Tag: generic
Forspoken reviews roundup: ‘remarkably generic’
Kaleidoscope is a generic heist story but a fascinating experiment
On the surface, Kaleidoscope is a straightforward, albeit generic, heist story. It hits all of the beats you’d expect: the revenge-filled backstory, the complex process of finding a team and forming a plan, and the satisfaction of watching that plan unfold. And since Kaleidoscope’s story spans around 25 years, you get plenty of all of those things over the course of its eight episodes. But that’s not what makes the show interesting. Kaleidoscope is also a fascinating experiment, an attempt to tell the kind of drama most viewers are familiar with — but designed so that you can watch episodes in any order. As a nonlinear story, it’s a success — but as a fun crime caper, Kaleidoscope leaves a lot to be desired.
The series is centered on Leo…
ANI Pharmaceuticals gets FDA approval for generic levocarnitine tablets
Ballerina Sounds Like John Wick With a More Generic Revenge Plot
Lionsgate and Keanu Reeves’ John Wick series is taking its first big leap for franchisekind with two spinoffs. One will be a TV show focused on the Continental that’s served as a base of operations for John and his surrogate dad Winston (as played by Ian McShane), while the other is a film centered on ballerina…
New Features In Rust Include Generic Associated Types (GATs) After Six-Year Wait
An earlier post pointed out that “There have been a good amount of changes that have had to have been made to the compiler to get GATs to work,” noting that the request-for-comments for this feature was first opened in 2016.
And Rust’s types team also created a blog post with more detail:
Note that this is really just rounding out the places where you can put generics: for example, you can already have generics on freestanding type aliases and on functions in traits. Now you can just have generics on type aliases in traits (which we just call associated types)….
In general, GATs provide a foundational basis for a vast range of patterns and APIs. If you really want to get a feel for how many projects have been blocked on GATs being stable, go scroll through either the tracking issue: you will find numerous issues from other projects linking to those threads over the years saying something along the lines of “we want the API to look like X, but for that we need GATs” (or see this comment that has some of these put together already). If you’re interested in how GATs enable a library to do zero-copy parsing, resulting in nearly a ten-fold performance increase, you might be interested in checking out a blog post on it by Niko Matsakis.
All in all, even if you won’t need to use GATs directly, it’s very possible that the libraries you use will use GATs either internally or publically for ergonomics, performance, or just because that’s the only way the implementation works…. [A]ll the various people involved in getting this stabilization to happen deserve the utmost thanks. As said before, it’s been 6.5 years coming and it couldn’t have happened without everyone’s support and dedication.
Rust 1.65.0 also contains let-else statements — a new kind of let statement “with a refutable pattern and a diverging else block that executes when that pattern doesn’t match,” according to the release announcement.
And it highlights another new feature:
Plain block expressions can now be labeled as a break target, terminating that block early. This may sound a little like a goto statement, but it’s not an arbitrary jump, only from within a block to its end. This was already possible with loop blocks, and you may have seen people write loops that always execute only once, just to get a labeled break.
Now there’s a language feature specifically for that! Labeled break may also include an expression value, just as with loops, letting a multi-statement block have an early “return” value.
Read more of this story at Slashdot.
The First Descendant feels too generic to succeed
^Stay tuned after the ads for plenty of QHD footage and our thoughts after playtesting the beta.
Entering the same crowded marketplace that includes behemoths like Destiny and Warframe, and the corpses of high-profile failures like Anthem, must be a daunting prospect. But Korean developers Nexon have gone and done it anyway, and the result is The First Descendant, an extremely “one of those sorts of games” effort that seems to blend elements from every single one of its genre contemporaries into a sort of gloop.
And, look, gloop isn’t necessarily a bad thing, right? Everyone likes gloop. Custard. Rice pudding. Angel delight. Dessert metaphors aside, the thing about The First Descendant is that it feels almost aggressively mid: intent, almost, on existing as a mathematical average of all these other games instead of actively trying to carve out a niche of its own.