Unfortunately, modern frameworks really want to use their own event channels, which makes hooking a pain.
59 karma · joined June 16, 2023
Unfortunately, modern frameworks really want to use their own event channels, which makes hooking a pain.
DC (and formerly Server edition) are pretty good products that do their thing fine and are fast enough for typical use. Unfortunately, Server edition was discontinued and DC is too expensive, so formerly happy developers are forced to switch to Cloud edition, which is horrendously slow. Jira Cloud also lacks some loved features, such as the plaintext comment editor [0].
Although it's not quite on the level of US bans, the new Finnish government is currently trying to restrict sympathy strikes and political strikes, so we'll see how that goes. Trade unions are already throwing jabs with 1-day strikes and uppercuts are probably coming next year.
Not to mention that Dota 2 also copied the exact skillsets of heroes and items. Not just likeness, but even most silly bugs that were due to the Warcraft engine.
Edit: Anyways, this is getting sidetracked. My point is that Warcraft 3 was lax with intellectual property for the longest time, and mods like DotA most certainly leveraged that.
Had Blizzard owned DotA IP, I believe Valve would've had to steer much further away from the map, character and item design. IP extends beyond just art and naming, see e.g. Tetris vs Mino [1]. The case wouldn't have been a guaranteed win for Blizzard, but the early releases of Dota 2 were really closely copied from late releases of DotA, so the argument is there.
> Note that I don't think anything in the W3: reforged terms of service would prevent a new game being created based on a W3 mod, it would just prevent it from using the same name and art as the mod. This is exactly what happened to all other successful mods, with Dota2 being pretty much the sole exception.
Keyword being successful. Many maps have standalone ports that kept their predecessor's name [2][3][4][5], but only Dota 2 is really successful. And again, I believe these wouldn't exist or would've made large changes if Blizzard owned the IP of Warcraft 3 mods.
[1] https://arstechnica.com/gaming/2012/06/defining-tetris-how-c...
[2] https://store.steampowered.com/app/578350/Element_TD/
[3] https://store.steampowered.com/app/537680/Sheep_Tag_2/
[4] https://store.steampowered.com/app/469600/Legion_TD_2__Multi...
[5] https://store.steampowered.com/app/676580/NEO_Impossible_Bos...
Warcraft 3 (2002, 2003) was infamously lax on IP, leading to e.g. several big DotA clones that employed the modders (Dota2 for Icefrog, LoL for Guinsoo) and legal disputes on who owned which properties [1][2]. Blizzard revised their EULA in 2020 to prevent similar cases. [3]
[1] https://ttabvue.uspto.gov/ttabvue/v?pno=91202572&pty=OPP&eno...
[2] https://arstechnica.com/gaming/2017/05/does-valve-really-own...
[3] https://dotesports.com/general/news/warcraft-iii-reforgeds-u...
Instead of a Manager class inheriting Employee and Contractor (which in turn inherit Person, which in turn may inherit other classes...), you'd separate employee and contractor into traits/interfaces and define distinct manager classes that implement the two traits. Of course, ultimately it's all classes and inheritance in C++ because there are no traits, but it's organized differently.
More specifically, you could in C89 but it was removed because it's a bad feature.
It's fast and works really well compared to the guest Jiras that we sometimes use for external projects. My only gripe is that Jira's markup language is pretty bad.
Since then, most SWEs doing the automation have moved on to other jobs too, such as the gaming industry. Naturally, offices still need a couple of SWEs to adapt software to changing requirements, but only a fraction of the peak.