The Finder’s GUI tax can be very expensive
robservatory.com
robservatory.com
TaxAct and TurboTax, for example, both operate on (in the typical case) kilobyte scale data requiring trivial math. They also make both saving the data and calculating taxes take 5+ wall-clock seconds when they actually require milliseconds and nanoseconds respectively. This is largely because (non-technical) users don't trust your computer did the math right if the answer comes back instantly. (I also suspect there is an element of "Wait if it is so easy to calculate my taxes why am I paying you to do that.")
I wonder what other requirements Sony imposed on developers. Maybe they have their own video game-oriented human interface guidelines. Do you have a source for this information? I found plenty of technical documents and SDKs but nothing about interfaces.
What is the rationale behind such a requirement?
>if the game takes too long to load before the menu appears, pressing A will circumvent that requirement.
Does this mean those screens/videos that get displayed after the game starts and before the menu appears are required by Microsoft to be skippable?
If that's the case then it's good UX design in my opinion. I think those things are an unacceptable waste of player's time; I hate them so much I rename the files in the game's directory so it will fail to show them.
And yes, many/most PC ports are of very low quality. Gone are the days of PC-first Triple-A games with forgotten features like Quick-save/load, LAN-multiplayer, Map-editor, official Mod-support. These days, these ports feel like they started porting two months before release, done by two coders. All these console-ish things like messages "don't turn off your system" (yah-right), press a key to start (yup), save-points (wtf), always-on single player (...)
I assume title screens are just that: title screens, and the developers want to show off. Maybe it's a legacy of arcade machines, though.
Instead of a title screen, PC games used to go to the main menu directly.
Even today, some console games like GTA V don't have a title screen, but many smaller games feature a useless title screen.
Together with Quick-load, it worked very fast, no need for info-screens, it just worked in milli-seconds and allowed gameplay styles completely forgotten or newer experienced by console gamers who are keen to their save-point system.
Of course not they just try>reload>try>reload>try>succeed. Making that whole skill set pointless and the mechanic pointless
There are third party GUI compression utilities that are faster that you'd find if you actually care about how long it takes to decompress your archives, and the CLI utilities are all there out of the box for people who don't need a GUI.
http://robservatory.com/postimages/unzipping/finder_v_termin...
Where do you think the people who wrote the thing that happens on the left inserted a gratuitous sleep?
The obvious thing to have done would be to have a single progress bar for all decompression operations requested in a single UI action. Darwin has had a process scheduler for some time now; they can be expected to make good use of it.
It is infuriating to be waiting for animations to end for literally 12 seconds.
If a dialog popped up for the brief amount of time it actually takes to unzip, it might freak out users: "huh? WTF was that??"
It sounds like he and his team came up with the idea in that instance.
If you were expanding 24x 100MB, or 1GB files, the overhead of animation would be much smaller relative to the total time. And it would be quite an informative GUI showing the progress of each file. While the command line version may sit there for a long time before returning to prompt.
The same author is also responsible for another program, Xee, which is a great, no nonsense image viewer. The 3.x version costs a few bucks, but the last 2.x version can still be downloaded for free.
There's a simple way to do a visual progress bar with almost zero slowdown: run the task in a separate thread from the progress bar, and update the progress through lock-free shared variables. Make the progress bar read the shared variables only a couple of times per second, sleeping between its updates.
I think it comes down to good UI+UX, which in this particular case becomes bad UI+UX.
Maybe the really inexperienced users, but it makes sense that something which happens quickly, will mean a window that also appears and disappears quickly. This is why Windows has options to disable animations and other effects, and everything does feel noticeably more responsive when they are disabled --- windows and menus appear and disappear instantly.
"Use a progress indicator for any action that takes longer than about 1.0 second."
https://www.nngroup.com/articles/progress-indicators/
You don't necessarily know in advance whether it'll take 1 second, but I think a strategy that would work is: after 1 second, if the task is not done, open a progress bar, and if the task completes immediately after that, display the completed progress bar for 500 milliseconds or something before closing it.
STDERR and STDOUT are file descriptors.
I had a call when one of our services stopped responding. Took a while to figure out there was a tiny one-character selection in the power shell.
False dichotomy. stdout can very well be a file. What you mean is that printing to a terminal is slower than to a file.
https://blogs.msdn.microsoft.com/oldnewthing/20060220-00/?p=...
A Windows program ran faster if you clicked and held the mouse button on the title bar (as if you were going to move the window) because it would stop the window from re-drawing itself, making whatever loop it was running (and constantly updating the GUI) go faster.
As it is, removing the GUI is perhaps the worst thing you could do to the user. Closely followed by inducing epilepsy with that ridiculous expanding dialog.
The "dancing" modal is quite ridiculous.
That scratch directory is %TMP% or %TEMP%, I think, but it definitely always is on the same disk, typically C:
If you unzip files to another disk than where that directory lives, it unzips to its scratch directory, then _copies_ the extracted files to their destination, and finally deletes the scratch files.
That's bad in itself, but doubly so if the disk where it unpacks doesn't have room for the unzipped files.
Mac OS had a system call "Give me the temp directory on this disk" (FindFolder) that made it possible to extract to a temp directory and then move the result to the destination. That call made it into Carbon. I don't think macOS still has it, but it seems UnArchiver does the right thing, anyways.
he ... he wrote GUI interface. heh.
Any animation that gives you "almost there" information about a gesture; fro example, holding your finger on the screen in Minecraft PE starts an animated circle. When the circle completes, the action is complete. It provides extra information.
Ditto for the "swipe right to delete" animations in iOS mail; the animation lets you know which side of the "show options vs delete" wall you're on, and how close to the edge.