Oh, std::enable_if
is straight up worse, they're unreadable and don't work when two function overloads (idk about variables) have the same signature.
I'm not even sure enable_if can do something that constraints can't at all...
Oh, std::enable_if
is straight up worse, they're unreadable and don't work when two function overloads (idk about variables) have the same signature.
I'm not even sure enable_if can do something that constraints can't at all...
I imagine reflections would make the process more straightforward, requires expressions are powerful but either somewhat verbose or possibly incomplete.
For instance, in your example foo
could have any of the following declarations in a class:
void foo();
int foo() const;
template <typename T> foo(T = { }) &&;
decltype([]() { }) foo;
No, that's Vim
A bit worse, the missile precision is better and there are 3 missiles per salvo; additionally, they move and they can shoot in a straight line AND, unlike with the two other tanks, you're still perfectly unsafe if you get close and prone.
Couple all that with the fact that mortar shells really have to hit you dead-on to one-shot you, while the tank's missile have ~ double the AoE and knockback. Supposedly they nerfed them a bit, but I can't tell the difference from three weeks ago.
That still limits your choices.
More of a threat? They're invulnerable to bullets, I'd expect some weakpoint before buffing them...
Spaces between paragraphs should work, you have to use two new lines for them.
They seem to work on my instance's web interface and on Jerboa...
Tip:
you can replace your periods with three dashes to get a horizontal separator, which I think is what you were going for. It's markdown syntax, it should work for most clients.
Yeah, that's what I was thinking of. I don't know how C++ could reasonably have Java-like reflections anyway...
Wouldn't compilers be able to optimize runtime things out? I know that GCC does so for some basic RTTI things, when types are known at compile time.
I can see the footguns, but I can also see the huge QoL improvement - no more std::enable_if
spam to check if a class type has a member, if you can just check for them.
... at least I hope it would be less ugly than std::enable_if
.
Also gamers when any scene at any point has less than 500000 polygons and UINT32_MAX particles, each with its own material