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Comment Re:Yeah, right. (Score 1) 534

prepared statements solve 99% of it

What's the 1% they don't solve? (Genuine question...)

I think he already answered that. His second paragraph talks about the occasional need for dynamically generated SQL. Dynamically generated != prepared, therefore you have your 1%.

Comment Re:Who cares? (Score 1) 182

This is Slashdot. We should be griping about the DRM, or the removal of LAN play which is obviously intended to keep us as indentured servants to the corporate behemoth, not talking about trivial things like when the game is going to be released.

Fuck yeah! That's the spirit. Bring back the /. I know!

Comment Re:This beta should be...fun? (Score 4, Insightful) 182

PC games are losing ground to consoles because the fucking game manufacturers keep trying to turn the PC into a console.

Turning PCs into consoles? That won't happen easily in the RTS genre because the controls are so different.

But in other genres, let me know when multiplayer PC games designed for use with a single PC and HDTV become common, and I'll agree with you. But right now, they appear to be limited to Serious Sam, Left 4 Dead, and EA Sports.

I think the GP was talking about DRM/anti-pirating measures, not the user controls. Essentially they're trying to turn computer games into the black box that console games are.

Comment Re:Map Publishing (Score 1) 188

Good points. I find the map features interesting as well. I like the idea of having some sort of organization there, as with Starcraft you just had people appending a bunch of random ascii characters to a name and throwing it out there. Dunno about others but I often found it confusing to determine exactly what I was looking at. Giving the option of paid maps/mods is a good idea too... players can decide for themselves whether something is of value, and conversely map/mod makers will have to tell a convincing story in order to get people to pay.

Also really looking forward to a more robust set of editing tools. One of the funnest things for me was building storyline maps. Triggers were a wonderful asset for that, but some customization was still missing. Can't wait to get my hands on the new map editor.

Comment Re:Not sure how Agile helps game development (Score 1) 149

... yet I still see fewer bugs in V1.0 of a console game than I do in V1.0 of released "professional" software. Ironically, the main factor worsening this is the industry's widespread adoption of "internet patches", a hack used for a decade by your professional software developers to cover up the known & accepted fact that no software is perfect. For 10 years before that, our software was bug-free from day one, with a *very* few notable exceptions.

All this tells me is that these companies understand the nature of their respective mediums. If you're releasing to a console with no possibility of updates it *is* important that you be meticulous and catch any bugs. If you're releasing to a webserver, then you've got more flexibility. Either way though, I will agree that I've seen a lack of discipline in ensuring code correctness, both at places I've worked and in commercial products where the results are apparent. I think the damage of releasing something low quality is vastly underestimated by most companies.

Tying this back to the original topic, I think agile has contributed in meaningful ways, but in most situations it's not a complete solution. In a large project, you need an overall strategy, with milestones that tie into your business model. I don't think agile provides that. I see agile's role more in the tactics of breaking up goals into manageable chunks and then working to complete those goals. It's effective at this because it provides a framework for accountability and proactive resolution of roadblocks. This is very important in a long term project, because if you don't have short term goals and feedback on intermediate tasks, it's easy to lose site of the overall purpose of your endeavor - that is to provide something of value to the consumer.

Comment Re:Real Answers (Score 1) 671

Uhm.. New to Apple's stuff? The answer is big NO!

How do you get that? There are plenty of media services/apps (Rhapsody, Pandora, etc.) you can use on the iPhone OS that are not connected to Apple. The author of the article complains there's no Netflix app - but how is that Apple's fault? Netflix is free to make such an app if they choose. The only issue is the inability to play in the background - something that primarily affects music apps.

How it has been before is that Apple has disallowed software that "duplicates features of existing software". I would see any competitor to iTunes being one.

(messed up the quote.. gets complicated on this level :)

You mean like clicking "quote parent"?

Comment Re:Wow, they trained you good! (Score 1) 507

Physical goods are not the same as digital media, or ideas and concepts. Different rules of supply and demand apply to them, because in the abstract world scarcity is only artificially imposed by keeping secrets. The law of karma is far more important here, because you rely on your clients being honorable. If you screw enough people over, someone who has your content will get pissed at you and start offering it for free. And others who might have been willing to pay a reasonable price, will now get it for free.

This is not good, or bad. It is the nature of this economy. Play nice, offer something of value, and listen to your target audience, and you can be profitable. Be greedy and try to control everything and people will laugh at you as they distribute your precious "secret" to everyone who wants it.

Comment Re:Thank you, Captain Obvious! (Score 2, Interesting) 256

I've never read a user interface design article or book that I found insightful. Bickerydyke is right, this article completely glosses over the actual evolution of our current icons and how they changed people's expectations to what they are today. Instead, he poses some contrived gradient scale of reality -> cartoon and posits this as the only relevant factor.

Who writes these things? All the "UI experts" I've seen seem to take their field in isolation of everything else, which completely defeats the purpose of UI planning. The overall concept is pretty simple, you have to figure out a way to connect the abstract model of your software with something tangible for the user. This requires deep understanding of what problem the software is trying to solve, and the user's prior experience and expectations. You can't get around that by applying some magic formula to arrive at the "perfect" UI. Take your one size fits all t-shirts and get the hell out.

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