47 karma · joined June 24, 2012
Noel Clark's translation gives it a modern air of office politics as Lucifer and Beelzebub quarrel with Gabriel on how to behave in their shared workplace.
But am I reading GP wrong that it wasn't constructionist education proper that failed, but a "let's do things with laptops" being retconned onto constructivism?
So, if I understand you correctly, OLPC went in with a constructionist perspective and it didn't work out? This is hyper-relevant to what I'm working on, so: did a proper theoretical constructionist framework fail you, or was underestimating the role of teachers the main problem?
Did engaging Nepali teachers give any insights in the above?
It’s fascinating just to see the creativity, but also a teaching moment on striking the balance between tight, accurate engineering and enough hack&mirrors to pass inspection.
What you see as locked-in API, others see as a great feature set to build on, probably with access to driver developers to help reach even further, past publicly available APIs.
A game engine is not something you can switch out of easily anyway. Everything from game code, to years of asset libraries to decades of source control repositories - all of those are very rigid parts of the production pipeline.
On top of that, we don't have radar tracking over the oceans. Transcievers don't communicate all the time while in flight. There are long periods of time where you are outside any national radar system. Compounded, it's entirely reasonable to lose a plane.
There are 15-20 planes that have never been found since the 1980s.
> ...based on my experiences the biggest problems in StarCraft related to the use of doubly-linked linked lists. Linked lists were used extensively in the engine to track units with shared behavior. [...] Some of the link fields were shared among several lists, so it was necessary to know exactly which list an object was linked into in order to safely unlink. And some link fields were even stored in C unions with other data types to keep memory utilization to a minimum. So the game would blow up all the time. All the time.
Serialising game state to disk was done by moving all those scattered objects into a contiguous memory block, re-link, save to disk, and then restore the game engine's internal state.
> It was necessary to fixup all the link pointers (taking special care of unioned pointer fields) so that all 1600 units could be written at once. And then unfixup the link pointers to keep playing. Yuck.
[1] http://www.codeofhonor.com/blog/tough-times-on-the-road-to-s...
It's a bit strange to have him bash on the Grunt/Gulp ecosystem's plugin dependence and SemVer configs, and then go on to recommend using npm instead, which is also dependent on node and its ecosystem.
That said, the npm solution looks attractive for simpler build flows, but hook in a fat custom plugin to a watch task on a subset of files and I'm sure you'll get the same complexity in package.json.
Such a structure becomes "sex inclusive" (accepting biological men and women who act masculinely) and not "gender inclusive" (accepting biological men and women who act masculinely or femininely).
I liked handling email in Sparrow. It felt modern, and now it won't get any better.