I think 4ad has a good point here. It's been a long time since I has the same kind of thinking: Shuttleworth won't spend all his money in Ubuntu indefinitely and/or he wants his firm to be financially sustainable over time. They've tried hard to make a living out of desktop market, and it never worked out. Now they cut it and focus on B2B markets. No longer expect Canonical to make innovation for the end user market in foreseeable future.
The way he is expressing his bitterness to the open source community in its Google+ post is telling.
We may expect Ubuntu to drift slowly into the once-in-a-time-popular distribution graveyard.
I though having multiple cache levels was about a trade-off between performances and costs. The closer to the cpus (or the fater cache lvl), the more expensive it is.
After reading the article I found diagram cute, that's true. But I still don't understand the method how they are generated. It's not even discussed in the article. I don't know the benefits of it, how do you analyse a diagram?
It sums up to a big text advertising a cute poster.
As far as I know people go to kickstarter in order to kick start projects. Not every games are 100% complete when submitted to kickstarter.com . That is a simple prototype, right. And still it is an exciting one, as far as I am concerned.
I was thinking that kick starter was all about helping in project to "kick start". So obviously for me, I find it normal that's there is still no game at this early stage of development. Or rather: 10% complete development so far.
It looks like people get "wrongly" used to dev studios submitting projects nearly completed. But those are more like the exception than the rule. If look closely to the list of kickstart submission I think that's the case most of the time for software development, that is they are far from completed. And the lead developer has an idea and needs fund to work full-time on his idea and/or hire folks for helping him out. For instance: lighttable of Chris Granger. And I think that's what is thrilling about kick starter and launching a startup. That's all about taking risks.
In the example of the Apple bug, I've read it took eighteen months (!!) to discover it after it has been committed in the source code base. As a consequence, I would be interested in knowing, for each bug, the time it took to discover them.
Also, I assume that once discovered, the time to fix it is usually negligible. Usually. And as long as you don't count the time for full deployment in production...
"And to the open source thing -- it sat there for 18 months." !!! Just .. wow. If it was the first time we heard such stories. But it happends many time with the linux kernel source code and all. I definitively conclude that source code begin open to everyone is not a mark of higher quality.
opensourceapple.com ? If it's an open source part in apple code, then couldn't I fix the issue on my own machine? (by removing the second goto fail; and recompiling)
Extract from the website: "While on a planet’s surface, the view out into the rest of the universe is nearly endless! This means even from the surface of your own planet, you’ll be able to see moons and other planets in the distance.
To ensure the game runs with a variety of graphics cards, we have implemented an algorithm of sub-resolution to be able to display a quantity of blocks a individual graphic cards can manage. " May you elaborate on that please?
Nice idea, but I am wondering: will too much fight impedes space development? Space discovery would really be what I'am looking for when playing such a game. Saying that, I might not be in the set of targeted customer for the game...