skysight-inc/HackerNews huggingface dataset:
+1 on the difference between choosing to and having to... while I haven't made lots of money or purchased big ticket items, I did make relatively much as a high school student (more than my peers) and blew it all on graphics cards, SLR cameras, airsoft guns, 23" CRTs (yes, I'm that old), and what have you. After I while I noticed that I got no permanent satisfaction out of those purchases. Perhaps it's good I realized this early.

On the other hand having money that was put into savings instead of stuff creates the feeling of power and potential. When I started saving I counted my net worth in cars (because consumerism was still my frame of reference). Imagine walking past a car lot and knowing one has enough money to buy 1-2-3, .... later 8-9-10 ... today dozens of cars (now I count in houses instead ;-) ) on the lot in _cash_ is a very interesting and positive feeling. It's the feeling of being in control and essentially being able to do what you want. Things no longer happen to you. One has financial agency. This is completely different from a reactive mindset.
Our most recent blog post may answer some of your questions: http://blog.diasporafoundation.org/2011/10/15/diaspora-not-v...
Google had record profits - why are they killing all their incubators?

If they kill "20% time" next then we know their best days are over.
As someone who balances a free to play social game on Facebook everyday I find this kind of generalization short sighted and demeaning.

The nuances of creating a social free to play game go far beyond this simplistic narrative. A compelling user experience that engages non-paying users and convinces some players to convert is WAY more challenging than most people understand. ESPECIALLY if you care about your community.

The tools you HAVE to use are based on metrics and data. But you don't sacrifice fun. In the end you are still selling fun. If it isn't fun, people won't PLAY it...

In the end though... it isn't art, it's all just entertainment.
While one could argue that his post is just a "rant" and poorly written, methinks he knows what he's talking about.

http://www.quelsolaar.com/love/video.html

I find this game visually very appealing and different, and it seems to me that the gameplay is quite unique, too.
I feel the same way about Heavy Rain. No other PS3 game has brought me close to the feeling of playing that game.
Is it really possible to do a startup while travelling? Don't people expect you to be sort of more stationary/accessible ? How has your experience been on this?
I'm pointing out the fact that Valve has started to toe the line, Heroes of Newerth is straddling it, both of them didn't use to.
Apple has an equivalent page for iOS, but they've done a very good job phasing out anything GPL or LGPL licensed, and are now down to a very small set of tools with any code released: http://opensource.apple.com/
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riconoscere chi e cosa, in mezzo all’inferno, non è inferno, e farlo durare, e dargli spazio. »
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Thanks for the feedback, it's really useful. I think you're right that a big problem is the lack of compatibility between word and latex, particularly since few people know both well. We've been concentrating on just the latex side since it's what we know, but taking a wider view might help.

We're currently adding in templates and formats, as well as looking at how we can better integrate with other referencing tools.

Collaborative editing is not real time but warns and merges if you are editing a document at the same. I think the ease of use for collaborating is our main selling point at the moment, but I agree our pricing needs refinement. First we need to fix our focus and main features.

Thank for your time in replying.
Quake Live [1] is actually pretty good and idtech3 based! its not cod big but big enough for a lot of competition on almost all skillevels.

but as you said it's sad that theres no true "hardcore" fps on the horizon :-/

[1] http://www.quakelive.com/
> "Yeah if you want to buy a new car every X years, and get a mortgage for an overpriced house you are not going to be able to live this lifestyle. You will probably have the lifestyle most enjoy. Maxed out credit cards, no savings, that big oh-shit moment in your mid-fifty's when you realize you've nothing saved for retirement..."

It's amazing how much introspection you have on the life of a total stranger without him even revealing the least bit about his lifestyle or finances!

Seriously, I'm all for being frugal and responsible, but you're just projecting at this point, and it really does come off as an ad hominem.
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How can that be? If Nginx serves static files much faster, and full page caching is just a static file, how can Varnish be faster?
The very reason why I prefer the GPL/LGPL over the BSD license, no obligation to give back/share with the community.
Yes, but because of the non-story PvP gameplay.

Yes there is a story in it, but that's not the part where it pushes boundaries.
And the colors.
For some reason I thought it would be the source code for the reader component but it looks like it's just conforming to the GPL license requirements for things they've modified.

Kindle_src_3.2.1_576290015.tar.gz contains:
http://pastie.org/2699524
It's a totally different architecture. It's adding another layer. Why isn't it conceivable that adding this overhead would reduce speed?

Remember, I'm not comparing a Varnish cache to an un-cached site. I'm comparing cache vs cache. Nginx serves static files very quickly. And cached files, in this case, are static.

Also, these are single-server tests. Everything changes when you start talking about very large websites.
Thanks Mathias, great advice.
Mike this is great, thank you. Good angle for me to think on.
This is why, in my opinion, having the GPL force code sharing may sound nice in theory, but in practice it isn't very interesting.

Amazon are just providing the bare essentials, there is no development community here, no way for them to take back any changes, no user or developer feedback, no documentation, build instructions, etc. - just a site that reads and looks like a legal obligation (and it is in the legal section of the Kindle docs).

Compare this to Webkit - where there is no requirement to share code, but you have a number of companies that have setup very successful developer communities around the code base and a lot of products taking advantage of the work with both the rendering engine and the Javascript interpreters.

You can require somebody to release code, but you can't force them to actively support it.
In that sense, the letters you're looking at on this webpage are also "fake" because these letterforms were not achieved by using hot-metal typesetting.

Art constantly reinvents its methods while retaining forms derived from the past. That's cultural heritage.

If efficiency on a particular medium were the only concern, it wouldn't make any sense to use Latin letters on a computer screen, with all these awkward shapes derived from Roman stonecutting and Medieval handwriting... (The Braille alphabet would probably be the most suitable for digital displays.)
It seems that what is left of GPL software there is either things that they've changed beyond recognition since taking on (webkit) or absolutely basic parts like gcc. Bit of a shame the larger pieces, all the way up to Darwin have nearly died.
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This is superb. Exactly the quick-n-dirty sort of intro to C++ I have been looking for for years, it seems.

Kudos!
I don't get it. What purpose do the licenses serve if the software goes unused?
Yeap, I think that the two of them were the "dream team".
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I'm reading his book iWoz at the moment. In that he makes it clear he's never wanted to be a manager. He didn't/doesn't want to control other people etc. In fact, he only agreed to leave HP and join apple (after designing and building the apple I and II in his spare time) when he realized he could be in his own company and still stay as an engineer.
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Hey thanks abbasmehdi!
Connections: Our product needs connections with consumer product brands. So Levi, Jockey are examples here. That is one side.

On the other side, we need to spread our application on FB (our version first is an FB app). So we would love to receive mentoring regarding how to create great user experiences? How to build, support and actively engage users?

These are our main issues while starting off. We do not have the "chicken-and-egg" issue, where you need lot of users to make the app interesting, but we will still need a large user base to make a mark :)
In the realm of master copies for films the issue isn't so much DRM as merely encryption. There's likely to be some pressure to ensure that the master is "secure" from "thievery" regardless of where the bits physically reside, which will probably manifest itself in the use of strong encryption. Which, of course, brings up the question of what happens when the files are still around but the encryption keys are lost.

The bigger problem is the classic fundamental problem of data retention. The people responsible for retention probably do not value the retention of the data independent of other developments to be of sufficient value to guarantee that retention with robust measures. For example, they could leave unencrypted copies (or encrypted copies with the encryption keys separate) in the custody of the library of congress. Or they could use some sort of N of M keys encryption system and distribute copies and keys to numerous individuals or institutions around the world. Etc. However, while such things would retention of the media would be valuable to the world at large even after, say, a global catastrophe (asteroid impact, nuclear war, etc.) or merely the bankruptcy of the company that created the media such concerns the company itself would tend not to share those ideals.
I made a cardboard submarine game where you aimed your torpedo to a boat rollng on the horizon line when I was 12, using way less electronics :) Funny that people still do that :)
Yea, I haven't played Heavy Rain, but I heard it resembles Shenmue in a lot of ways with the QTEs, branching story, and cinematics. Might have to save up for a PS3 now, especially since Shenmue III will probably never see the light of day.
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I thought it was kind of neat to that a library I'd written was one of the 45 included. I was kind of curious to see what they'd changed, but it ended up being a little boring:

https://gist.github.com/1289293

It's a library for reading / writing audio meta data (tags) and they basically just removed support for several formats. What's perhaps more interesting is what they didn't remove: I don't have a Kindle, but from the code this would seem to imply that it supports Ogg Vorbis and FLAC in some capacity.

Also noted that they're using a version from early 2008, even though there have been 5 more recent releases since.

Edit: I also went back and grabbed the very first Kindle release, which contained only 22 packages (TagLib still being one of them), and there they used an even older version (meaning they do at least sometimes grab newer versions of the libs).
No no no no. This is not a very good reference or tutorial or even an introduction. It even teaches some bad practices and omits crucial detail.

The biggest problem I saw was that it introduces classes and objects but does not tell you anything about the "rule of 3", destructors, copy constructors and assignment operators. These are crucial to understanding C++'s pass-by-value semantics and writing sensible C++. C++11 adds to this mess by adding rvalue references, move constructors and whatnot. Writing good and safe C++ requires you to use stack based resource management wisely and use ctors/dtors for initialization and cleanup (this is also why you almost never write try/catch in C++ - and there's no finally statement).

Another example: the article shows you how to do a Java-like constructor like this:
point::point(int x, int y) { this->x = x; this->y = y; }

When in C++ you want to use initializer lists like this:
point::point(int x, int y) : x(x), y(y) {}

At best this tutorial teaches you to write "C/C++" (the worlds most popular programming language that does not exist) or "C with classes". This style of programming has all the disadvantages of writing C but none of the advantages of C++.

C++ is one of the most complicated languages out there, on par with Haskell and Scala. It's C legacy makes it also somewhat dangerous and the pass-by-value semantics make it very different from any other language out there. You cannot expect to learn even a little bit of C++ from little vague blog posts like this.

If you want to learn C++, buy a book! The web is full of crappy resources like this one.
I used to play way too many video games. I broke the habit by refusing to buy games that didn't fit a very particular set of criteria:

They have to be...

- single-player,

- story-based campaigns

- with a target completion time under 30 hours

- and a Metacritic score above 85%.

This way, I can play 5 to 10 games per calendar year without a dramatic dent on my social or professional lives. I've been doing this for the last 3 years and my annual gameplay time is probably somewhere around 100 hours.

Some tricks:

Convince yourself that all side quests are for losers without better things to do. That may or may not be true, but it's helpful to avoid spending way too much time on any particular game. Aim for the ending credits & then when you get there, stick the game back in its case and put it on the shelf. Don't leave it in your console.

Don't even try the multiplayer versus modes. Just don't do it. Pretend that menu option isn't even there. Those modes are intentionally addicting.

And if you really prefer multiplayer, or if you simply can't avoid that attractive menu option... then set an alarm before you start playing. Press snooze when it goes off, finish your round, and then STOP PLAYING. If the snooze alarm goes off, turn the console off mid-round.

Try to find great co-op games & schedule time with a friend to play them. This lets you overlap human-contact time & gaming time.
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Carmack Didn't design the game. He built the engine.

He also didn't design the id games of the first half of the 90s. John Romero was the driving force behind those game-mechanics. Romero was the one who decided that Doom and Wolfenstein had to be all about speed, and everything that slowed the games down had to be cut out.

Romero left id after Quake, because of conflicting design visions for the game.

The magic happened when Romero and Carmack were building games together.
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So much physics and maths needed, e.g. http://en.wikipedia.org/wiki/Fast_inverse_square_root
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FWIW, Wikipedia has serious issues with backend scalability: one of the reasons why their history UI is as weird as it is, for example, is that they really really really don't want users using it, due to CPU issues in the diff algorithm (which they now have written in optimized C, and it still causes them problems).

Meanwhile, of course, they are constantly running charity drives to try to get enough money to keep the lights on. I am not certain you'd be able to do the same thing if you were running an open email service instead of managing the worlds seemingly-premier encyclopedia.
Even taking into account that the writer's first language wasn't English the article is pretty poor. Maybe a lot was lost in translation.

>There is a Swedish saying that goes something like "Give the bear honey, and it will take you entire arm off".

I love this idiom. It feels much nicer than "Give them an inch and they'll take a yard / mile"
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Knowing physics and C++ would open a lot of opportunities, as it is a pretty important pairing. Only move away if you are bored of being very good at both together and separately.
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Excellent observation. A/B testing has no implicit morality. Indeed, driven to its logical conclusion it could result in your business engaging in spam, fraud, or encouragement of addictive behavior.

A/B testing is best used as sandpaper, to round off sharp corners, if you just let evolution guide your product with a free hand you are just as likely to end up with a giraffe as with a black mamba.
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That hurts to read. I enjoyed Deus Ex - a lot - but the narrative there is the stuff of cheap sci-fi paperbacks. It's just that such a narrative is more enjoyable when you get to actually walk around the world it's portraying.
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This feels like a C++ tutorial from mid-90s. C++ code written today looks nothing like what's presented in this article. Besides, some poor sample code choices jump out at me, like throwing an int and using C library. I realize they are there to illustrate a point, but this reinforces bad habits.

In fact, if you are learning C++, you better start it as a new language, rather than a tumor grown on the side of C. These languages are too idiomatically different.
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He looks young enough to still be alive.
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Kindle source code against KHTML/Webkit? I would rather compare it to OS/X or iOS which utilized the BSD and other open source codes and.. where is the community around them? oh no, where is the source code for them? Or did they just suck the open source code like a black hole? Now why would I blame GPL, because it forced Kindle to release at least, so that someone can benefit.
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That's a disgusting amount of marketing hype. I wonder what the reality is.

If it's for real, let some independents play with a prototype and it will sell itself.
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> I don't even feel the need to save my progress when I play because I know rather just replay it next time.

As an amateur game designer, this sentence hits home like none other. This is the embodiment of the fine line between a short-lived game and one that will stay in history books. Quake, Doom, Duke Nukem 3D had it for me. Starcraft, Super Mario Bros or Super Street Fighter 2 Turbo had it for others. When you enjoy every single second and wish you could do it again the minute after, then you know you have a true immortal game in front of you.

One of my prominent design patterns when I try to work on games is to focus on very elementary satisfaction and a promess that doing it once more will still make the player smile. On FPS games for example, a cool and straightforward way to achieve that is to design levels so that they would work in all of single player, cooperative and deathmatch modes. Unfortunately, such good practices were lost in translation when we entered the third millenium and the era of in-game cinematics.
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Ask HN: How do I hire programmers / designers without being _that_ customer?
I read a lot about the experiences of freelance designers or programmers and the lousy customers they have to deal with.

So, how do I hire a freelance programmer without being that customer? What information do I need to gather before I make contact? What expectations should I have? How do I talk about money? How do I ask if I'm being realistic?
> I don't have a Kindle, but from the code this would seem to imply that it supports Ogg Vorbis and FLAC in some capacity.

Haven't tried with .ogg and .flac, but new Kindles have capacity to play .mp3 files. It's more of an experiment from on their part, and the player supports only play and pause operations.
Interesting point... I would love to see it in practice. I also think the wireless carriers have a hard road ahead of them. They need to figure out a way to change and change fast.
"I never wanted to work on an offensive weapon system, something that would kill people," he said.

When you work in the defence industry, you don't get to pick if your creations kill people. They inevitably do.
I don't fear for Apple — I fear for the entire industry. Tonight I got my new toy and of course I wasted a few hours exploring every inch of the iPhone 4s. But the more I did it, the more empty I found myself feeling. It hit me hard that I didn't give a damn about the thing and I was still upset about Jobs. It's the very notion that there will never be another "and just one more thing".

Walking home tonight I kept rattling over the many impersonal things he touched and made human. Even if Jobs had just done the Apple II that would would have been enough for one lifetime, yet he did it again and again. And I'm ten years younger than Jobs so my entire concept of technology was shaped by him and now I'm feeling like an orphan. And while he's not eloquent that's what our friend Woz is really saying...