But with this method, you have to retain all backups. If you'll ever happen to run out of storage on the backup volume you're SOL, since you can't just delete individual snapshots.
Yes, but that way you're sending the whole disk's content every single time instead of a delta. That's no good if you're doing it once per hour (which is what Time Machine does).
I looked into zfs backup mechanisms for my ZFS-based NAS. I settled with rsync, since it seems that it's the only solution that actually does what I need. It's still a lot worse than Time Machine, because it actually has to look at every single file to compare it (takes about 3 days to do a full backup over gigabit network now, where Time Machine takes 5 minutes).
If you give a Windows admin a Mac to admin, how could you not expect it to take much longer? The reverse is true as well, a Mac admin would take ages for everything on a Windows machine.
Mac OS X writes to SMB volumes just fine when the permissions are set correctly on the server (FTP & NTFS are read-only though, that's correct). Disk Utility can handle splitting files into smaller chunks easily, it's called "sparse disk image", and checksum checking is built-in if you bother to click on the menu item for it. Additionally, you should use Time Machine for full-disk backups, not some disk image.
Uh, you know that you can specify the wifi network name manually when it doesn't show up on the list?
Concerning the CD problem: When iTunes doesn't pop up the disk, the hardware hasn't recognized it. Even if you could tell it manually to rip it, there's nothing there to rip from iTunes' point of view.
Cost for the developers is $25m, need to sell 1m units at $50-$60. So, what happens with the other $25-$35? I'm assuming the licensing fees to make a console game are included in the $25m. So that leaves, physical production, logistics, and the retailer cut. Those 3 things really make up 50% of the price tag?
Yes, exactly. Of all the parties involved with selling a game, the retailer gets the biggest cut, due to the costs involved (employees, store rent, etc). It's like the last mile of Internet providers.
Obviously, selling online only would greatly reduce the total costs.
but the prospect of having all my drives inevitably die really scares me
Uh, all drives die at some point, it question is just when. The specific problem here is that they die so frequently that it could happen that two or more drives in your RAID5 might die at the same time, or that your backup drive and the original drive might die at the same time (or before you can get a replacement for the first to die).
Dragging and dropping to connect button actions to methods between two pieces of software (XCode and Interface Builder) that don't actively sync with one another
Your experience is a bit outdated. Starting in Leopard, they do sync actively.
Depends on whether the target was to make money or kill the competition (that includes OpenGL in general for gaming) by doing some obscene investments. Nowadays "cross-platform rendering engine" is defined as "runs on both the 360 and Windows PCs".
Note that you have to unzip the files there ONCE to get the.mod-file to upload to the device (which is really a.tar.gz-file). Took me a while to figure that out.
But with this method, you have to retain all backups. If you'll ever happen to run out of storage on the backup volume you're SOL, since you can't just delete individual snapshots.
That's not an issue with Time Machine.
Yes, but that way you're sending the whole disk's content every single time instead of a delta. That's no good if you're doing it once per hour (which is what Time Machine does).
I looked into zfs backup mechanisms for my ZFS-based NAS. I settled with rsync, since it seems that it's the only solution that actually does what I need. It's still a lot worse than Time Machine, because it actually has to look at every single file to compare it (takes about 3 days to do a full backup over gigabit network now, where Time Machine takes 5 minutes).
Gameplay is influenced significantly by the user interface, so your statement doesn't make sense.
One reason probably is that dogs use smell to identify someone. The looks don't matter that much to them.
If you give a Windows admin a Mac to admin, how could you not expect it to take much longer? The reverse is true as well, a Mac admin would take ages for everything on a Windows machine.
Mac OS X writes to SMB volumes just fine when the permissions are set correctly on the server (FTP & NTFS are read-only though, that's correct). Disk Utility can handle splitting files into smaller chunks easily, it's called "sparse disk image", and checksum checking is built-in if you bother to click on the menu item for it. Additionally, you should use Time Machine for full-disk backups, not some disk image.
Uh, you know that you can specify the wifi network name manually when it doesn't show up on the list?
Concerning the CD problem: When iTunes doesn't pop up the disk, the hardware hasn't recognized it. Even if you could tell it manually to rip it, there's nothing there to rip from iTunes' point of view.
Hmm, since a torrent is a collection of facts (checksums), isn't it non-copyrightable in most countries, just like a phonebook?
When you play by the rules, it's not a revolution.
Since you didn't provide it: More information and sources
Cost for the developers is $25m, need to sell 1m units at $50-$60. So, what happens with the other $25-$35? I'm assuming the licensing fees to make a console game are included in the $25m. So that leaves, physical production, logistics, and the retailer cut. Those 3 things really make up 50% of the price tag?
Yes, exactly. Of all the parties involved with selling a game, the retailer gets the biggest cut, due to the costs involved (employees, store rent, etc). It's like the last mile of Internet providers.
Obviously, selling online only would greatly reduce the total costs.
That seems to be hardcoded though, it already fails at "how old is Steve Jobs".
There have been some configuration issues in that area recently. If you still have that problem, take a look at the archive of the operators list at xmpp.org.
You might want to join that list if you're an XMPP server admin anyways.
And if you *are* developing AAA games, aren't there high-quality, cutting-edge, cross-platform engines you can buy?
On Slashdot I wouldn't expect someone to call an engine that runs only on Windows and the consoles to be truly cross-platform...
Uh, Fallout 3 and Oblivion use Gamebryo, which happens to be the game engine the GP linked to.
There's a huge difference between the things they have in their lab and the things they're selling.
but the prospect of having all my drives inevitably die really scares me
Uh, all drives die at some point, it question is just when. The specific problem here is that they die so frequently that it could happen that two or more drives in your RAID5 might die at the same time, or that your backup drive and the original drive might die at the same time (or before you can get a replacement for the first to die).
The plant isn't responsible for the firmware, they just write whatever binary blob they get from the devs to the chips on the device.
Dragging and dropping to connect button actions to methods between two pieces of software (XCode and Interface Builder) that don't actively sync with one another
Your experience is a bit outdated. Starting in Leopard, they do sync actively.
Hasn't anyone tried to manufacture an LCD with alternating LCD polarity between adjacent lines of pixels?
Actually, someone has.
Apple's Airport Stations (including Time Machine) support IPv6 out of the box.
Uh, I hope you're aware that single data points are meaningless in statistics...
Depends on whether the target was to make money or kill the competition (that includes OpenGL in general for gaming) by doing some obscene investments. Nowadays "cross-platform rendering engine" is defined as "runs on both the 360 and Windows PCs".
Note that you have to unzip the files there ONCE to get the .mod-file to upload to the device (which is really a .tar.gz-file). Took me a while to figure that out.
Yes, they're Linux-based. I've just installed an ssh server on my N3200, now I have a very cheap hackable Linux box with space for 3 disks.
There's a Wiki for more information about hacking Thecus products.
Btw, they're using netatalk for Mac-Support, which appears to work really well.
Sorry to disturb your ramblings, but GoW3 appears to be PS3-exclusive.