code logs -> 2019 -> Sat, 09 Nov 2019< code.20191108.log - code.20191110.log >
--- Log opened Sat Nov 09 00:00:26 2019
00:07
<&McMartin>
One of the things I remember from the development of Sunless Sea was how incredibly awful Unity's text support was.
00:07
<&McMartin>
This sounds like a different problem.
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01:53
<&Derakon>
TextMesh Pro is basically the "text rendering support that doesn't suck" in Unity.
01:53
<&Derakon>
Accordingly, here's my step-by-step process to get a bunch of individual sprites configured such that they can be embedded in a TextMesh Pro text blob. https://forums.somethingawful.com/showthread.php?threadid=3506853&pagenumber=1018#post499836963
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05:56
< Yossarian>
https://pcpartpicker.com/list/VZxV7T any particular thoughts?
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06:23
<@Alek>
yes. where's your vidya card?
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17:36
<@sshine>
https://github.com/exercism/java/issues/177#issuecomment-261291741
17:37
<@sshine>
wait, sorry. perhaps there's too much context to expand on. I have no idea why you'd want to (almost?) consistently avoid static methods in Java because of testability.
17:37
<@sshine>
if your static method is side-effect free, it should be even more easily testable than instance methods, since you don't even need to set up an object before calling the test subject.
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21:07
<&McMartin>
Calls to static methods can't be redirected to stubs without altering the classpath?
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22:32
<@celticminstrel>
?
22:32
<@celticminstrel>
What are we talking about now?
22:35
<~Vornicus>
preferring non-static methods, for reasons of testability, or something
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22:50
<&McMartin>
Specifically in Java, since ObjC and Swift in fact let you override static methods
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--- Log closed Sun Nov 10 00:00:27 2019
code logs -> 2019 -> Sat, 09 Nov 2019< code.20191108.log - code.20191110.log >

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