Exclusive: How Dr. Becky Kennedy built a leadership playbook for parenting—and a $34 million-a-year business

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With normal Smalltalk code, I would explore the system using senders, implementors, inspectors— gradually rebuilding my understanding. Here, that breaks down. The matching syntax lives inside strings, invisible to standard navigation tools. No code completion. No refactorings. No help from the environment.

this in GCC. We did find maybe one or two like this in Clang, but this

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从深圳外派至沙特利雅得的张旭,看到中东朋友分享的轰炸现场视频,一度感到恐慌,“他们中有人在巴林,有人在沙特达曼,两地均分布有美军基地,受到了导弹碎片不同程度的影响。”

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Obviously this is my personal preference - and it's one of someone who has been making indie games for a long time. I used engines like Game Maker for years before transitioning to more lightweight and custom workflows. I also work in very small teams, where it's easy to make one-off tools for team members. But I want to push back that making games "from scratch" is some big impossible task - especially in 2025 with the state of open source frameworks and libraries. A lot of popular indie games are made in small frameworks like FNA, Love2D, or SDL. Making games "without an engine" doesn't literally mean opening a plain text editor and writing system calls (unless you want to). Often, the overhead of learning how to implement these systems yourself is just as time consuming as learning the proprietary workflows of the engine itself.