If you're thinking of land value taxes (Henry George style taxes, considered highly efficient), it's not taxing every property that's the same size the same exact amount. It's taxing each property based on its raw (unimproved) value. So an acre near a subway would be worth more than an acre that's further away, and would be taxed more, even if it was just an empty plot while the further away lot had a high rise on it.
I wonder if it's the fact that you're willing to explain that makes you better, that gets you over the "7a" hump, or if it's that after you grow out of the "7a" hump you become more willing to explain? Because in my experience, there are definitely certain individuals who, no matter what level of expertise they are, are happy to field questions, and if they don't know the answer, they thrive in seeking it out with you. It would seem that those are the kind of people most likely to keep learning until they become one of the top in their area.
Maybe there's a good reason most professors are required to teach classes with students far below their level of expertise.
The argument here seems to be "Opportunities lie in the places others overlook." But that seems to be a little off-kilter, in this case: Atlanta might be a good location for you if you're hoping to start a business that would be heavily in the pockets of shipping companies or airlines. But if you need to have access to innovators, then you either need to bring innovators to you (Manhattan project style), or you need to go where innovators want to live. I know a lot of companies use cost of living in order to try to entice people away, but at a certain point, and for the right kind of person, salary and cost of living are not the strongest pulls. Rather, innovators thrive when they're surrounded by other innovators. This also seems to be why innovative companies tend to cluster together: this is why Paris, once it reached a certain level of cultural cache, was able to continue attracting the best authors and theorists. And why it's hard to see a better place in the US to attract the top talent than New York and San Francisco (or, for academics, Boston). Because that's where their talented, intellectual friends are headed.
I was going to say, it looks like my Series 9 15" is at least as good in every aspect (and it blows the lenovo away in terms of battery), plus if you're looking for something lightweight, it looks like it's about as heavy the 15" and a good deal more than the 13".
But then you have to put all your butter/salt on all at once, and so you'll lose more of it. If you go in rows, you can go step by step, adding butter/salt as needed.
This article is really a poor analogy of what game design SHOULDN'T be. At least, if you want to create an original game. If all you want is to create another FPS with the same controls as all the other FPSes, then this analogy MIGHT work. But game design should be an art, and creating novel experiences should be far more emphasized. For instance, the game CargoBot is an excellent ipad game with NONE of the elements described here.
I'm happy to see you taking this philosophy, but... Why isn't your school pushing them to do things like this in their first year, or even their first semester? We wrote an interpreter for another language in my very first CS course (the one designed for students with no experience), and writing your own language/compiler was required midway into the 3rd semester (as extra credit, the language we wrote/compiled could support functions/lambdas and recursion). And the only reason I continued in CS beyond the intro course was because I got to solve really hard problems in interesting ways.
As an intern at a tech company (not a gaming company, but still) I don't know anyone there who was able to write more than 5 lines of code/hour consistently. Maybe 10 if they absolutely knew all the ins and outs of the codebase. A good chunk of that was because a LOT of the time you spent was finding where the code was, deciding exactly which lines to change, reviewing others' code, etc. Making the wrong color choice could cost someone else ~30 minutes of time to potentially fix 1 line of css.
Thing is, you don't need to copyright: you could have people actually looking at the code, and those who can program things are still going to be able to profit off it. You don't want to give people a monopoly in an MMO.
That being said, perhaps you have to buy physical disks to store the data on, which makes it slightly more difficult to virally spread a program. But like most information, once you have access to it you should be able to share it.
But surely, you don't expect to actually use trees and recursion in your actual projects? All you need to be a good programmer is to take the libraries someone else has developed, and like websites of yore, cut and paste what you need into your own projects. Right?
What is it with certain static blog sites and linux chrome that make links and "special" font (such as his inline css font) unreadable? I don't like having to edit someone else's CSS just to make it readable. Especially when it's a blog about web development.
Much more effective, and doesn't botch the code. The blog post's code would actually return 16, due to reduce being a fold left, and the sum function incorrectly being x+x.
Wait, isn't the whole idea of HN (and reddit, etc.) to have a social proof indicating which articles/comments you should read? What else besides a social upvote pushes articles to the front page?
Well, considering LISP is still as valuable as it was 50 years ago (and lisp-variants aren't going away, because people will move to higher levels of abstraction), learning to program in some lisp-variant (i.e. Racket), would seem like a good bet.