But here’s the funny thing: when we work out the numbers of our best theoretical calculations, the ones produced by getting kicked out of young solar systems represent far less than half of the rogue planets that we expect.
So the author tries to explain a huge number of expected rogue planets, but fails to describe how we've arrived at the number in the first place. "Work out the numbers"? Yes? Could you please share? Why didn't you start with that in the first paragraph?
Also what's with all the exclamation marks? Is this article pitched at grade-schoolers? Fine but if so, what is it doing here?
"I'm not sure I have cancer, but based on the ads I've been seeing lately..."
This idea would make for a good near-future science fiction short story, riffing off what's already happened to pregnant teens.
The player made maps were usually better than the ones the game came with.
Uh, no. The player made maps were usually much much worse. They tended to be designed by mappers with no architectural skill, or tended to be horribly buggy as mappers stumbled haphazardly outside the limitations of the game engines. There were few exceptionally good maps. Most were crap. To claim otherwise just reeks of blatant nostalgia bias.
Strange, I found the reverse to be true. The maps me and my classmates made tended to be the best and the most popular for deathmatch. We even had a televised tournament one year. And it was awesome, right down to the final game.
Dear god those were the days. The GPA of our entire fraternity dropped a whole point that semester.
The first thing I learned about storing passwords is that you use a salted hash, which is impossible to decrypt back into plaintext. Am I missing something, or is this practice not standard practically everywhere now?
Apparently you are missing something because while common practice, it's not ubiquitous. And like all common practices, it gets spoken of less and less until new developers reinvent the wheel and decide they want passwords in plain text to make password recovery 'easier' ("click on the http link in your email and you'll see your password!")
It's been many years since I've seen that done anywhere.
DECRYPTING PASSWORDS
To decrypt the password of a user, the attacker has first to have access to the password storage. At which point the first and most critical security failure has already occurred. And the user had nothing to do with it.
When it comes to decrypting a password, the algorithm used is a more important than the complexity of the password. If the service provider has not done his home work, complex passwords offer only little protection. [...] I want to point out, that the safety of the encrypted password is not the responsibility of the user.
The first thing I learned about storing passwords is that you use a salted hash, which is impossible to decrypt back into plaintext. Am I missing something, or is this practice not standard practically everywhere now?
The users are the product, not the customer.
Not necessarily. Adblock Plus 2.6.4 (for firefox) blocks all of slashdot's ads.
Does that make you not-a-product? Something special above other users?
Nope.
Dealing With an Unresponsive Manufacturer Who Doesn't Fix Bugs?
Dunno, it's a good question. But I'm sure that someone at slashdot can answer it with the same reasoning that they' use to still be apparently trying to roll out the beta design, despite the fact that some of it's own users (customers???) have in their sig, "FUCK BETA".
The users are the product, not the customer.
As a matter of fact, does anyone know why Steam does not prominently feature Metacritic ratings anymore? Those really helped me choose games that I wanted...
Maybe because games are given very high ratings that completely ignore the PC, even when these ratings are supposed to be for the PC versions?
I don't know about you, but when I see a AAA PC game also has a console version, I just stop right there and don't buy it, no matter what the ratings are.
Intel CPUs are not defective, they just act that way. -- Henry Spencer