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I went down this road with their Japanese.. in summary, their focussing on "words" vs "phrasing/talking" from day one like Pimsleur was, wat killed it for me.

On that note Pimsleur was/is EXCELLENT for me: 1. Focusing on phrases vs words 2. Talking from Day 1 3. Lesson oriented.


Pimsleur is the best thing I've found for my first ~30 hours of learning a language (Courses 1 and 2, basically). It gets to the (IMO) most important words/phrases/interactions first, and the spaced repetition works well for me. It almost feels like magic is happening in my brain. In find going past 1 and 2 is still worth my time, but I usually start to sense diminishing returns, and at that point I start to look around for other options to supplement it.

Pimsleur's implicit way of teaching grammar works well for me for the most basic stuff, but as it gets into more nuanced grammar, it gets a bit less helpful for me. It also feels less magical to me once it gets past the first couple hundred words.


I do love this, but haven't managed to actually try it out. ( I stopped trying and moved on)

But well done for launching (the following is not hate, but onboarding feedback)

Who else had issues about API key ?

1. What is a TMUXAI_OPENROUTER_API_KEY ?? (is like an OPENAI key) ?

2. If its an API key for TMUXAI ? Where do I find this ? Can't see on the website ? (probably haven't searched properly, but why make me search ?)

3. SUPER simple instructions to install, but ZERO (discoverable) instructions where/how to find and set API key ??

4. When running tmuxai instead of telling me I need an API key. How about putting an actual link to where I can find the API key.

Again well done for launching... sure it took hard word and effort.


Thanks for feedback, agree those stuff could be clearer. Will handle.

Just to answer your questions, it's an OpenAI API compatible service, which you can generate here: https://openrouter.ai/settings/keys

Also added recently in readme how you can use OpenAI, Claude or others.


Why does running 'help' require tokens?


I'm waiting for the excellent F# Article about railroad-coding to be posted here. Required F#e reading :) No not trolling. Am on mobile and traveling else I would have searched-posted


I assume you're talking about Scott Wlaschin's "Railway Oriented Programming": https://fsharpforfunandprofit.com/rop/


urg that site navigation !


Can't agree more ! Having multiple files is almost never good for these types of things.


Congrats on launch !

We sell CMMS (Maintenance Software) for physical assets, "Corrective Maintenance" and "Planned Preventive Maintenance"

Our main clients are usually restaurants (KFC, JAVAHouse etc).

I did try a few queries to discover similar places:

* Companies with more than 10 physical branches like restaurants or banks (We don't yet support this query)


Actually there is very important 4th point about implementation (browser)

A few years ago a made a Monopoly-Deal-Clone game using mostly SVG + CSS + Svelte.

I was intrigued by the promise of SVG:

  - Loss-Less Scaling

  - Looks the same (or somewhat) the same on all browsers

  - Text would also scale and be readable up and down.  

Build playing cards on the fly with SVG elements dynamically (base-card-svg + text + icon/image/glyph)

All of these were never true-enough even for even a card-based game.

The SVG text never looked good-enough or readable at all sizes used. Depending on scaling the text/icons and lines got blurred worse.

The "fix" for many of these were endless and browser version-dependent magic-css properties and values.

TL;DR I wouldn't use SVG for more than 50% of your game or professional product that uses images/visual-elements. Its not worth the pain and effort !


I went the rabbit hole of exploring SVG "decimal precision-related" glitches in browser implementations and to my grief I must confirm that there really are blatant cross-browser issues. It's fact that my tests went a bit over-the-top with dimensions -- who would make 1e9 or 1e-9 wide viewBox in real world anyway? -- but since refraining from doing so is not discouraged in the specs, one would expect it would scale (pun intended) at least few orders of magnitude. The results for my particular testcase showed that "safe" range was only between 2e3 and 2e5: [1].

https://myfonj.github.io/tst/SVG-decimal-precision-results.h...


> who would make 1e9 or 1e-9 wide viewBox in real world anyway?

Back in about 2008 I made an SVG diagram showing the height of various satellite orbits above earth, specifying the SVG at 1:1 scale - making the image 84,000 km wide.

Sadly a load of file viewers choked on it, so I had to settle for a downscaled version. It seems the 'scalable' in 'scalable vector graphics' only goes so far.


Ha, nice! I secretly hoped someone would mention their real-world usage of "ridiculously" large SVG dimensions, so thanks for the reference!

Your story implies there actually were some viewers that could handle it correctly? Could you recall more details what were they? (My testing was pitifully limited to current browsers only, but I know there must be vast amount of other viewers.)

And if I may ask, did you map one SVG "point" to some length unit (e.g. meter, so getting 84e6 wide wiewBox), or did you assume 90 DPI "pixel" mapping to ~0.2822 mm?


I've just re-tested, and you're right. This SVG won't display properly with chrome, firefox, inkscape or imagemagick

  <?xml version="1.0" encoding="UTF-8" standalone="no"?>
  <svg width="84000000000mm" height="84000000000mm"
     viewBox="0 0 84000000000mm 84000000000mm"
     version="1.1" id="svg5"
     xmlns="http://www.w3.org/2000/svg"
     xmlns:svg="http://www.w3.org/2000/svg">
    <ellipse
       style="fill:none;stroke:#000000;stroke-width:0.812697;stroke-opacity:1"
       id="path111" cx="42000000000mm" cy="42000000000mm"
       rx="42000000000mm" ry="42000000000mm" />
  </svg>
However the browsers don't crash or run out of memory, so they've got that going for them. And if you embed the image in a web page with <img src='84km.svg' width=1000 height=1000> chromium almost manages to display it.

SVG lets you specify sizes in a bunch of different units, but there's actually a fixed ratio between them - in SVG, 1mm means is 3.78px regardless of your display or printer's DPI.

So I didn't scale mm to SVG's arbitrary length units - but the standard did.


So at this point we don't know about any viewer capable of handling Earths orbit sized SVG? That's sad.

> However the browsers don't crash or run out of memory

Good news for your sample. Yet in some browsers there prevail some open issues, just the limits are now farther. For example feeding this SVG to my Firefox almost instantly exhausts my RAM and makes the browser window unusable for a while:

    data:image/svg+xml,<svg xmlns="http://www.w3.org/2000/svg"
     viewBox="-1e11,-1e11,2e11,2e11"><circle r="1e11"/></svg>
I guess for more beefed machines would be necessary to bump exponents slightly higher. It's a known issue [1].

[1] https://bugzilla.mozilla.org/show_bug.cgi?id=1864374


From looking at the following pages

- https://docs.aspose.com/svg/net/drawing-basics/coordinate-sy...

- https://www.w3.org/TR/SVG2/coords.html

- https://developer.mozilla.org/en-US/docs/Web/SVG/Tutorial/Po...

You can use “cm” and “mm” in SVG.

It will then be up to the viewer program (web browser or which ever program you are using) to make it correct for the DPI of your display.


I tried to make a daily timeline in SVG where 1 unit = 1 second. There are 86400 seconds in a day. Both Firefox and Chrome did not render the image properly, so I had to scale the numbers down too. What a shame.


(Missed edit:) I even asked about formalized precision SVG limits on SO: https://stackoverflow.com/q/78692079/540955


Also, browsers seem to render svg circular arcs using bezier curves. At high zoom levels there can be quite a discrepancy between the actual curve (drawn using lots of straight line segments, say) and what the browser renders for a circle.


Do they? I thought this is more issue on the source code side, rather than implementation: this is actually my pet-peeves, that most SVG *authoring tools* never output circular arcs and always use cubic béziers approximations instead. So we nearly ever see real circles or their segments, even though authors use them in their designs all the time.

// Coincidentally played with this test yesterday: https://myfonj.github.io/sandbox.html#%3C!doctype%20html%3E%...


It was a few years ago and I'm unable to reproduce it. Circles and circle approximations from straight lines seem to coincide exactly in Firefox and Edge now.

I was generating diagrams using my own code so I'm positive they were circular arcs. Tangents weren't tangent and it took me a while to realise that the problem was the browser rendering something that wasn't quite a circle. I assumed it was a bezier approximation but I didn't verify that. Whatever it was it seems to be fixed.


Another thing I've noticed is that Chrome doesn't seem to render SVGs with anti aliasing (at least not always?). This makes SVGs unsuitable for lots of kiosk-style systems, where you often have Chrome showing a web page on a relatively large low resolution screen.


Well done on launching :)

But I'm having some major GUI issues:

1. Icon-Button-Click-Area: Click on the STAR (Panel Type) I can only activate it via putting the mouse cursor at the left bottom of icon/button. Putting my cursor RIGHT on top in the middle does not activate it.

2. Panel-Split: Not sure if its related to 1, but I could only ever managed to figure out how to split my left horizontally plane once. Trying to split the right panel also like this, proved to be impossible (for me)

3. Sluggish-Feel: This could def be related to 1, but there seems to be a general delay between action(if it fires) and visual feedback

Suggestions:

  * Re-look at GUI and make it more predictable/familiar in terms of interaction 
  (click-area, feedback,speed)

  * Templates-For-Tab: Would be nice when creating a new tab, I could pre-select from a few templates, silly examples follows:

   - 4 box splits),
   - 2 vertical splits,
   - 3-splits (image, code, text)
b) GUI-Feedback: Just to make it feel more responsive.

c) Use-Cases: I do like the free-form-thinking with wide constraints ntoe taking idea. I can even see it being used for: WebToon-Layouts, Storyboards, User-Testing, Use-Cases etc.

Again Congrats On Launching ! It's 90% of the challenge !

EDIT: Google Chrome Linux


Thank you! yeah launching was a hard step! Thanks for the GUI feedback, Ill take a look at it, user testing did not report that particular issue (or for me in chrome) but I will definitely test it with different browser settings (Thanks for the edit, Ill check that). Layout issues, yeah, Plus button will open the bottom panel, and you can close it with the Minus button on that bottom panel. That's all like 2 main, 2 expandable on the bottom!

Awesome, template idea is really great. Yeah sluggishness is notable, ill need to fix it! Apologize for the bad experience, But appreciate all the inputs! Thanks!


Really cool ! What did you make the cartoon with ?


The home page [1] states Procreate is used for iPad drawing.

[1] https://ai-explained.yoko.dev/introduction#stack


why does this matter ?


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