Actually, almost all of the design decisions in C# (I can't speak for Java) are around pushing the author in the safest and most correct direction (just read Eric Lippert's Blog), and with the advanced refactoring support, it's easier to clean up bad code. In fact, when Roslyn is released, the refactoring capabilities and third party tools will increase by an order of magnitude. I know what language I would prefer my legacy code to be in.
Definitely this! My 13 year old nephew showed it to me yesterday. It allows you to write procedural code but without any typing. Everything is done with drag and drop blocks so you can't cause any kind of syntax errors. This allowed him to see instant results and play about until he got the effect he was after. He showed implicit understanding of concepts like variables, loops, branching etc. He relies a lot on trial and error (which is of course a bad thing) but so did I at that age.
The fact is he was getting results and kudos from friends without having to learn OO, memory models, frameworks etc. Whether he will transfer this to real languages remains to be seen.
I experience adrenaline when snowboarding and about to attempt, succeed or fail a jump/rail/whatever. More so if it's something I'm less confident on. I also have a mild anxiety disorder. To me these are most definitely NOT the same sensation. I don't understand the biology, but I would say there's a difference when it's a situation you can control, have put yourself in etc.
Or you could use the.Net Code Contracts which do all this with static analysis. Therefore you get proof up front that your contracts will never be violated by non exposed code, and without a performance penalty at run time. If a contract cannot be verified, warnings are given. You can then introduce appropriate branching to provide guarantees as necessary. http://research.microsoft.com/en-us/projects/contracts/
The smaller the feature size, the faster the chip can be pushed. Alternatively, the chip can run at the same speed with less power. Die shrinks are the reason for the large speed increases all through the nineties. The problem is, the smaller you go the harder they are to make.
There are certain peices which are difficult to separate - such as the half-connector in anything, or the half connector/half cross-section-axle peice inside a T-peice. However, in my day there was a page in the instructions which detailed a set of tricks to separating these.
Admittedly, I ignored them and used my teeth for everything. This left all of my Lego with characteristic teeth marks.
Competitors don't have to undercut them. For example, I would quite happily pay more for metal or re-inforced sections, axles, etc, which is something I've wanted for years. I always had a problem with too much torque on axles.
I'm sure someone will suggest Meccano, but I could never be bothered with all thoses little screws.
That's exactly the point. Writing games is tough. Making the course easy just wastes everyones time - those who take the course either won't get a job in the field, or will get a job and be detrimental to the project. Making the course hard gives a reality check to the dreamers and gives value to the certification.
There are hundreds like this on sex story websites like http://www.asstr.org/. I believe most of them are genuine fantasies (not mine). The authors post for free because they want everyone to tell them what great hidden artists they are.
Perhaps those games were successful in spite of bad timing? I wouldn't say the success of WOW was based on an early announcement.
Just for the record, I have no idea what the announcement lead time was for those games, only I, as an individual get less interested the longer I have to wait. Will I play DNF? Not likely.
I disagree. If you announce too early, people get fed up of waiting and move on - the excitement dies down. After that, people start saying "Vapourware" etc.
The trick is to announce at just the right time so the game is released just as the hype reaches its apex. Unfortunately, games get delayed so much you end up either missing this, or releasing an unfinished game. Usually both.
Actually, almost all of the design decisions in C# (I can't speak for Java) are around pushing the author in the safest and most correct direction (just read Eric Lippert's Blog), and with the advanced refactoring support, it's easier to clean up bad code. In fact, when Roslyn is released, the refactoring capabilities and third party tools will increase by an order of magnitude. I know what language I would prefer my legacy code to be in.
Definitely this! My 13 year old nephew showed it to me yesterday. It allows you to write procedural code but without any typing. Everything is done with drag and drop blocks so you can't cause any kind of syntax errors. This allowed him to see instant results and play about until he got the effect he was after. He showed implicit understanding of concepts like variables, loops, branching etc. He relies a lot on trial and error (which is of course a bad thing) but so did I at that age. The fact is he was getting results and kudos from friends without having to learn OO, memory models, frameworks etc. Whether he will transfer this to real languages remains to be seen.
I experience adrenaline when snowboarding and about to attempt, succeed or fail a jump/rail/whatever. More so if it's something I'm less confident on. I also have a mild anxiety disorder. To me these are most definitely NOT the same sensation. I don't understand the biology, but I would say there's a difference when it's a situation you can control, have put yourself in etc.
Or you could use the .Net Code Contracts which do all this with static analysis. Therefore you get proof up front that your contracts will never be violated by non exposed code, and without a performance penalty at run time. If a contract cannot be verified, warnings are given. You can then introduce appropriate branching to provide guarantees as necessary. http://research.microsoft.com/en-us/projects/contracts/
Making a knight walk only in L shapes is ludicrous, but that's the rules in chess.
The smaller the feature size, the faster the chip can be pushed. Alternatively, the chip can run at the same speed with less power. Die shrinks are the reason for the large speed increases all through the nineties. The problem is, the smaller you go the harder they are to make.
RAID Kills Installs Dead.
I'll believe it when I see it.
You posted.
There are certain peices which are difficult to separate - such as the half-connector in anything, or the half connector/half cross-section-axle peice inside a T-peice. However, in my day there was a page in the instructions which detailed a set of tricks to separating these.
Admittedly, I ignored them and used my teeth for everything. This left all of my Lego with characteristic teeth marks.
Competitors don't have to undercut them. For example, I would quite happily pay more for metal or re-inforced sections, axles, etc, which is something I've wanted for years. I always had a problem with too much torque on axles.
I'm sure someone will suggest Meccano, but I could never be bothered with all thoses little screws.
That's exactly the point. Writing games is tough. Making the course easy just wastes everyones time - those who take the course either won't get a job in the field, or will get a job and be detrimental to the project. Making the course hard gives a reality check to the dreamers and gives value to the certification.
There are hundreds like this on sex story websites like http://www.asstr.org/. I believe most of them are genuine fantasies (not mine). The authors post for free because they want everyone to tell them what great hidden artists they are.
If that gets modded funny, it will no longer be ironic, and will cease to be funny. How ironic.
Perhaps those games were successful in spite of bad timing? I wouldn't say the success of WOW was based on an early announcement.
Just for the record, I have no idea what the announcement lead time was for those games, only I, as an individual get less interested the longer I have to wait. Will I play DNF? Not likely.
I disagree. If you announce too early, people get fed up of waiting and move on - the excitement dies down. After that, people start saying "Vapourware" etc. The trick is to announce at just the right time so the game is released just as the hype reaches its apex. Unfortunately, games get delayed so much you end up either missing this, or releasing an unfinished game. Usually both.
So what happened to Gamma?
Load was dated 1996, so the GP did not think it was quality.