1,152 karma · joined February 3, 2009
Patient: Doc, it hurts when I do this.
Doctor: Then stop doing that.As for the actual Ikea-style instruction pamphlet... I suspect that making it was very helpful for the author. But I don't think the result would have helped me as a novice. It took some work for me to understand the diagram, and I've used Quicksort.
I like the phrasing of the first part. But what art is "about" is very subjective.
For me, part of what I look for in art is intentionality - the notion that the artist has crafted each element toward a purpose, consciously or not. The less an artist contributes to the final piece, the less meaning I assign to it.
In this case: I would say that the individual pictures being displayed are not "art" - they have no meaning. But I think the device in whole is a piece of art. That is a creation that surfaces the creator's inner world, because they designed the device, wrote the code, crafted the prompts to achieve pieces that reflected their notion of beauty.
Scientists have calculated that the chances of something so patently absurd actually existing are millions to one. But magicians have calculated that million-to-one chances crop up nine times out of ten.Ended up with an Amplify app that had basic login, file upload with image thumnbnails, indexing of frontmatter, some query macros to list pages matching specific criteria, autocomplete for frontmatter and macros, and ability to make specific pages public if I want to. Apart from login, it only uses direct S3 calls, so I'm effectively only paying for S3 storage costs.
True in so many situations, Vincenzo.
* 33 software/game projects
* 23 board game projects
* 20 "thing" projects (i.e. requiring manufacturing)
* 60 rpg material projects (adventures, systems, supplements, etc)
* 14 other media
I initially backed quick a few software and "thing" projects. But both seem to be prone to unexpected setbacks, delivering late or never. My only outright scam was a "thing", but quite a few of these have gone silent. Transparency in these projects was never great, but maybe that has improved since I stopped backing them?
Of the board games: I enjoyed half and still have 3. Honestly, this seems to be in line with the games I try in general. Kickstarter has practically become an official business model for the industry, with established companies using it regularly. The result is that there is a high standard even for amateur projects in terms of understanding the game they're making, having artists lined up, having reasonable ideas of manufacturing/shipping costs and delays, posting regular updates, etc.
Currently I mostly back RPG books. They're often useful and inspiring for my own games and I've found quite a few systems that I'm keen to try (fingers crossed, 2021 will let that happen). About half of these result in a product I like and keep, and for the rest... Almost everyone running these projects is an RPG nerd like me, looking for an excuse to take their crazy idea as far as they can. I can get behind that. Transparency on these projects has usually been very good.
On lateness: every project has been late, except the ones that were basically just a preorder for something already in progress. The best you can hope for is regular updates that are transparent about progress and setbacks.
My experience in the past has been that comments are not taken seriously by the publisher, seemingly just added to tick the "social" checkbox. But to make a commitment to the dialogue an article can generate seems like a positive development for journalism.
Something I've been very interested in over the last couple of years is the idea of creating once off, task specific, development and introspection tools. Breach seems like the perfect environment for that kind of thing.
http://mapfight.appspot.com/africa-vs-au
Pick 5 random points on an infinite plane. Draw lines between all of them. One of those lines will contain another integer point. Prove this is true for every set of 5 random points.
The real question is: how much benefit does having a strong and well exercised imagination have for a technical career? (I assume it's very useful for artists).
I've found that software development gets a large boost. The more of the design you can hold in your head on once, the better the coder is able to anticipate the consequences of their decisions. When debugging, the programmer is able to see the entire state of the application that must have predicated it, experiment with a range of fixes, all before writing any code.
I love this quote from The Tao of Programming[1]: "Sometimes there are difficult problems. I see them coming, I slow down, I watch silently. Then I change a single line of code and the difficulties vanish like puffs of idle smoke."
[1] http://www.canonical.org/~kragen/tao-of-programming.html
What I did get from the article is something that works a lot like promises:
- async functions return type of "eventual" data (in your case, a function you pass a callback to)
- various other functions that can operate on that eventual data type to return more eventual data
What does this style offer that standard promises doesn't?
Those arguments are valid - from the perspective of the architects. Maintaining and learning to use such a system is incredibly difficult, and resistance against special cases is healthy and helps promote simplicity.
But the purpose of law is to promote quality of life not quality of law, and life is messy.
1) Spacing - designers love adding extra space, and on first glance it looks beautiful. But too much space slows down browsing speed.
2) The numbered articles - more eye catching than the actual content. A user reading that page will have to spend concentration on not looking at the numbers.
3) The same with the bubbles around the comment counts and upvotes. Those values are important for HN readers - but not as important as the actual topic.
The design is less important than the content.