I bet it's not failsafe, but it undoubtedly is a vast improvement on an open flame.
2,157 karma · joined January 27, 2012
I bet it's not failsafe, but it undoubtedly is a vast improvement on an open flame.
Notice how the shaft now seems tilted to the left?
(Did you just catch yourself shifting your head to
the right? Convincing isn't it?!!)
And I realized I had just moved my head to the right to center the shaft without realizing it. I laughed out loud when he caught me on it.Like, I get there's a source GIF that inspired it, and lazoring pickles with a cat has that sort of pseudo randomness like 'purple monkey dishwasher'. But I still think it's strange that it stands out as an omission over, say, talking wrenches. (I think the awestruck cat is fine just how it is; just flummoxed over how legitimate your quip was.)
https://web.archive.org/web/20151127130402/https://store.car...
Pretty cool times for space; I'm stoked for what comes next!
And I tried to make that last sentence a garden path one, to keep the comment on topic, but jeez it's hard to break the habit of avoiding them. I suspect it's deeply ingrained in me to an instinctual level by my 11th grade rhetoric teacher. (Her whole goal was to, and I quote, "make our insides scrunch when we saw a comma splice." Most who took her class would agree her curriculum was a resounding success, even after she also taught us to break the rules.)
Notably, MSSQL does optimize across CTEs, so there's not as much pressure to break out to views on that platform. And if you're feeling especially perverse, you can make a CTE a view, which sorta... sporks the problem.
Cliff Stoll has to be one of the most genuine and wonderful mad engineers out there. His work is just one gem of brilliant hackery after another.
The main difference with SC seems to just be the insurance policies. In EvE the policy will cover much of the raw material cost of the ship, which is prolly going to be a painful fraction of the total outfitting. SC has the Lifetime insurance which guarantees you'll have a hull to fly... but not much else. It may even be possible to insure fittings and cargo, but again, that's a gold sink in-game.
(And thanks also for the lead on Witness - a Myst by The Guy Who Did Braid? I can't see that disappointing (and no idea how I hadn't heard of it yet!).)
To go along with another commenter who notes that if you've fans, you're set: if you work in a sufficiently difficult or niche genre with a following, you've got a head start. I'll buy damn near any space-warpy game just on the off-chance I get that fix for a clever and unexpected plot twist; in this case probably a literal shift in perspective.
Edit: spelling and +1 game
After playing it, I stumbled across a YouTube comment on Christopher Odd's play-through that linked to a talk the author gave to some college students a year or so ago. It fits so well, I'm calling out spoiler warning. But it's a fine chaser that - at least for me - cleansed the palette and let the game settle. Warning: it's pretty uncomfortable too, but I think it's a damn sight less gnostic.
[0] http://livestream.com/accounts/6845410/gamesnow/videos/83818...
(And thanks - now the Sburb loading theme is stuck in my head again!)
[0] http://chem.tufts.edu/answersinscience/relativityofwrong.htm
Honestly, I'm not at all sure turning a function anonymous is actually similar to making a sentence passive, but maybe re-watching that video now I'll have that je ne sais quoi that'll let me actually grok the process.
Just a couple days ago, I tried to add a tool to my PATH and it wouldn't stick because both Intel and Microsoft decided that their utility needed not only both Program Files and Program Files (x86) for each (doubling their PATH usage), but Intel also decided to arbitrarily use positively uselessly long directory names. As in, I actually think it's plausible Intel specifically did it to screw over PATH usage.
Infuriatingly, the hard PATH limit is after any environment variables have been expanded, meaning there's no reasonable way to compress the path down. (Never mind that it also only expands variables less than the string 'PATH'.) In the end, I used DIR to find what the 8dot3 representation of each repeated or long directory was.
Now I have enough free characters, but no fracking idea exactly where they point. It's the sort of crazy that I really thought would have been lic'd by now.
Edit: I forgot to note that the hard limit is a truncation. So while you can happily add to the PATH variable in the (now out-dated) dialog, the actual console won't see all of it. I had moved folders around before my rant above such that my final PATH exactly ended on "\node\bin". It's sort of a weird game of PATH golf at this point for me.
It also helps that there really were some great hidden bits. The game is riddled with wonderfully hidden special spots. (If I remember correctly, it's a bad idea to eat the fruit in the garden at the top of the temple.)
When Myst Online: Uru Live got its second wind, a similar air followed the gameplay. Everything could be a puzzle or a plot with each new update. I always felt the Cyan developers knew they had to make puzzles that not only stumped a player, but a whole community of fans. I had enormous amounts of fun searching for and - in the end inventing - puzzles there. To this day I like to think Jalak was totally a puzzle, and not just a surprisingly involved gizmo.
If you think it should, then it'll appear to violate all sorts of principles all the time. In some cases it behaves like a closed system (employment in countries), in others it's an open system (companies). Some cases money is conserved (double entry booking), in others money behaves more like a Banach-Tarski ball (think bank money multipliers).
There's a great piece by NPR a few years ago on the topic where they explain the process:
http://www.npr.org/sections/money/2010/08/26/129451895/how-t...
Think of it as the Git-R-Done philosophy, like installing Postgres for a single two column table. It ain't elegant, but I wouldn't make a kid feel bad for trying.
I forget my source, but IIRC the computer system actually noticed the pressure drop from the fuel lines (what with the exploding) and started the shutdown process, spinning down the turbos before the system was forcefully disassembled. Takes a while to turn off the turbos; a few hundred milliseconds really isn't enough time...
[0] Obligatory link to the Feynman report
http://www.nasa.gov/mission_pages/shuttle/flyout/flyfeature_...
[1] A cool article on the software running the shuttle
Besides! People are also terrible at that sort of work, so it's better to automate the job and have the people supervise machines. The machines do the terrible soul-crushing tedious work and the worker oversees the hiccups and glitches. (Machines are pretty lousy supervisors, and are difficult to program supervisory roles in the messy situations a lot of manufacturing happens in.)
And keep in mind that's for a running line or process. I don't think there's room for creativity on carrying out the line's program, but there's endless opportunities for planning and improving the process off-line. People are great at deliberation, planning, and brainstorming. (Too good, some may cynically say :) I.e., you'll never get a better ROI than buying a group of operators lunch and let them rail at you about something that irritates them about a line. And include them in planning/upgrade meetings; they own the line, after all!
And there's the exception of those times where it just makes economic sense to plop a person down for something boring and lonely. For example, the cost of vision control tech is getting ever more affordable and powerful, but it still takes a substantial amount of engineering work to actually install and tune the system for the specific situation it's in; by contrast, people are cheaper in the short-run and can be reasonably effective very quickly. (It's mind boggling when you see a failure that you think, "I could have paid a guy a year's salary to sit in a chair and watch for that one obvious, uncommon failure mode event.")
[0] This is an interesting dichotomy: the workers must own the process they're working on, but they also need to not constantly fiddle with settings. If they're not actively tweaking stuff, then they feel disenfranchised, and if they are constantly messing with stuff then the operator is simulating a randomly tuned PID loop on whatever dials happen to be nearby. The root is that people are generally terrible at figuring out the difference between "normal variation" and "exceptional variation", and tune both. So when Deming talks of knowledge of variation, this has to be balanced by knowledge of psychology.
And that balancing act brings us to this article's contention.
https://en.wikipedia.org/wiki/W._Edwards_Deming#Key_principl...
https://github.com/nvbn/thefuck
(Previous discussion: https://news.ycombinator.com/item?id=9396116 )
It's a fairly common theme we see around here, and I think Star Citizen is going to be an interesting case study in how huge croud funding campaigns finish. SC is huge - easily in the AAA game category in scope, detail, and functionality. But it also has AAA funding. But unlike a normal studio, this had to ramped up from Indie to AAA in logistics, staffing, and more. My suspicion is that we're going to see that a lot of delay came from the complexity of the screaming ramp up from small to huge.
That, and, well, I've been served well by patience in the past, and nothing I see about SC looks like it's going to be vaporware. It's certainly never going to be an 'unmitigated disaster', since the game is certainly starting to exist and is pretty gorgeous; at the least, it's going to be a mitigated disaster, which beats a couple Kickstarters for me :)
(Final disclaimer: All that said, all I have for my ship is a bit of wallpaper art; I'd really like to be able to even see my ship, but ... it's going to be a while, and I'd really like to just see it right.)
And there's a link to the quine-relay; did you know the QR is up to 100 languages?!