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Comment Re:Grails and Groovy (Score 1, Interesting) 389

Grails mono should be "Have your cake and eat it too". It's amazingly productive and it integrates seamlessly with current java environments and skillset.

Groovy however i find not as amazing. Specially with all inconsistencies that \type annotation\ bring to the table.The humongous stacktraces are a sore in the eyes and complicate debug. The current IDE support is lacking but rapidly improving with SpringSource team efforts(STS2.1 has a pretty decent groovy&grails support).

There's a lot of room for improvement but it's definitely heading the right way.

Comment Re:Eclipse and Netbeans (Score 1) 1055

NB was like that when I was running 5.5 5 years ago in a 512mb win2K worstation.

In my current PC, NB6.7B takes 8s to boot, 2 more than eclipse but still...

To be fair, the default LAF takes 15+ seconds to boot and is generally slow even for common tasks. Changing to Nimbus or Metal often improve NB responsiveness and boot time IMO.

Comment Re:remarkably clueful (Score 1) 763

You misunderstood. One standard, not one manufacturer.

The control of the platform could be handled by a board of manufacturers, publishers, developers and consumers. Like and Open standard.

There would be no licenses or the license costs would cover the bureaucracy of the process, nothing else.

Hardware competition would come from Acer, IBM, Lenovo, Apple, Sony, Toshiba and whoever is capable of making computer hardware(and read the specs).

In the end, manufacturers would worry about competitiona dn lowering the prices, add functionalies and game deveopers woudl worry about making games and less about R&D for weird platforms, outrageous licesing fees, stupid content reviews(like MS does with live content), etc...

Comment Re:remarkably clueful (Score 1) 763

I'd append the following:

4. Supporting multiple-platforms can be a massive overhead. You develop a game for PC, than port it to 360 and PS3 to reach a bigger installed base and your game ends up costing 30~40% more plus taking 2x as long to be released.

5. You have to pay licensing fees in order to reach a bigger installed base by going multi-platform. Not to mention, having to bend over to manufactures to get your game approved for that platform.

A unified gaming platform would decrease costs by cutting #4 and #5. DRM could be included in the standard so interoperability would be guaranteed, cutting #3. The reduction in cost and the standardized platform/architecture would greatly affect #2 and #1 positively.

Feed Tech Wages Return To Heights Not Seen Since The Bubble (techdirt.com)

A new survey from an IT staffing firm indicates that wages for IT workers have hit their highest levels since January 2001, with the average employee now taking in $31.30 per hour. This would seem to dispel the idea that increased use of foreign workers, both through offshoring and the H-1B program, has had a significant impact on the wages of US workers. The takeaway is that when times are good (as they are now and were then), workers are in high demand and can command high salaries. When times are bad, low wages prevail. This would seem pretty obvious, but it's not clear at the time. In 2003, people were blaming outsourcing for the poor wages offered to American tech workers. In 2003, however, the tech economy was still crawling out of a recession. In retrospect, it's easy to say that the weak economy was a far more robust explanation for the low wages than the fact that companies were offshoring their labor. As is always the case, these things go in cycles, so enjoy the boom now, but be prepared for things to take their inevitable turn.

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