#Functions In JS
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hannyoontify · 9 months ago
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btw i hope you guys know that jeonghan’s serving as a social worker! i think this is most likely bc of his injuries but that means he serves 3 months longer compared to your average enlisted soldier in the army
BUT!! THE BRIGHT SIDE OF THIS!!! is that being a social worker is basically working a 9-5. jeonghan gets to go home to seungkwan every night, sleep in his own bed, and go to work. after basics training, he’s going to and from home every day! this means his free time is totally his and i’m going to assume he’ll be seeing the members as often as much as he (and the members) can afford, although he won’t be able to participate in promotions and activities, he’ll still be around!
i hope this brings some sort of comfort and encouragement for someone out there 🙏
edit: this also means less physical exertion for jeonghan too! so hopefully he can get through basics training without any injuries and finish his service without any serious injuries or incidents
a lil bit more info here!
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koerinz · 7 months ago
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TUMBLR I MISSED YOU
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spirit-pyrite · 3 months ago
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You look away for ten seconds and tumblr goes ahead and makes everything 5% bigger. Whats happenin
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thelittleswordsman · 5 months ago
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Women dont want flowers. Women want a sword
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aryomengrande · 6 months ago
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"ok but *fictional character* is mine—"
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lyricamaxxing · 1 month ago
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The WORST autistic struggle is when u genuinely dont know if ur in the wrong because the people who r saying you are keep screaming at you and throwing insults at you instead of just communicating it calmly so you misinterpret it as bullying and take it personally. So now you dont know what you did wrong AND your feelings are hurt
And then when u try to ask them to talk to u calmly or explain how ur feeling they just assume that ur toxic cuz “ur making it all about you” or “you cant be spoon fed everything”
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bloodigutz · 2 months ago
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im so tired I'm laughing at my own camera roll look at this fucking thing I doodled a few days ago
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maut-ka-sauda · 9 days ago
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So tireddd
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screambirdscreaming · 1 year ago
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At the bus stop one time there was a gaggle of preschoolers waiting to catch the bus for a field trip day, and someone walked past with a couple of friendly little dogs, to great general delight.
But after a little bit, the dogs were getting overwhelmed, and the preschoolers were gently coaxed to back off so the person with the dogs could continue on. Specifically, one of the preschool teachers said, "Sometimes, when you're small, being surrounded by big people can be a bit scary and overwhelming. Even if they are friendly."
This was recieved as great wisdom: after all, the preschoolers were also small, and understood how scary and overwhelming big people could be! And the dogs were indeed even smaller than the preschoolers, so it made sense.
What was funny and charming was that, upon absorbing and reflecting on this wisdom, they all felt the need to tell it to one another. In tones of great insight, they turned to one another and said, "Did you know? Sometimes when you are small, being surrounded by big people can be scary and overwhelming! Even if they are friendly!" Back and forth, without any particular concern that they were all saying the same thing. Have reached comprehension of an insight, it must be shared!
I must say that this behavior is less charming in tumblr users than in preschoolers. Not least because tumblr users, having gained a little analytical skill to misuse, insist on Summarizing and Generalizing and Unifying the insights they repeat, quickly turning any interesting new information into formulaic dogmatic mush.
#i made the mistake of looking in the notes of the beach sand post i reblogged to see if anyone else had interesting comments#And the rate at which it went from like#1) person states with moderate confidence an opinion based on their personal observations#2) multiple people reply with “wow thats so insightful!” (aka it aligns with my preconceived notions of how things work)#3) someone else adds additional personal observations which are not really relevant but which can be absorbed into the narrative#4) people start outright stating the underlying belief on which this bias is constructed as if it were a fresh insight#5) general derisive attitude towards people who haven't seen the Obviously Correct solution to this complex real world problem yet#It's very.......#It's not like it's a high stakes post but it's such a microcosm of the whole dogmatic phenomenon#Also this js a more specific gripe to My Field or w/e#But the degree to which people react to the problems caused by the whole “Control of Nature” era of engineering#with this equally reductive “Nature will Fix Everything” type of attitude#Is sooooo frustrating.#Yes a great many of our current problems could have been avoided if we had not made massive changes to ecosystem processes on the assumptio#That they were simple and we understood them. And that they would respond in predictable ways.#the simplicity in retrospect of “wow we Should Not have done that” does not mean that they are simple to undo!#You can't go back in time. You can't turn back the clock on chaotic processes#Which is. Almost every process ever.#Restoration is hard! Returning to previous regimes of sediment or flooding or fire is tricky and full of foibles!#Moving towards a future which doesn't suck as much even if the past cant be recreated is also uncertain and difficult!#It's frustrating to see people act all high and mighty about how they Respect Nature unlike whoever is making all these decisions#When their understanding of the natural processes in question is AS simplistic as the people who caused the whole mess back in 1910 or w/e#Like I'm not saying there's not bad interests standing in the way of functional restoration on all levels#That's very much a fight to be fought.#But looking at that fight-in-process and saying “wow none of you Respect Nature like me uwu let nature fix it”#Is.#Ugh.
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elkkiel · 8 months ago
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I have a new idea for the wip list that will likely actually get made at some point, but I need to learn programming in Python first smh my head
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only-when-i-write · 4 months ago
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🙇🏼‍♀️: Listen, I love learning a new language like every other self diagnosed adhd girlie (gender neutral) and I am fluent in some but Italian just really never was it for me and idc
Sanremo on Tumblr:
🙇🏼‍♀️: 😭😭😭 what is happening I wanna know so bad. Every year this time around I say I will not forgive myself for dismissing italian and then will be standing here another year not even getting the base line of a joke
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roocomehome · 1 year ago
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i hate hot weather (i was not built for 70+ degree weather) i literallyyyy cannot function in it 😭 our AC broke so our house is not only hot, but stuffy... ugh. I tried playing rdr2 cuz i was bored but its so hot that i just cannotttt enjoy anything
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crumboat · 5 months ago
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Tried to click on your blog and it sent me the "nothing to see here" message that you get when someone has you blocked and I Nearly FREAKED OUT
BAHH lmfaoo i would never block you omgggg
i have no idea why it would do that????? thats so silly oh my god
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thegrayascendancy-if · 2 years ago
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Sugarcube, flat stats and setter links
As I spent an unspecified time trying to figure it out, maybe it will spare someone the trouble or build towards intuition for how stats work. Or maybe this is bait to see if anyone knows a better solution 😏
First of all, flat stats vs fairmath stats. Fairmath stat accumulation is designed to represent stat gain as inversely relative: the higher your stat value, the smaller your absolute gain would be expressed by the same relative number. E.g. 10% gain at 90 is different from 10% at 15. A bonus (and very important) effect of this is that the stat value increased or decreased via fairmath will never fall below 0 or rise above 100, doing all the stat clamping for you.
Fairmath is easy to test and observe in ChoiceScript, where you can run thousands of tests automatically. You cannot do that in Twine. This is my primary motivation for going with flatmath for my SugarCube project. Which means that someone has to handle clamping, as a gain of 10 at stat value 95 will set the value above 100.
The frequent code for handling that is during change:
<<set $stat to Math.clamp($stat + 5, 0, 100)>>
which, in this example, increases variable $stat by 5 and makes sure the result is not smaller than 0 and not greater than 100: clamping.
My problem with it is how much code repetition is there and how incredibly copy paste error prone this is. You will no doubt be copy pasting this code all over your game files and will need to make sure you are replacing the variable name twice each time, lest one variable will end up with the value of another in an oversight that is way too easy to miss. Ideally we want to specify not only the name of the variable, but also our bounds (0 and 100 respectively) only once.
There are two answers to this problem: widgets and JavaScript. A widget for this is one and done, but it is more fuss to integrate it into code, I found. In the JS solution you would need to figure out a function that works for your variable storage schema.
Let's cover the widget solution first:
<<widget "modify">>     <<print '<<set ' + $args[0] + ' to Math.clamp(' + $args[0] + ' + ' + $args[1] + ', 0, 100)>>'>> <</widget>>
Not only will the above check that each resulting value is within the [0; 100] range, it accepts the variable name as a parameter, meaning it will work for any stat (though you would need to pass the variable name as a String) and for subtraction too:
<<modify "$stat" -18>>
Now to problems. For my links between passages in the format for Twine I use, SugarCube, I strongly prefer the structure of setters:
[[Link text|NextPassageName][stat modifications]]
Calling a widget is not possible inside a setter link though. You would either need to do that in the next passage, which is inconvenient if you do not need that passage for anything else, or to marry two syntaxes in this unholy matrimony:
<<link [[Link text|NextPassageName]]>>   <<set $otherstat to "wowza">>   <<modify "$stat" -18>>   <</link>>
And this is just one link/option.
Now, for the price of extra JS code you can avoid all this. Depending on how you store your game variables, flat or in objects, you can employ tricks to save you time and code lines.
window.modifyStatA = function(value) {     State.variables.StatA = Math.clamp(State.variables.StatA + value, 0, 100); }
This anywhere in your custom JS file for the game will allow to do the following:
[[Link text|NextPassageName][modifyStatA(-18), $otherstat to "wowza"]]
and will change the value of $StatA by subtracting 18 upon clicking that link/option.
You can also do the following:
window.modifyStat = function(statName, value) {     State.variables[statName] = Math.clamp(State.variables[statName] + value, 0, 100); }
which creates a more generic function:
[[Link text|NextPassageName][modifyStat("StatA", -18), $otherstat to "wowza"]]
As you can see, this is suitable for flat stat storage (which I personally do not do). I suppose for the nested stats you could specify the object names as inputs in their order of hierarchy and access them so for a generic function, but I am not sure yet how to do that for a variable number of levels, e.g. Parent.StatGroup.statA vs Parent.statB
I believe this is geared to the very specific way I personally structure my passages and links, so I am ready to be proven wrong 😅
Cheers!
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light-wrath-paradise · 9 months ago
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Playing DAI and truly in love with how you can just say anything. Truly in hatred with how you have no idea what the fuck you're going to say tho.
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ohmarjorie · 7 months ago
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Why do letting websites lie about properties being studios grrrr why do you make me click on them just to be 4 bedroom houses
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