Anyone can make a website and publish it but for some reason when it comes to apps there needs to be a store with a review process. Aren't apps, in a way, not just specialised browsers (not talking about webview apps here) that run in a sandbox? Why the need for all this "reviewing", does it make apps safer or better quality? Is it a device ecosystem permission / security problem? I.e. why do apps need stores and websites don't?
If you have no gatekeeping, then all of the bad actors come in and you end up with a tragedy of the commons.
Apple did this correctly, IMHO, when the App Store first came out by both:
- reviewing all apps
- having it take 30 days to get the feedback
The 30 days seemed draconian or bureaucratic but it forced builders to be 100% sure that there app was working and ready for consumption. It probably also acted as major friction for scammers etc who figured it wouldn't be worth it.
One example where there are problems is crypto wallets - fake ones can steal all your crypto. Not that it's solved that well with apps - Apple has run ads for fake crypto stealing ones as no 1 in the list on its app store.
The iPhone 1 only allowed web bookmarks. They aren’t as capable as real apps in dozens of ways. The fact that lots of Apps are just glorified web site browsers doesn’t mean there aren’t plenty of apps that aren’t, and some that couldn’t be done with a web site at all.
What the fuck are you talking about? How is Disco Elysium a specialized browser? Or banking apps? What does this even mean?
Yes they all run in a sandbox, but there's a permissions system that they can exploit.
> I.e. why do apps need stores and websites don't?
your browser is, in a way, the store for your websites. You're only as protected from the site's fuckery as the browser is. And generally modern browsers are very well protected.
> In the month of July 2020, we developed a prototype of TigerBeetle in Node as a performance sketch to measure the basic components of the design (batching, TCP protocol, cryptographic checksums everywhere, fsync journalling, in-memory business logic and hash table operations).
When I started using a Mac many years ago, I also could not believe how terrible Finder is. This is software from the "design" company.
One of the biggest pitfalls I ran into at the time (and remember from the top of my head) was that when you copy a folder, and a folder with the same name already exists at the destination, it will quietly replace it, rather than giving me a dialog asking if I want to Replace or Merge.
Oh, that I can't switch on/off show hidden files, I have to run some command line command to do that...
But not changed enough, I can't merge everything from the top, I can only do that whenever the first Mergeable conflict appears, but there could be a bunch more of conflicts with Replace option only
Of course MacOS asks you what you want to do when you copy over a folder and has done so forever. The keyboard shortcut to show hidden files has been mentioned already (it's even a logical one for once in Apple-Land) and the terminal command is straightforward and logical as well. Should they include a perma-toggle in the UI as well? I, personally, think yes but I also think it's pretty consistent with a certain approach to UI design to not include said button.
Syndicate on MS-DOS is the only game I know of to look good with 16 colors on VGA 640x480. The other one would be Gods by Bitmap Brothers also 16 colors but on 320x200 resolution. Great examples of limitations driving amazing outcomes.
All of the big Bullfrog games were unique and for some reason never spawned imitators. Populous, Magic Carpet, Theme Park/Hospital, Dungeon Keeper alongside Syndicate
i enjoyed both two point hospital and two point museum. i think i would recommend museum over hospital, but it's close. i didn't play two point campus, and have heard it's the weakest of the three.
two point museum is 33% off and hospital is 75% off right now.
I feel like the limitations are the reason some/most of those games were so good.
Imagine a modern Syndicate remake... it would "have to" be MMO, it would "have to" have character development, as in the stats would go up. It would "have to" be "rogue-like" (ie procedural level generation, no story.)
It's a non-starter. No studio would accept the idea of the game as it is, since the graphics required to be "modern" would need an amount of work that wouldn't mix with the length of the gameplay of the original.
A few decades ago I was diagnosed with hypertension (high blood pressure) and for about the last 15 years I have been tracking my blood pressure and weight. Every morning when I wake up, I weigh myself and take my blood pressure. I write the results in a CSV file that sits on my desktop (it gets backed up). I do this religiously, every single day. I have tried other, more "modern", solutions but somehow they don't stick or are too cumbersome to use. Even tried to build my own app but lost motivation at some point.
Not sure either why they are providing an API to detect either and what you say make sense.
However, if my understanding is correct, the reason for the watermark / detections is that its not directly aimed at end-users, but to be able from them to detect if text was produced by one of their models so they don't use it as input in training data. So, yeah, in that context, not sure why they are announcing this with an ability for anyone to detect if it was produced by one of their models. Also, they are happy to ingest text produced by models they don't own? Maybe someone with more information can elaborate?
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