997 karma · joined July 3, 2012
On the other hand if an invoice is never realized because it's in dispute, then you have a stronger leg to stand on. A different way to look at is in sit-down dining. You receive service, you are delivered a bill, you are then expected at the moment the bill is delivered to review it and pay it, and if you pay it the bill is settled. If you have a dispute because nobody ordered a diet coke, then the bill is rejected and hopefully sorted out before a final bill is presented and people pay for it. The same sort of logic ends up applying here. If you paid for half the meal and left that has different outcomes compared to not paying the bill and causing a stink.
In Linux actual scenarios for stuttering/freezing are generally represented as a load average >1, and stuttering for me generally starts to happen when I get above 3 and I assure you no Linux system will work without observable stutter when you start getting into the 20+ load average range.
In earnest I have no idea why you tried to use a JavaScript based benchmark to support your point. Even after observing it the number of nonvoluntary ctxt switches barely even registered from baseline, probably from the variety of ways browsers do their own internal threading strategies. I could not see how to change that JavaScript benchmark to make it actually provide an interesting load on my system, so I'll just leave it at that.
Instead the scooter companies try to defer all responsibility to the riders and charging contractors. The scooter companies have an equal opportunity to pay for a different kind of contractor to fix scooters that are parked poorly, or pay the tow team that collects them on behalf of private property owners. If the private property owners are not permitted to destroy/dispose of the scooters as trash, it is only reasonable for them to be removed and the scooter companies pay up for the nuisance.
Instead? They are going to courts, which they will lose. So they may try to get some local ordinances/laws in their favour instead. Once again it's just a gamble to hit it big before the hammer comes down, and I wish this scooter generation of companies learned from Uber/Lyft and work with the communities instead of just taking advantage of their goodwill and make it harder for the next companies to try the next big idea. I can't place these tow guys in the wrong here, it is unreasonable to force a private property owner to manage whatever non-trash things end up being dumped on it on behalf of the thing's owner at the property owner's expense.
"Primarily because any modern OS will throttle crazy runaway threads to ensure UI responsiveness" seems like you have a particular OS in mind, and I would be interested in hearing more. I do not observe that behaviour on Debian 9 (and other Linux distros), Mac OS X, and Windows 7/8. I regularly bring any of those to UI stuttering/freeze from various workloads. Webapps only really breaks the lesser ones singlehandedly though (most of my other systems are 4+ core with 32GB+ RAM).
You comment that in RTS 1v1 and if you are having an off day you are going to keep losing. That's true, but I find MOBA worse in overall enjoyment if you keep losing. I don't mind losing 1v1 and can stop anytime because it's just me. With a MOBA one player playing exceptionally rarely pulls the odds in your favour where one player playing exceptionally poorly swings the game entirely in the other direction. You are actively incentivized to not abandon the game (socially and mechanically) so even if a game starts going south you can't just reset the pieces on the board and start again. If I am playing an RTS I can just gg out at any time without causing a problem, with a MOBA I'm stuck with one or more player's bad decisions for the entirety of the game which could stretch to 50 minutes or more. I also find that unless you 5-man it's really a terrible experience for hours in/enjoyment out. This is more a criticism of the current generation of MOBAs than anything. As a team game there are other kinds of games others can carry the game harder in competition and make up for a player's skill/bad streak (MMO, FPS). MOBAs also don't really have any lack of complexity in being successful it just is mostly an exchange of active skills for passive/booklearned skills so it is my opinion that it is not a good defining line between the two since if you take the net skill(active+passive) from both I find most RTS and MOBAs to be comparably equivalent levels of complexity.
I would rather lose a 100 times and be responsible for 100% of it than lose 5 times and be responsible for 15% of it but be hitched to the burning wagon the entire time it falls off the cliff (and have little agency in stopping it). I do agree that there is a certain kind of player that can't handle losing 100 times in a row and learning from their mistakes, and that's probably why there are less RTS games recently than there used to be.
As someone who was recently a security engineer the treating as gospel is a real problem. In reviews of new CVE's you always ended up having to do the legwork to see if it was even relevant. Older CVE's I felt like usually were at least tied to something mostly concrete but the number of times I find the security report and it's just basically a valgrind/fuzzy lop output I am frustrated in the quality of reporting.
The other half of it is the journalists chasing clicks and researchers who name vulns to increase their status. That practice has really been a lot of crying wolf and it's starting to show. We had to create a special categories for vulnerabilities that were named/publicly visible and may or may not even be relevant to us just to respond to inquiries (especially things that were named but mediums on a NIST 90 day timeline but people expected resolved day 0-1).
The problem with many RTS games from a longevity standpoint is that most RTS fans do find them at some point, they play through the single player campaign, and multiplayer is either stagnant/busted/a mere shadow of the actual singleplayer campaign/has lousy game cycle/no useful replay system. I feel like too many of the recent generation of RTS games have fallen down these paths. People always need to keep in mind when thinking about SCR/BW one of the tricks to making it competitive was running the game on the fastest speed to make it interesting and fix the game cycle. Most of the newer RTS's often do not expose such interesting knobs to help find the competitive mode in the stock game, or are missing map editors and other tools to help create new content for a game and fix perceived problems for multiplayer within the confines of the shipped game.
The pendulum has seemingly reached the limits of self-programmed content and has started to swing the other way, and people are starting to realize the value of having a content producer putting on a good show across several programs.
Netflix also feels (by the way they are developing their internal IP) that they are becoming a niche (in genre) service rather than a generic appeal service and losing subscribers feels like an outcome of the catalog they have tried to pursue. The subscribers they retain are likely going to have a higher level of permanence compared to people who are a more general audience.
What would have also been nice if there were packet dumps from each to see if there was anything interesting there as well. If it is like you say based on BoringSSL it would be interesting if rust did something different at the packet handling level that OpenSSL did not.
I generally hope people stop using it as a starting point and instead relegate it to a particular optimization crutch like in-memory tables.
Sqlite is also an inappropriate database engine for any system that requires concurrent read/write access for multiple processes. While most people probably think they can work around this most people forget things like event logging and last checked timestamps which is a requirement for production applications.
I also want to mention that I did not read it in the comments here but I feel like MySQL and MariaDB still haven't settled their differences while postgres (to me) feels more stable. Then you also have the feature compatible DBaaS like AWS RDS. Also knowing you have PL/perl or PL/python in the back pocket seems hard to give up.
There is no conclusion or resolution to what was introduced so I still can't fathom what you are trying to share. It feels like a situation where only half the thoughts hit the page and since we don't know the context we can't fill in the gaps.
Our issues are in the actual writing of the post, not as much what you are trying to say because we can't even get to that.
I would certainly try it but it works kind of the same as gotour: if you want a worked example of a characteristic of the language for a specific thing it's great, if you are trying to get your hands around the language by working through it 'cover to cover' in a sense I felt like I wasn't achieving the level of understanding I hoped for.
You have to set some guidelines about what people use in very large organizations.
Either that or someone's going to have to rebuild WOW64 on top of wine? I guess that could happen.
In my opinion most newspapers haven't showed me something I want to buy/spend money on/visit to collect a few token ad dollars. Did Google really steal your money because I chose New York Times over some random newspaper with lackluster articles/reporting? I feel like even radio and local/regional TV still does a good job of giving me a reason to choose them over someone else.
The reason why I suggest it's similar to boxing/wrestling is that really all you need to get into the market and trying to create an event is charisma, connections, and time to pull off a single event. It's not like there is an overarching master event planner for all events and leagues, it's a much more loose market and you may be able to throw a few big promotions a year. It's not too different than putting on an industry event like a home show, IT expo, or any other kind of weird infrequent event. Since the actual profits for those kind of events are slim at best people cut corners and be exploitative in all sorts of fun ways.
The question is always just going to be when are the subsidies/sponsorships are going to stop. A cynical part of me feels like there are a lot of people on the inside of corporations writing sponsorship checks are driven by people who are fans of esports as well- just the same as people who write checks for golfers or NASCAR.
Most amateur leagues that do form around a game do use these kinds of features it may need to actually phone the home servers but online leagues generally just use default game functionality. I don't know any game that's worth playing competitively that doesn't have a feature for a 'custom game' or invite-only game. If it's worth playing competitively usually a group will spring up- it can be a hundred people or hundreds of thousands of people but those communities do exist from everything from soldat to Dota 2. You just have to go find them. Generally you don't start with a full team either, you play pugs (pick up games) and start to learn the competitive ropes just like you would in a more traditional game.
The downfall is unlike older titles where individuals rented servers and communities grew around servers easily, the lazy matchmaking that you can do nowadays makes actually meeting people you want to play with much harder than it used to be. You can play 10 hours in a matchmaking competitive game and never play with the same people twice, whereas you usually were playing with/against the same people all for at least an hour or two at a time. It's not impossible to do just is less organic to find people you want to play with at their worst and at their best.
I haven't looked at the config/set one up since HL1 days so here is a relevant article to how you would set that up https://support.steampowered.com/kb_article.php?ref=1990-UAV... and I am sure there is an equivalent one for source/hl2 games. It lets you set things like delay and so on and I remember it being relatively straightforward.