skysight-inc/HackerNews huggingface dataset:
Sunnyvale, CA - Yahoo Fantasy Sports

If you're a hacker who loves sports, Yahoo Fantasy Sports is looking for iOS & Android developers to help us build amazing mobile experiences. Great pay/perks, an awesome team, and the chance to work on a product used by millions of hardcore fans around the world.

The fantasy mobile team at Yahoo includes of 2 acquired startups (Loki Studios & Bignoggins Productions), so we've got a startup culture within a big company.

We're looking for people with at least a year of native iOS/Android experience. If you have an app on the store that's a big plus!

If interested, please send your resume/github/app links to sportsjobs@yahoo-inc.com

Here's a commercial from last year's fantasy football campaign: http://www.youtube.com/watch?v=61DQGOzpdpE
Buffer (http://bufferapp.com) - REMOTE (We're a small distributed team of 16 people (5 engineers) across the US, UK, Hong Kong, Taiwan, Sweden and Australia)

I'd love for you to come join Buffer for the fun ride. We have over 1.2 million users and our annual run rate is over $3m. There are some super interesting challenges ahead, as we focus on Buffer for Business.
We're looking to expand our engineering team with the following open positions.

* Android Hacker
* Reliability Hacker (Devops engineer).
* Backend Hacker
* iOS Hacker

Here are some key stats about our technology and scale.

- we have over 150k monthly active users.
- 8500+ API clients. Most popular: Feedly, IFTTT, Pocket, Instapaper
- we release changes several times a day - we have an entirely data-driven process, with Einstein and Buffer-Metrics, our custom built a/b testing and metrics tracking framework.
- Some of the tech we work with: PHP, Python, MongoDB, AWS (Elastic Beanstalk, Elasticache, SQS), Backbone.js, Grunt.js, Android, iOS.

More stats and stack details here: http://overflow.bufferapp.com/2013/08/01/scaling-buffer-in-2...

We're a small team of driven hackers and happiness heroes (our support people). Just like you, we're excited and passionate about engineering challenges and have some interesting architecture and scaling problems we work on.
If you're interested in coming on board, you’ll:

- work closely myself on technical architecture and Joel on product.
- ship to thousands of users and iterate quickly
- work with our metrics team to make smart changes
- be friendly and comfortable talking directly to customers on issues and features
- be a happy, positive-minded and kind person who has a great approach in dealing with others
- be a Buffer user
- be anywhere in the world, and if you'd like, you have help and support from us to move to where you want to be
- have experience working with another startup or building side projects before (would be awesome, it’s cool if not)

Some aspects of Buffer culture that makes us a little different:

- we are totally transparent. We raised $450k, we currently have over 1.1 million users and generate $230k/mo. Ask me anything else!
- within the company, all salaries and equity are open and we have a formula for the distribution.
- we're all very focused on self improvement
- we have daily standups where we discuss our current improvements. This could be waking up earlier, starting public speaking, blogging, exercise, learning a language, etc.
- here's our culture deck: http://www.slideshare.net/bufferapp/buffer-culture-03

Salary: 88k-110k depending on location (living costs) and experience. (http://99u.com/articles/15527/the-age-of-salary-transparency)

Equity: 0.1-0.5%

If this sounds fun, let's chat. Send me a note about yourself, why you’re interested in Buffer, and any relevant links (Github profile, projects and background): http://jobs.bufferapp.com
- Sunil (CTO)
> Well, in that case your product, however much your toiled and however much you spend to make it, is not viable?

Exactly, it's not viable. Only IAP driven games are. That is the problem being discussed here.
The reason people play these games is habituation. By placing delays on things, they encourage you to take the content in small doses, and thus build a habit of playing, rather then burning through the (relatively small) amount of content quickly. Once people have a habit, they will rationalize it... "I am playing this, so it must be fun". Even once the content and new game play runs out and it is reduced to a rote grind, people will continue to play because of the sunk costs creating an unwillingness to abandon all the weeks or months of grinding they put into the game.

It is a model pioneered by the MMO industry, but taken to an even greater extreme, where some of the worst psychological traps that people get stuck in are used against their customers to extend their profits.
Maps look really interesting. They can also be saved in mnesia right?
had they been smart enough, perhaps the company would have been in better share than it is today, in regard to smartphone warfare.
> WoW

Hold on for a minute. WoW is almost the exact opposite of this model, and for that reason I still respect it as an MMO compared to others I've seen.

In WoW, at least when I played it heavily during the Lich King expansion, you pay for the game and for a monthly subscription fee and that's it -- there was no other use for real money other than maybe buying a faster computer or a vent server, but that's outside of the game environment. Buying gold, while possible, was heavily discouraged and bannable.

This policy made WoW feel very fair to teenage me and I ended up putting a considerable amount of time into the game as a result. I realized that it was plausible for me to be the best simply by putting enough time into it.

Additionally, WoW's social environment is typically what keeps the long-term players going (as opposed to ingame objectives, although objectives are important for keeping players engaged), and that's another story entirely.
Most people aren't rich.

"America is the wealthiest nation on Earth, but its people are mainly poor, and poor Americans are urged to hate themselves. To quote the American humorist Kin Hubbard, “It ain’t no disgrace to be poor, but it might as well be.” It is in fact a crime for an American to be poor, even though America is a nation of poor. Every other nation has folk traditions of men who were poor but extremely wise and virtuous, and therefore more estimable than anyone with power and gold. No such tales are told by the American poor. They mock themselves and glorify their betters. The meanest eating or drinking establishment, owned by a man who is himself poor, is very likely to have a sign on its wall asking this cruel question: “if you’re so smart, why ain’t you rich?” There will also be an American flag no larger than a child’s hand—glued to a lollipop stick and flying from the cash register.

Americans, like human beings everywhere, believe many things that are obviously untrue. Their most destructive untruth is that it is very easy for any American to make money. They will not acknowledge how in fact hard money is to come by, and, therefore, those who have no money blame and blame and blame themselves. This inward blame has been a treasure for the rich and powerful, who have had to do less for their poor, publicly and privately, than any other ruling class since, say Napoleonic times. Many novelties have come from America. The most startling of these, a thing without precedent, is a mass of undignified poor. They do not love one another because they do not love themselves."

— Kurt Vonnegut (1922–2007)
An important thing to keep in mind is that #1 here is the state of the affairs after the fact, i.e., when people can see many games that are apparently free built using the IAP concept.

Dan Ariely noted that the mobile app industry has done this to itself by ... well better read in his own words: http://danariely.com/2011/12/25/the-oatmeal-this-is-how-i-fe...
Kingdom Of Loathing (www.kingdomofloathing) is a game (well webgame) that I think has a good business model. The game and all of its (vast) content is free. But to get certain items or items of the month (that are optimal but by no means necessary), you donate $10 to the site.

It is not a pay-to-win type of scenario because it is a single player game (with one minor PVP minigame element). It also never feels scummy because you can do basically everything in the game without ever paying a single cent. Even 'premium' content that is unlocked by purchasable items is generally tradable and purchasable with the in-game currency (meat) that drops from the monsters.

Thus you don't have to pay up front... But you do end up donating some money for interesting items at some point due to the game being great, current, funny, having a great community, etc.

The business model probably wouldn't work for most, but in the case of Kingdom of Loathing it works really well.
perlgeek, thanks for signing up!

That's something we just got an email about earlier in the month, though no one has filed a bug to formally request it yet. I just took a moment to do that: https://openhatch.org/bugs/issue925

If you want to add yourself as "Nosy" then you'll hear about updates to that, as the community gets moving on in it.
Yeah, let's ignore Canada and all the European countries.
IWatch is finally coming?
The obvious solution is to put a cap on IAPs. Once you've paid however much it should have cost to buy the game outright in the first place, everything gets unlocked.

Unfortunately, that won't happen because it's much more lucrative to raise a generation of "gamers" who don't know any better than to provide a continuous revenue stream in exchange for the occasional dopamine hit.
HN isn't the center of the IT world, either.
SEEKING WORK - Chicago - Remote

I'm an experienced Android developer with several published apps, both for myself and for clients. I'm looking to take on 1, maybe 2 mid-sized projects within the next month. I have an Android designer who can work with me. All my apps follow Google's design guidelines and can be tablet-optimized as well.

Please reach out at tony.chuinard@gmail.com if you'd like to chat more.
The problem with that logic, as much as I'd like to believe it, is that customers seem to be very happy to pay >5$ after "buying" the "free" game in IAP. And because "free"+IAP is the norm these days, customers scoff at expensive games. Why pay 5$ if you can get another one for "free"?

I'd much prefer the free demo + paid full version to be honest as I'd like to see if a game is worth it. If it is, I'm happy to pay a decent price. Then again, I might be a minority.
"This trick is well known to old-style functional programmers, they waffle on about Y combinators and eat this stuff for breakfast, but it’s the kind of stuff that gives functional programming a bad name. Try explaining this to first year students who had a heavy night out at the pub the evening before."

Priceless (and completely true). I really think this attitude is why Erlang is such a success.
SEEKING WORK - Remote. Rails developer since 2006. http://www.colinabartlett.com/
Online games are more amenable to legitimate purchase models.

When the game is entirely offline, though, it's just nuts to require the player to put in more money.
Why not offer the customers an option? Download the game free with limitations that you can buy in game stuff to get around, or pay $5 and have the limitations removed (or an unlimited amount of the in game currency whatever. Sounds like the next logical evolution of shareware, to me.

You would probably get a lot of people who would download the game free, try it out, maybe make some in game purchases, then decide to upgrade to the $5 version, so you would make $5 + whatever they spend on in game items before upgrading. (Or whatever price you decide to charge). You won't be making hundreds off anyone, but you'll probably get more bites overall.
SpaceX's Elon Musk and Joseph Gordon-Levitt Talk Manned Mars Missions
Save dev time – 'diy' interactive visualizations for non-devs
The most lucrative path is NEVER to rip your customers off or sell a basket of virtual blueberries to children for 50 dollars each.

That's the solution of someone thinking one quarter ahead.

If a game company cannot find a way to be profitable without IAPs it might want to find something else to do besides make games.
He knew it was solvable because duct tape was on the spacecraft
Right, I used an example from real code rather than a made up example. The difference is that makeObjectsPerformSelector: doesn't handle non void returns, only handles limited argument numbers and types (and needs a separate version of the core method for each).

#( 1 2 3 4 5 ) collect + 5

This also works with HOM, as does -ifResponds, -async etc.
I think you're referring more to this link about the difficulty of Argentinians getting their hands on bitcoin. https://news.ycombinator.com/item?id=7100504

Even if that's true (there are ways, though) that doesn't somehow negate the idea that it would be better for the normal person on the street to be able to use a currency that -- while volatile -- retains its value better than the peso.

The idea isn't that the US Government will step in there and say "Here's some bitcoins use these instead" but rather that the people will decide to end up using them on their own, irrespective of policy.

Argentinians love dollars because compared to the peso they're a "safe" store of value that's not under the control of their government, and because so many people will accept them. Dollars are the de-facto secondary currency not because of policy but because of people. There's nothing that would prevent the people from deciding to use bitcoin or dogecoin or litecoin or argecoin if they so decided in the future.
Nice, store todo.md in a cloud drive and you'll have it show up on all of your computers.
Dell cooks up an Android PC on a HDMI stick
For the same reason, the US oath of allegiance (not just for the army, but all state officials) is to the constitution not to the government.

Even the "pledge of allegiance" is to "the flag", "the republic for which it stands" etc.

So, no, you don't need an antiquated buffoonish taxpayer subsidized family to swear allegiance to in order to avoid politicization.
Indeed it is - the Victoria Line uses ATO (automatic train operation), so nearly all of the train operation is automated. The system has been running since the 60s, you can read more about it here:

http://www.trainweb.org/tubeprune/Victoria%20Line%20ATO.htm
I don't think it can outright replace objects, but Ruby objects are extremely malleable, so you could e.g. override each and every method for a specific object to forward to a replacement. Replacing the object entirely wouldn't be impossible, but it'd likely require some more invasive changes.
It is about space, not time. What you describe happens interactively. At that time, performance does not matter much, after compiling, it does.

At compilation time (the word : is one of the ways to switch the system to compilation mode), Forth doesn't execute words and numbers if finds, but it adds their addresses (in some form, depending on the implementation) to the generated code. When running the code later, the runtime simply fetches each of these function addresses and 'calls' them (that's what makes Forth systems fast without the need for any convoluted compiler technology. Depending on the implementation, that 'call' may be an actual call in the CPU, but it typically is just another 'grab the addresses found there in sequence and execute them' and yes, it can't be turtles all the way down, but Forth gets awfully close)

Now, the question is: how do you compile "push this constant on the stack"? Forth does it by compiling the word called LITERAL, followed by the constant.

So, compiling a function called 0 or 1 adds a function address to the compiler output, but compiling a literal constant adds the address of the function called LITERAL and that constant. For constants used more than a few (where the exact limit depends on he particular Forth implementation) times, the extra space needed for that function gets more than compensated by the gain. In typical Forth systems, -1, 0, 1, and 2 already are space savers before the user types his first character. That's why they are predefined. If you use another constant often, you can easily define it. Many Forth systems even have a function called CONSTANT for it, but you can define it yourself, if it is absent.

For those wondering how the system knows that that constant it compiled isn't the address of a function to call: it doesn't. Instead, the function called LITERAL, when called, hooks into the runtime, uses the 'current instruction pointer' to read the value to push on he stack, and then increases that pointer to point past the constant. When LITERAL returns, the runtime just reads what it thinks is the next pointer and calls it.
Okay, hipchat --detach works as well ^^
>Now, not 20 years ago, if you want to be rich(or do anything by the way) there you need to be a member of the communist party.

That I know.

That they really study "communist theory" is what I doubt.
SEEKING WORK

Croissant is a creative digital design and web application development shop. Our forte lies in creating beautifully (clicheeeee) designed minimum viable products, websites, landing pages and first iteration/version 1 applications.

We will work closely with you, and converse about your ideas and vision from day one. You will be actively involved throughout the whole creation process.

We currently have openings in our schedule for new clients. Get in touch with us and let's see if we're both a good fit for each other.

hello@croissant.io
http://www.croissant.io

Hope to hear from you soon!
Communication
We cannot communicate what we are thinking to each other.
The solution is to propagate this information so everyone can discuss it.
Propagate this information if you agree.
CocoaPods got broken: here's the fix
because of 'sliding windows'. (pun intended)
>In many ways, we're training a new generation of gamers to have the following beliefs: - Games are not meant to challenge you, but to steadily progress you, no matter how good you are.

Working in f2p games, I've thought about this quite a bit. From my observation, you have causality reversed. There's a new audience that is demanding progress-based games and that new market is pushing a lot of game designs away from skill-based challenges.

Going back to the pac-man era, games had to be extremely challenging because they couldn't have enough content to stay interesting otherwise. That selected for gamers who enjoyed overcoming great challenges and pretty much defined "what games are" for 30+ years. Meanwhile, there has always been an unserved audience that does not like overcoming great challenges and preferes steady progression based on effort rather than mastery.

That huge, newly discovered audience pushes back /hard/ when the games they play swing towards rewarding mastery. They just want to show up, know exactly what routine needs to be performed and know that if they do it, they will progress. For them, it's not about winning the gold at the Olympics. It's about tending a garden/getting fit/going on a hike. Imagine going on a hike and some weird old man stops you to say "No. That guy hiked better than you. You must go back down the mountain and start over from the beginning until you hike better than someone else." You'd never come back.

Meanwhile, the classic, challenge-oriented audience is still there and games are still being made for them. But, a lot of them are discovering that sometimes they just want a nice hike as well. Thus more and more products are responding to that new demand.

Gaming is a bigger world now. After 30+ years, the focus has shifted from being laser-locked on catering to hardcore gamers like you and me. Now there are not just different genres of fun challenges, there are different genres of fun.
If you're honestly asking, the reason this isn't done is because the main source of revenue for these free to play games are the people who become addicted. ("whales") They spend enormous amounts of money and if they had the option to just upgrade then this would cut the legs out from the main chunk of the revenue the game generates.
The Fitness Firesale-bestcbstore.com
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SEEKING WORK - Based in Southern California

(Looking for remote)

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Joe Cortopassi

Email: joe[at]joecortopassi[dot]com

Skype: joe.cortopassi

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iOS developer

Full stack web developer

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Technologies: (not just the language, but also the appropriate frameworks and libraries)

• Objective-C

• iPhone/iOS

• PHP

• MySQL

• Javascript

• HTML

• CSS

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Specialties:

• Business Analytics

• Api integration and development

• Persistent Data Management

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http://joecortopassi.com

http://linkedin.com/in/joecortopassi

https://github.com/JoeCortopassi

https://twitter.com/JoeCortopassi

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About Me:

I started off in web development, doing mid-large size lead generation web sites. As a big part of dealing with lead generation, I became proficient in RESTful API integration and development, along with complex javascript web applications used for analytics. I then began working on iPhone and iPad applications over the years, working on apps for Cie Studios, BuySellAds, and their respective clients. My ability to understand complex api's, also helped me build connection management and caching systems for iOS apps that assured the user that their information would always be posted to the server, regardless of their data connection.

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Whoa. This makes the language feel much more approachable. I love that they've provided both an "upsert" and a semantically distinct "update" for their maps. Working without upsert is painful, but the problem of accidentally inserting when you meant to update is an irritating pitfall. They've really picked a good middle way here.

Does anyone know how often Learn You Some Erlang is updated? I'd definitely take another pass at the language with these features in place. Kudos, team!
Well I can only speak about myself and say that I have spent at least twice as much for in game purchases than I have for buying games. In my case the culprit is Heroes of Newerth , a game I am completely addicted to. Its a MOBA game , also known as DOTA clone. And I did try Dota 2 and LoL and non made me switch. I am waiting for Heroes of the Storm. In the case of Heroes of Newerth all you can buy is Alternative Avatars of your Heroes , or reset your stats, or some other accessories. None of the things you buy actually affects the gaming experience. The game is 100% free and if you dont want to spend a euro on it so be it it will be as playable to you as it is for the guy that spends thousands of euros. I really like this and this is why I decided to spent my money. They dont force me to spend , I spend because I want to support them and keep this game improving. I see DOTA 2 also follows a similar path.
For reference: http://www.forbes.com/sites/georgebradt/2011/04/27/top-execu...