HN user
lzimm
#--hackrtrackr:l1u42MOqCGmnnMAxeEy63t5sqPFnXi#
hey that's like the weird website i made for my internets a few years ago! http://www.lzimm.com
or, of course, there also exists the rebuttal that, uhh, there's no reason mailbox can't work with things that aren't gmail.....
I love that line dude -- "its not about the fucking paint."
Have a compelling story and show that you want to embrace UI as a core strategy driver
stealth
referring to wikileaks (the circle) as a "typical leaking website": isn't it the transparent thing to just say it like it is?
Totally agree. Since when did a work queue/thread pool thing become anything beyond intro to systems work?
Furthermore, I don't know where everyone gets off saying erlang is so fast either: I'm not sure where things are now, but last time I checked, their scheduling algorithms were leaving quite a lot on the table, standing to benefit quite substantially from even the most basic operations and logistics knowledge.
good point. on the other hand, however, perceived cost has always been more important than actual cost, and that's when it comes to absolutely anything, including UI.
"Lets take anything to do with behavioural conditioning and fundamental incentive structures and call them game mechanics, just so we have an excuse to make up something new and forget that everything we're doing has been going under constant research and development since the dawn of the industrial revolution..."
:)
I've actually been thinking a lot about this kind of stuff lately. In fact, I think when you start to think about a person's email address as more than just "an address where you send them email", and rather, as a globally unique, completely ubiquitous address to connect with them in general, there are a lot of really interesting applications you can build around it that completely supplant existing protocols.
Given that they're explicitly about people in particular, personal web pages, social networks and distributed code reviews are kind of the tip of the ice berg. How nice would it be to have a structured project management protocol that operates over email, but allows people to hook up whatever client they want to interpret it, allowing them to work in a way that best suits them?
wont that completely negate the value of the indices that lat/lon may/may not sit on and result in a complete tablescan?
hmm, X10 is to Erlang what Scala is to Java?
my point was that it doesn't inspire fandom. i was comparing influence.
Assuming "romantic comedy" was just an arbitrary dichotomy to serve as linkbait, I think you can find other genres that penetrate just as deeply as sci-fi that might make the point more clear.
If you look at jane austin, I think you'll find her influence on the generic female psyche is at least on par, but probably far stronger than the impact of lucas on the generic geek psyche.
The difference is the geeks make it visible so that they can share in the "mythology of exploration" together, whereas the femmes just make it implicit as a more natural "understanding of how the world should be". (I acknowledge i'm making some grand assumptions here, this is a sunday morning thought experiment)
Now, obviously its far easier to believe that "you'll find a perfect man who'll do everything for you" than it is to believe that "you'll run around in spaceships blowing up deathstars", simply as a consequence of the latter being a very explicit detachment from reality (and while the former is much more implicit, at the same time, I might add, it may quite possibly be just as detached and with its own set of moral consequences, but I digress). But I think that's where the real difference is: science-fiction is an explicitly unrealistic escape from the way things are, whereas most other genres are intended to blend in with out existing perceptions of the world around us to convince us of the realistic possibilities of an achievable fantasy.
Space in particular is coded very deeply in our cultural sense of the unknown and journey, and its often frightening to make journeys alone. So we bring companions: we build subcultures.
so zen: cas slow, locks slower.
i really liked the redis codebase. not sure if its changed much since it became a much bigger project, but back when it was mainly @antirez, it was some of the cleanest code i've ever read.
nicely articulated, couldn't agree more
Umm, please let me restate jameskilton's position below (http://news.ycombinator.com/item?id=1460474):
Use semicolons or your shit wont work in IE... That's why semicolons in javascript AREN'T optional.
apologize plz
dude, you made it look so much prettier than those examples
fuck, who cares?! hasn't twitter made digg completely irrelevant? (well, i guess all the idiots posting consistently useless bullshit helped too... yay mob voting!)
democracy works, unless half the country is texan.
Hey dude, sorry, almost missed your reply, but thanks for the comment :)
Anyways, I'm kinda stuck on what I can tell you.
I basically built a bit of infrastructure shit that let us build all the pricing and billing logic at scale. So my role was more "low level" than what went on with the actual transaction processing, which I think was pretty typical. That said though, I'm sure that's not your question, which is more resolved around the economics at large, so even though I'm probably not supposed to talk about this, I don't really care:
- the entire gaming industry is struggling to make money in new ways (ie: piracy blah blah blah). - one way to do it is subscriptions (ala WoW), but i think most the big publishers are finding that its pretty hard to actually do that successfully (WoW is a pretty rare phenomenon) - the other big way to do that (online, at least) is the whole free-to-play thing, where you make money by letting people buy virtual goods and crap (ala all the facebook crap) - the thing is, when you get into games that people take seriously, you have to be careful about the goods you let people buy, because all of that shit can really change game mechanics, so you have to either: restrict yourself to selling things that don't mean anything, like avatars and crap; be very careful that if you do sell items that affect gameplay, not to build strange new equilibria, or more importantly, prematurely alienate players before you get to those equilibria in the first place; or (taking the approach that we were taking.. i think anyways, i got pretty fed up at this point because it seemed like they kept focussing on incredibly moot details), make it so that you can't buy an advantage that you can't get by just playing the game (ie: only letting people buy items that you can get through random item drops that reward gameplay as opposed to debits from your bank account)
i have no idea why i did that in bullet points.
furthermore, i have an incredibly bad sense of grammar right now, so i'm not sure if that even made any sense. drop me an email if you wanna chat more :)
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edit: uhhg, i have to admit, this reply seems terribly uninsightful, sorry :(
hm, i worked at a major video game company (albeit i'm not proud to say i worked for THQ) building server tech for an MMO.
it was kinda weird that they gave me the freedom to basically build all the really important shit (ie: i got to pretty much lay the foundation and designed a bunch of distributed systems and algorithms as i went a long) despite me being the most junior member of the team, but it was all java stuff, plus i grew up doing flash/flex work.
i have a portfolio up at http://www.lzimm.com, not sure if i'm senior enough for you, but thought i'd throw that out there just in case :)
yeah, i'd really love to see a list too.
personally, even though i fully acknowledge the whole "work with us and share the energy/dedication/soul" thing, i'm most productive when i have the freedom to swap up my view/environment every day (which is something you can't really do too easily inside an office)... inspiration, or something, i dunno.
i think it also forces people to be more thoughtful about the way they communicate/interrupt each other, which is pretty huge.
I'm quitting my job at the end of the month and can mercenary out for anyone here (sorry about the plug :( i'm quitting my job at the end of the month, more as a consequence of hating it rather than having a clear lineup of shit i wanna do to sustain me)
do design/dev/ux/strat/whatever/i pet my cat
hmm, i'm clearly wrong, but it doesn't seem like there's any reason memcached couldn't be implemented completely locklessly... can't most of everything be done with CAS operations instead of taking out locks?
is it too n00b/out-of-place of me to ask what went in to tuning memcached to do that? i'd love to pick your brain (and possibly eat them... creepy, right?)
Totally agree. People always seem to forget how simple people are.