Adopting interactive rebasing along with curating my commits for the benefit of the reviewer has been the best upgrade I've made to my git usage in probably the last five years.
I think the reason behind using React and JavaScript is simpler - these tools are heavily vibecoded, and React/JavaScript is what was most present in the training data and as such is what the models excels the most at generating.
The crappy laggy UIs have the same root cause - heavy use of vibecoding with lackluster quality processes
The 24 hour wait period is the largest of the annoyances in this list, but given that adb installs still work, I think this is a list of things I can ultimately live with.
That's not correct - the flow described in the post outlines the requirements to install any apps that haven't had their signature registered with Google.
That means those apps still keep on existing, they are just more of a hassle to install.
I'm a bit jealous of those prices, there are no caps on Stockholm transit if paid for on single tickets, and the price of a single ticket is 43 SEK (£3.45). The best deal available for period tickets is the unlimited monthly pass for 1060 SEK (£85).
Public transit in Stockholm has in the last ten years done two things that make for a godlike ride payment UX:
1. Removed the concept of zones - everything is now covered by one single ticket
2. Introduced tap-to-pay support for debit/credit cards
This means that you as a user can always just show up with the overwhelmingly most common way to pay for things in Sweden - by card - tap once, and then you're done. No more actions required. Need to transfer? No problem, the virtual ticket you bought by tapping your card is valid for 75 minutes, no more money will be charged if you tap again within this window.
No fumbling with an app, no awkward QR code scanning, just one tap and go. Peak UX.
You'll be waiting for a long time then, probably. Making codecs is actually a hard problem, the type of thing that AI completely falls over when tasked with.
While funny, that's not really what I would call accurate. Users get reduced data consumption, potentially higher quality selection if the bandwidth now allows for a higher resolution to be streamed, and possibly lower disk usage should they decide to offline the videos.
Better codecs are an overall win for everyone involved.
It's not really a matter of just turning it on when it comes to the kind of scale that YouTube has on their catalogue. It's practically impossible to retranscode the whole catalogue, so you're more or less stuck with only doing it for newly ingested content, and even there the tradeoffs are quite large when it comes to actually having DRM.
I think we can safely assume that the only content under DRM at YouTube today is the content where it's absolutely legally necessary.