away before the ring can be stolen. As for placing cigarettes in Osana's bag, purchasing them from Info-chan is a bit boring. It would be much more interesting if the player was allowed to steal them from another student (say, Musume), then report Osana for both theft and smoking. With this in mind, the effectiveness of this method could be increased or decreased based on the player's actions, allowing for a more fluid gameplay instead of a binary outcome. Also, someone on this sub a while ago pointed out how it would be suspicious for Ayano to be reporting the same students for five days, and that instead it would be better if she could manipulate students into reporting Osana for her. I think this is a great idea and ties well with my previous suggestions: you could threaten Musume with reporting her to the guidance counselor for cigarettes, unless she reports Osana for the same. Finally, make all methods available at all times, and even add more, for more variety and less strict schemes.
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Burn Osana
The only way to kill Raibaru is to get a mind-broken slave, send her to Raibaru, and stab her at the same time. Because the topic of torture is kind of a trigger (and eff movies that constantly show it), I simply made use of debug commands. Apparently, though, the game wasn't made to have a mind-broken slave on Monday, meaning that as soon as I attempted it, everything kind of broke apart at the same time. I couldn't attend class because "a murder was taking place," but Raibaru just froze in place, so I basically softlocked the game.
A few attempts later I could do it… somewhat. The animations still didn't work but as long as the game recognized Raibaru as "dead" I was satisfied.
Anyhow, the rest of the scheme proceeded as usual. The only problem I had with it is how the player has no way of knowing which path Osana will take to the showers (as I put the candle in the school plaza), but that can be avoided by just putting the candle in a more obvious place.
In summary: This elimination method is decent enough. Raibaru is the only annoying thing about it.
How would I improve it?: As I said this one is decent and even easy enough, but it doesn't require much stealth from the player. Perhaps, because this method is more brutal than stabbing Osana, it could have a much more negative effect on Senpai. With other rivals though I expect this method to be a bit more challenging/fun.
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Framing Osana for Murder
This elimination method was actually more fun than the others. It allowed me to go into a killing spree without being caught and without having to dispose of corpses; after all, Osana was to be made responsible for them and Raibaru was not even an issue. I found it a bit annoying that the teachers could always see me trying to dispose of the bloody uniform, as there is no way to distract them or anything, and because of that this method took way too many attempts from me. However, it was fun enough; I think the game is at its most fun in this kind-of-sandbox state.
In summary: Perhaps the best elimination method so far, even though it requires no interaction with Osana.
How would I improve it?: As I've said, the amount of freedom it gives you is great. I think the player should not have so many instant game overs and instead be allowed to get through everything with enough skill. Just like with other methods though, more ways to get Osana's fingerprints would be good. More ways to remove your own fingerprints without the need of being in the drama club, and more ways even to make Osana look suspicious. It is kind of a plot hole how the police arrests her, seeing as she has an alibi (Raibaru) and both know it was Ayano the one who asked her to touch the box cutter. That might need more work.
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Rejecting Osana
If the previous was the best elimination method, this one is easily the second-best. I think this is one example of a well-designed method, even though it needs tweaking. Personally, I've been relying on schemes this entire time, as a new player. However, in this particular case, schemes take away much of the fun with it.
When I say this elimination method is well designed, it's because the player can get all the information they need right from the start. Osana speaks with Senpai right when the day begins, saying what they will do later, meaning the player can now use that information to their advantage.
The problem I have is with certain days. For example, throwing Senpai's book inside the fountain is a simple enough solution. However, recording Osana's conversation with Musume with a directional mic then going into the computer lab to edit said conversation and save it into Osana's phone seems like way too convoluted for the player to guess without the use of the scheme.
In summary: It's well designed and more elimination methods should follow this formula, but making it in a way that the player can do it without the need of a guide. This method also suffers from the same issue as expelling Osana in being too specific at times and not allowing a lot of choices.
How would I improve it?: Changing Osana's interactions with Senpai completely. Sabotaging their events doesn't have to be easy, but I guess… realistic? Also, it might be a good idea to sabotage them in a way that reinforces a negative aspect of Osana. For example, her being a tsundere makes Musume's conversation kind of believable, but her having a girl's panty shot is a bit strange for her. Definitely the biggest change though is to remove or rework Info-chan's scheme in a way that makes the player think through more.
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A few other elimination methods
Because the rest is more of the same, I just got them here in a little list.
Crushing Osana: This one is pretty easy, just like the burn Osana scheme. There's not much skill required and it's easy to get away with murder using this method.
Decapitating Osana: Decent again, although there's no way to cover up your crime. It seems there's finally a little use for the sanity meter, but because it's so easy to restore it, it kind of seems like a cosmetic effect in this case.
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Miscellaneous
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Final Thoughts on the Demo (Too Long, Didn't Read)
As I said in my previous review, the demo needs a lot of work still. It clearly has something going for it, but gameplay-wise it needs more work.
Mainly, the game is lacking in things to do. Waiting for something to happen is awful for any game, and the solutions are to include more content or rework how time works in the game. One of my suggestions is to include more side-quests and follow side-storylines. Again, Yandere Simulator has a lot of lore going for it, so why not take advantage of that? Each student's profile has a good amount of information and backstory about them, why not, instead of just doing a task for them, make the player follow a side story to gain certain advantages?
Example: Sakyu Basu and Inkyu Basu are said to be demons. Simply make the player follow a storyline where they try to uncover their real identity, and if they beat it, they could gain a simple perk such as… being more respected with the Occult Club, a reputation increase, or any other stat increase. This system is a bit similar to Persona 5, and seeing that game is already an inspiration, it would be a good idea. Sure, that means more work ahead, but also it means the game could be more fun and interesting to play.
That being said we should be aware of limitations. While this solution might be more fun, in the long run it'll take a lot of time to implement. Instead, reworking in-game time is perhaps the most sensible solution in this case. Knowing when to stop adding features is as important as knowing what to add, though that's a question that anyone in a development team has to ask themselves.
A side note before moving on: The game clearly doesn't know what it wants to be, so even though some of my previous suggestions might work well in their respective methods, they might not work completely as a cohesive idea and need more brainstorming than just an afternoon. Example the matchmaking suggestion; YanSim is not a visual novel, so more stealthy/manipulative methods might be more effective for this type of game.
As for what the game is at the moment, this might be a hard pill to swallow, but I think it's time to go back to the drawing board. The game isn't fun, it isn't terribly boring either but for the six years it took to get to this point it isn't anything impressive. Again the fact that this is "91% complete" is extremely worrying because a lot of its elements just don't work well together. So it might be a good idea to step back, think about what the game really needs, and work on that.
The problem is that YandereDev clearly can't see that as a viable option and I can understand that. Hate and disappointment would be the words of the day and the game would lack support because of it.
So instead, I'd say keep going with the crowdfunding campaign, but after a team is assembled, go back to the basics and start from scratch. Some of the current elements can be reused; as I said, the game does have something going for it, but trying to fix everything that went wrong would be much more expensive than just starting over, and I think that's the best solution at this point.
It's nothing I see happening soon, but I am aware that a lot of people are trying to make their own Yandere Simulator games. Hopefully this overly-long review can help any of them.
See you all around!
submitted by Tagerii to Osana [link] [comments]

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