Iterating with async/await means you wait for every result before making another call. You basically execute the async calls one by one.
Promise.all runs them all simultaneously and waits until they are all complete. It returns an array of results in the same order as the calls, so it's usually pretty straightforward to use.
Both approaches have a purpose, so it's not like you "should" strictly use one. But you should be aware of both and be able to use the one that fits the need.
I see this advice a lot, but I never really understood what the alternative is.
If your product has a specific niche, maybe there are some forums or subreddits dedicated to it, sure. But if it's a game? Some are designed for a niche audience, but most really aren't.
Another thing is that most of the forums/subreddits these days have strict rules against self-promotion.
And I'm not saying that you're wrong - I'm just wondering what do you think is the right way to do things.
There are far less creators than there are people that merely consume/enjoy/use that kind of content/art/product/service
and that
Most people who are creators aren't going to be in your target audience, and hence won't buy/use it.
Hence by marketing to other creators, you end up marketing to a subset of a subset of your product/game's total audience.
As for how you should market?
Well, in a mix of ways. Paid ads, getting journalists/media outlets/influencers to cover your work, posting on social media, doing various attention grabbing marketing campaigns, etc.
Plus using communities that are likely to be interested in the game.
Of course, as you say, the latter have rules against self promotion.
But here's the thing. Those rules are not 100% set in stone absolute.
They're about stopping drive by advertisers, not just anyone with anything to promote at any time in history. That's how the communities I run work for instance, with the assumption being that if someone shows a real interest in the community and subject, we'll allow them to share their work.
So you ideally want to be a longtime contributor on any community you want to market your work on. Have (as they say), less than 10% of your posts as ads for your work.
> I see this advice a lot, but I never really understood what the alternative is.
How obvious the distinction is depends on your product.
Imagine I'm a robot maker making a robot vacuum cleaner. The kind of publicity that can get me into "Hackaday" probably comes to me a lot more naturally than the kind of publicity that gets me into "Good Housekeeping"
But I should be aiming for the latter, assuming my target market is "homeowners" rather than "robot enthusiasts"
Of course, for other products the distinction might be less obvious; if I'm making an IDE my users and my peers are probably fairly similar groups.
> But if it's a game? Some are designed for a niche audience, but most really aren't.
Even if it isn't designed for a niche, you can still start by marketing to one. Or to a demographic, and advertise to media that targets that demographic.
Isn't this comparing apples to oranges? I haven't used koa, but it seems to be same level of abstraction as express - basically a thin layer over HTTP with routing. Rails or Django are several levels higher - they include auth, database interaction, CRUD etc. I'm not saying that either approach is better, just that the comparison seems strange.
It does include "has_secure_password" and its friends (password/password_confirmation) though, which goes a ways towards including auth/authz even if one doesn't use devise, when coupled with before_action-s. It certainly comes with some facilities for getting off the ground:
Is it possible to use Haxe for anything except gamedev and keep the crossplatform aspect? For example for backend webdev, it seems like you can compile to nodeJS and use express, but then you can't really compile to any other platform. You can compile to PHP, but you're also stuck with PHP frameworks.
Basically what I'm saying is that for Haxe to be truly crossplatform, it requires Haxe-native frameworks in the target domain. But that doesn't really seem to be the case outside of games, so that advantage is lost.
Maybe, maybe not. It just feels to me like Haxe only really makes sense for gamedev, and even then only barely, because of huge, crossplatform game engines like Unity.
I really like the language (after reading the tutorial at least), but I'm not sure where would using it make sense. For backend stuff it just seems completely inferior to Typescript (considering library support especially).
Technically, you're required by law to have a privacy policy, at least in most places. If you're collecting emails I'd say you should have one.
I was mostly curious what people do with their free sideprojects being a single github.io page with possibly Google Analytics or something. You are still technically breaching the GA ToS by not having one, but it seems a bit of a hassle.
Then it might not needed and ToC or Policy as in most cases it will not going to take serious user data that user are primarily concern with. But, If you are storing data from users, then I must say you need to give an idea about how you will going to use those data.