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shib71

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Yes, I could see a lot of GMs being interested in plug in and go product that fills that niche. Implementing the right feature set is challenging, as existing dedicated virtual tabletops have already shown. But something like a simple Owlbear Rodeo extension that adds basic miniature recognition might be all we need.

My first thought was that it would be explaining Quicksort using an Ikea warehouse as a metaphor, to show how different algorithms suit different constraints.

As for the actual Ikea-style instruction pamphlet... I suspect that making it was very helpful for the author. But I don't think the result would have helped me as a novice. It took some work for me to understand the diagram, and I've used Quicksort.

Might be useful to add tags. The more complex credit-based services often have categories (e.g. ec2, s3, etc). It could be useful for the dev to track service usage by spend, the client can get visibility into their own spend breakdown, and free trials often break out the free credits amongst different services.

Art is ... mostly about surfacing the inner world, and only in part about skill.

I like the phrasing of the first part. But what art is "about" is very subjective.

For me, part of what I look for in art is intentionality - the notion that the artist has crafted each element toward a purpose, consciously or not. The less an artist contributes to the final piece, the less meaning I assign to it.

In this case: I would say that the individual pictures being displayed are not "art" - they have no meaning. But I think the device in whole is a piece of art. That is a creation that surfaces the creator's inner world, because they designed the device, wrote the code, crafted the prompts to achieve pieces that reflected their notion of beauty.

Reminds me of an old Discworld chestnut:

    Scientists have calculated that the chances of something so patently absurd actually existing are millions to one. But magicians have calculated that million-to-one chances crop up nine times out of ten.

I wanted a Markdown notes app that I could access over the internet, and stored files in a files-on-s3 structure that would makes sense if I accessed it directly and would be stupidly simple to backup/restore.

Ended up with an Amplify app that had basic login, file upload with image thumnbnails, indexing of frontmatter, some query macros to list pages matching specific criteria, autocomplete for frontmatter and macros, and ability to make specific pages public if I want to. Apart from login, it only uses direct S3 calls, so I'm effectively only paying for S3 storage costs.

In Australia, the fees for a four year engineering degree is around $30k AUD, and that's with very humane packback rules. $80k a _year_ is mindblowing. Rich folk and scholarship students I get, but why would anyone else go there?

I've backed quite a few projects (150), so I did a review to look for patterns.

* 33 software/game projects

* 23 board game projects

* 20 "thing" projects (i.e. requiring manufacturing)

* 60 rpg material projects (adventures, systems, supplements, etc)

* 14 other media

I initially backed quick a few software and "thing" projects. But both seem to be prone to unexpected setbacks, delivering late or never. My only outright scam was a "thing", but quite a few of these have gone silent. Transparency in these projects was never great, but maybe that has improved since I stopped backing them?

Of the board games: I enjoyed half and still have 3. Honestly, this seems to be in line with the games I try in general. Kickstarter has practically become an official business model for the industry, with established companies using it regularly. The result is that there is a high standard even for amateur projects in terms of understanding the game they're making, having artists lined up, having reasonable ideas of manufacturing/shipping costs and delays, posting regular updates, etc.

Currently I mostly back RPG books. They're often useful and inspiring for my own games and I've found quite a few systems that I'm keen to try (fingers crossed, 2021 will let that happen). About half of these result in a product I like and keep, and for the rest... Almost everyone running these projects is an RPG nerd like me, looking for an excuse to take their crazy idea as far as they can. I can get behind that. Transparency on these projects has usually been very good.

On lateness: every project has been late, except the ones that were basically just a preorder for something already in progress. The best you can hope for is regular updates that are transparent about progress and setbacks.

The copy implies very strongly that comments can be a respected part of the article as a whole, and by implication - of journalism.

My experience in the past has been that comments are not taken seriously by the publisher, seemingly just added to tick the "social" checkbox. But to make a commitment to the dialogue an article can generate seems like a positive development for journalism.

I found the repetitive use of "outdated" to be off-putting. It implies that much of the value of a new interface (including this one) lies in it's novelty. Except for a minority, the precise opposite is true - most people aren't interested in learning how to use their computer again.

I would be very interested in seeing a tutorial for how to build a custom developer tool in this.

Something I've been very interested in over the last couple of years is the idea of creating once off, task specific, development and introspection tools. Breach seems like the perfect environment for that kind of thing.

I'm not familiar with LKML or any of the developers, but Sarah is very impressive in this thread. Every time someone else tries to shift the topic, she brings the conversation back on course. She's right about a minimum standard of civility being crucial in email. Even if no one on the list is personally affected by the language (a big if for a large list), a single vitriolic email can poison the atmosphere for days.

I think the question might be better put this way:

Pick 5 random points on an infinite plane. Draw lines between all of them. One of those lines will contain another integer point. Prove this is true for every set of 5 random points.

I've had the same experience as Tesla, though not so extreme as to cause problems. For as long as I can remember I have enjoyed extremely detailed "daydreams" where I explore worlds and meet people inspired by the books I read. I suspect this is fairly common in children, but I did it right through high school, university, and several years in the workplace.

The real question is: how much benefit does having a strong and well exercised imagination have for a technical career? (I assume it's very useful for artists).

I've found that software development gets a large boost. The more of the design you can hold in your head on once, the better the coder is able to anticipate the consequences of their decisions. When debugging, the programmer is able to see the entire state of the application that must have predicated it, experiment with a range of fixes, all before writing any code.

I love this quote from The Tao of Programming[1]: "Sometimes there are difficult problems. I see them coming, I slow down, I watch silently. Then I change a single line of code and the difficulties vanish like puffs of idle smoke."

[1] http://www.canonical.org/~kragen/tao-of-programming.html

You need to explain more - for example what do you mean by a "partial"? A quick search for "partial functions" gave me several links to mathematics articles. When I followed the links to the composition modules I got more of the same impenetrable context-less style.

What I did get from the article is something that works a lot like promises:

- async functions return type of "eventual" data (in your case, a function you pass a callback to)

- various other functions that can operate on that eventual data type to return more eventual data

What does this style offer that standard promises doesn't?

His arguments triggered a sense of deja vu. I've made those same arguments with clients who want a system to process a specific product differently to all the others, and colleagues who think our framework should have special code to handle a rare use case.

Those arguments are valid - from the perspective of the architects. Maintaining and learning to use such a system is incredibly difficult, and resistance against special cases is healthy and helps promote simplicity.

But the purpose of law is to promote quality of life not quality of law, and life is messy.

Redesigning a popular site is a good way for up-and-coming designers to show off their skills - but it's important to consider the target audience and their priorities. Yes, HN users want speed, but mentioning page load times and moving on shows that you haven't really thought about that. We want to get into the meat of HN (which is the conversations) as fast as possible. Everything that gets in the way of that is bad.

1) Spacing - designers love adding extra space, and on first glance it looks beautiful. But too much space slows down browsing speed.

2) The numbered articles - more eye catching than the actual content. A user reading that page will have to spend concentration on not looking at the numbers.

3) The same with the bubbles around the comment counts and upvotes. Those values are important for HN readers - but not as important as the actual topic.

The design is less important than the content.

Why I Love PHP 14 years ago

For a novice - absolutely. There are very few languages that make it that easy to develop a web application. Developers that already have experience in another server-side language probably won't get as much value. The exception is PHP developers - you guys really need to try ColdFusion.

Notch is effectively creating an in-game "craft" that actually requires skill. And just like in the real world, people who have that skill should be allowed to profit from it.