I think the concern is more if something happens to you or stop development for any reason, then the project is dead or would fork in a few separate directions
> Available on iPhone 17 Pro, iPhone 17 Pro Max, iPhone Air, iPad models with M4 and later and at least 12GB of unified memory, and Mac models with M3 and later and at least 12GB of unified memory.
It’s really disappointing to see the on-device models being limited to so few devices. And this was after the iPhone 16 and 16 Pro were marketed so heavily with supporting their now failed effort at AI.
As a fellow fullscreen liker (there are dozens of us! dozens!), this looks quite intriguing to me. A grid layout always fit better with my mental model of how these types of spaces should work, since I could use rows as categories of work and columns as specific applications within that category. Or one of a few other mental models I've used over the years.
This behavior from people is the one thing that makes me wonder if we all wouldn't be better off just chucking AI off the proverbial cliff. It should be useful tool for enhancing the tasks we have to do, not something to fully replace thinking and human interaction completely.
The problem for me is that this is littering my drive with files in directory's for browsers I have never installed. I have never installed Arc or Brave or a few other of the browsers, but now I have directory's for them in my Application Support folder.
Is it an easy cleanup? Sure. But I shouldn't be seeing support folders for apps I have never installed on my machine, ever.
Tablets need an edge where you can grip it. Without thicker bezels, it’s harder to hold it without your fingers being on the screen. This is much less of an issue for phone-sized devices.
Unfortunately how I feel about it too. I gave an honest effort at getting into the ecosystem and tested it out with a few close friends. The rough edges brought the experience down compared to other stuff that “just works”, and losing community support for the IRC bridge took a huge use of my own away from it.
The first time I went through the theme picker, I was tickled to see a theme I had made years ago included. Realized later it was due to it including all of the themes from iTerm2 Color Schemes automatically.
It made for a more fun first experience with a terminal emulator than I expected to have.
Where is it clear that there is great market demand? The only time I see devices like this discussed is in the small maker community. And the technology limitation of not being a fast updating display limits it to more niche uses.
On the flip side, they're doing away with loot boxes in Overwatch 2 and replacing it with a battlepass and straight-forward shop[1]. Plenty of opportunity to screw that up, of course, but at least it'll be easier to see than having to dive into drop rate algorithms and best guesses at such.
Based on this open issue on the repo [0], it only has federated timeline support. The lead developer of Mastodon had this to say with regards to not adding it to iOS[1]:
> The omission is intentional and I do not intend to add these types of timelines into the app. They might have made sense for early Mastodon in November 2016 when there were less than 20k people total and all from a homogenous demographic but nowadays the signal to noise ratio makes them a liability in almost every aspect.
> [...]
> The local and federated timelines are not going away from other apps or the web app, to be clear. I’m simply not adding them to this app, and if that bothers you, simply don’t install the app.
Pixelmator Pro uses it for some of its ML functionality. Image scaling can use it, and it provides a cleaner image when upscaling, removing some compression artifacts and just smoothing it out more naturally. I’ve found it can work well downsizing too, although less of an effect. They also have an ML auto-crop tool and ML denoiser. All of these will hit the Neural Engine pretty good.
Apple's GameplayKit also includes an ECS system. Not a patent lawyer, so not sure how broad or not this particular claim is. But that was introduced back in 2015 or 2016, so there's prior art there.
TechCrunch's review includes a compile of WebKit, Final Cut export, as well as some traditional benchmarks. It includes performance and battery impact of the tasks.
They're webm, so if your browser doesn't support that format, it won't play. Safari being the last main one to not support it, so if you're on that, that's why.
The A13 chip will be a huge upgrade and guarantee OS support for quite a while, even if a lot of the other specs are the same. If the 6S manages to survive getting OS updates this year, it probably won't next year.
And Apple usually goes for a target battery life that stays fairly consistent across generations. It creeps up slowly over time, but very slowly.
I regularly check the forums for Swift, and am dismayed at a lot of the discussion being interested in adding syntactic sugar over real new features. I fear that Swift will head down the route of C++ where there ends up being so many ways to do one thing that it's not reasonable to keep up with it all.
Is this necessarily a bad thing? ObjC did fine as a mostly Apple-centric language. Swift is generally a lot nicer to use than ObjC, even if it wasn't a clean break from backwards compatibility.
Having it be DRM-free means he doesn't have to mess around with every store under the sun. I'm not a Google Play user normally, but this lets me purchase it through the web interface, download the PDF, and then read it however I want. For his book on Wolfenstein, I did just that by reading it in Apple Books on my iPad.
I generally agree with this, although I worry about too many stores having exclusives. Steam doesn't have many exclusives, but Blizzard games are only on their launcher; new EA games are only on Origin; Bethesda looks to be exploring this route by having Fallout 76 only on their launcher.
I fear having to keep a separate launcher for every major publisher in the future.
They've been releasing games this way for a while. Early Access with most of the pieces in place, with some polish on graphics, balance, and music for a few months before it's all finalized. Shenzhen I/O and Opus Magnum were done that way for sure.
Along those lines, as someone who just programs as a hobby and not a career, these games are just as much fun as any side project. They're a puzzle that uses similar logic, but I never feel like it's wasted time, since a lot of programming hobbies are "wasted time" in that they are fun for me to work on and sometimes produce something tangible, but it's mostly just about messing around with something new.