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Who Owns Nebula? 2 years ago

I think the issue is that the marketing is a half truth. Standard is in fact majority owned by content creators, it's just that the marketing makes you assume that the creator saying the line is the owner when that might not be exactly the case.

Honestly Nebula always felt off to me because of this marketing. They never sold it as a place where creators had a more equitable share, or where they had more creative freedom and control (which seem to be true), but they used the idea that they were "fighting the man" by going at it alone. It always felt like a half truth which, turns out, it is.

Also the price always felt too good to be true to me so I always suspected some sort of investment from somewhere to create a loss leader. Though the jury's still out on that. But having worked on video streaming online myself I know first hand how expensive it can get so I wonder how profitable the company is.

I mean, when you're the one selling the gas to light that money on fire you have a vested interest in keeping it that way right?

I do agree that logging and spans are very similar, but I disagree that logs are just spans because they aren't exactly the same.

I also agree that you can collect all metrics from spans and, in fact, it might be a better way to tackle it. But it's just not feasible to do so monetarily so you do need to have some sort of collection step closer to the metric producers.

What I do agree with is that the terminology and the implementation of OTEL's SDK is incredibly confusing and hard to implement/keep up to date. I spent way too many hours of my career struggling with conflicting versions of OTEL so I know the pain and I desperately wish they would at least take to heart the idea of separating implementation from API.

Thanks for this. It completely escaped me and all I saw was the changelogs deprecating the very limited set of style rules I've used for years.

That sounds awesome. I've dabled with something like that but only for lodash (makings sure all different flavours get aliased to a single thing) but I never went too far with all the other stuff.

You wouldn't happen to have an example of what you're doing laying around would you? I'd be genuinely curious to try stuff like that out.

Devil's advocate here: did we consider that any such exponential back off goes out the window when users, faced with a non-working site, will just refresh the page therefor reseting the whole process?

Very much this. And when people give up it can take one of two forms:

Either the person quits.

Or the person resigns to giving mediocre output and coasts.

Neither is good for the business and yet people keep pushing workers (not even just in tech) into that position to the point it's now a cliché.

I agree with this sentiment. I find that most developers seem to be stuck in thinking of their components as imperative. They expect to alter the state (dom) directly instead of describing the dom as a function of state (props).

Because of that, they quickly reach for the escape hatch that useEffect provides everytime they need to change something.

I genuinely don't know how to help my fellow team members grasp the basic concept of components better. It doesn't seem, to me, like it's something everyone gets eventually. I've actually seen far too many developers who just don't seem to get there even after long months working with component libraries.

As a side note: I don't get all the love for class components. All I remember from using them were the endless bugs because we somehow missed something on willUpdateProps or whatever. Class components could have worked but they always felt like the different life cycle methods were all cobbled together with little overall consistency (see Vue for an example of life cycle hooks done better, even if I have plenty of other gripes with Vue's design)

Winamp 5 years ago

Shout out for WACUP. Just found out about it recently and was pleasantly surprised to see Doctor.O was behind it. Now there's a name I still remember from the old winamp forums. He was a developer for Winamp until the end of the AOL days.

And I've spent far too much of my time in my last project explaining double entry bookkeeping to coworkers to little effect. I had to watch has they re-invented the wheel.

Sadly I'm not that good point 1 (actually terrible at it).

To be fair the system already has something like that. If you complain to the Home it'll ask if you want to provide feedback and give you a few seconds to verbally explain what went wrong.

I'm not sure if humans will then review that feedback of if it goes through a speech to text algorithm first but the mechanism for feedback is there.

For steam at least I think the problem would just go away if Valve would allow trusted third parties to activate a key without ever revealing it to the user. Then publishers could sell on any marketplace and the key would never be visible.

Sure, it's "fixing" the problem by making a massive move to control the market but if the games industry in general really wants it it's the only way I reckon.

The author actually expanded a little bit on that by mentioning he doesn't know of any head units that will come out without plastic tabs breaking.

While you wouldn't fully void your warranty the dealer/manufacturer would be under no obligation to replace parts you broke.

Code Complete is a great book that thankfully my first boss required me to read when he hired me but I personally feel that Clean Code covers most of the same and is an easier read. Just my two cents thought.

I just created an account to thank you for making this game. I have been looking for a game just like this after reaching all the limits in Airport Tycoon ages ago.

And I mean literal limits. That game had a bug where flights were limited by an internal variable that was smaller than the capacity you could build so after a while the game would just stop and you would be unable to get any more use out of your airport. You could easily test this by cancelling one contract which would immediately make a new offer pop up.

Anyway your game looks just the thing I've been looking for since that old early 2000s game. I'll be throwing some money your way for sure.