1,220 karma · joined March 19, 2015
I'm not entirely convinced of this personally, but it seems like a somewhat sound argument. I think that they know that it will inevitably be misused, and that they have enough incentive for allowing the misuse to continue.
The tools are built to make it as easy as possible to provide as much data as possible about the users. Whether it's nefarious is debatable, but FB should definitely have some checks and balances on what they allow to be stored on their own platform.
Maybe I'm missing something.
It's just an easy to understand illustration of how our current civilization is largely resting on unsustainable foundations. Finding solutions to the engineering and societal challenges that you mention seems to be the goal of the project.
And further, it brings up interesting moral questions touching on eco-justified anti-natalism. Would it be morally justified to have a hundred kids?
EDIT: I largely take back the first paragraph, but I'll leave it for posterity. Helping girls to create a career for themselves probably has a larger impact on population growth. The anti-natalism thing is still interesting though.
It does look good in the comparison you linked. It is being backlit though, while the E-ink is not. Maybe the mentioned blandness is more of a problem when used fully passively.
It seemed to have been a good competitor regardless, and it's sad that it got mothballed.
The short of it seems to be that production runs of Mirasol panels had very high fault rates, which lead to delays and losses. Qualcomm ultimately decided to abandon it and to fully focus on the Snapdragon processors which were perfectly aligned with the booming IoT space at the time.
Mirasol was apparently very promising and ahead of its time, albeit immature. It was based on electro-mechanical mirror pixels rather than dye. The biggest technical downside seemed to have been that the colors were pretty washed out and bland.
EDIT: It actually did make it to market. There was even a smartwatch powered by Mirasol (the Toq). It was never implemented by the big e-Reader brands though.
Why no recommendation? Seemed like a positive overall experience.
I'd personally love to have an e-ink laptop. Currently it's unthinkable for me to be in a beautiful spot in the sunshine while doing some light coding or writing. Seems like this product would make it viable to some extent. I wouldn't expect it to become a daily driver though.
If it were convertible (folding) it would be even better.
So if your claim is simply that CSS/HTML/JS is capable of creating good user interfaces, I'm not arguing against it.
You're probably right in that they are pushing the "first class web target" narrative a bit far, though.
I don't know if this has changed, but I know only a mad man would try to build a proper website in Flutter. It's not the tool for the job.
Of course this is only relevant if that deeper plumbing into the OS is needed, and of course it's quickly changing. Perhaps the day comes when web apps can truly be first class citizens in all major OSes, but it ain't here yet.
As the framework is maturing there have been some major transitions between APIs and project structure. My main app that was scaffolded two years ago has had no shortage of duct tape fixes and tweaks to especially Gradle/Cocoapods config to keep it building.
I guess it's a fair price for what has otherwise been a fantastic developer experience. All in all I'd strongly recommend it.
You can do your tiny bespoke thing in a vacuum, but when push comes to shove and something needs to get delivered ASAP or worked on by a team, you're better off just sticking to the most common solution.
My worst experiences in software development is stepping in to someone else's bespoke solutions to common problems. The LOC was certainly less and there were no unused parts. But wheels had been reinvented poorly, and the only ones who truly understood the intricacies was the authors.
For hobby projects and playing around, creating minimal cruft and having full control of every bit of code is really nice and fun though. And it really makes you grow as a developer.
The bad:
- The dreaded "learning wall" is/was very real. Nothing is/was properly explained or introduced. Best tip is to join a new player friendly corporation ASAP to get some proper explaining.
- The combat is janky and a lot of the skill involved is/was learning how to abuse or sidestep technical limitations such as the one second server tick time and the quirky methods of manually controlling your ship.
- A lot of players prey on newbies to scam or troll them out of what little they have. There is a certain edgy attitude to a lot of pirate players that are attracted to the games "full loot" model.
- Most of the "missions" or "dungeons" feel really stale, and it's slow as molasses.
The good:
- Looks completely amazing. As in jawdroppingly beautiful if you like hard sci-fi.
- Everything that matters is run by players. This is the most unique aspect of the game. No other game has a constant ongoing player driven lore like Eve. The market, the social constellations and much of space itself is run by players. There have been huge market plays, alliance mutinies, assassinations, mineral cartels and colossal battles that has raged for days. All is talked about by players, and since everyone is playing on the same server, it's relevant for everyone.
- The setting is pretty good, and the atmosphere is great. The "races" all have very distinct motivations and character.
- It has a "full loot" PVP-model. If you fly something and it's destroyed, it's gone. Including everything you were carrying. Some of it is dropped so that other players can pick it up. This means that PVP combat can be incredibly sweaty, and I have never had actual adrenaline shakes the same way I've had from Eve. It also makes every kill incredibly satisfying. The rush of flying something relatively inexpensive and managing to kill someone flying a pimped out super expensive ship is quite incomparable.
I probably skipped a lot of stuff, but that's some scattered aspects atleast.
What makes Eve interesting is that all star systems except for those in the very middle of the map are controllable by players, and actually provide value to those holding them. So that's why you have these gigantic, drawn out conflicts and large battles where player blocs with thousands of players each are fighting for territory.
That's just comedy. I know this happens for a lot of Ubisoft games in my Steam library. I guess they want to keep the cake and eat it to. Exposure on Steam, walled garden in Connect.
I'll definitely check out Playnite. Thanks for the tip!
As for pure practicality as a gamer, Steam was unbeatable in the 10's. There were a lot of other offerings like you mentioned, but none were really competing on a large scale. The push of every publisher to restrict their games to their own Steam clones is a thing that seems to really have ramped up during the last ten years or so. Some were early though, Blizzard being a prime example.