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Comment Re:Next up: Stone candy. (Score 3, Insightful) 138

I'm afraid this isn't quite correct and you've got a lot of common fallacies in this.

Satiety is not a function of calorie intake. While not 100% understood the two strongest indicators we know of are a hormone released on consumption of protein, and the amount of material in the stomach. E.g. "In one study of 38 common foods, both men and women subjects consumed foods with equal calorie contents and their feelings of fullness were recorded every 15 minutes for 2 hours. Highest satiating power was found with high levels of protein, dietary fibre and water and low satiating power was related to higher fat foods." http://www.eufic.org/article/e...

"Overshooting" with energy dense foods is not regulated well by the human body - the obesity epidemic is extremely obvious evidence of this. You try to attribute this to "artificial food" but that is a very weak strawman - it's the (relatively) recent availability of extremely energy dense foods such as refined sugar, flour, HFCS with high taste appeal and low satiety that cause the issues.

The groups of people on "energy dense food" you mention are actually predominantly on high protein foods, which control satiety well as above. While it is possible to become obese on it it is unlikely in the real world as they are predominantly poor ethnic groups, or people with a vested interest in their diet. The obese are people on true energy dense foods (high carbohydrate and high fat) - it is a lot easier to eat 4000 calories a day of cakes than on a carb free diet.

It's obvious that food to humans in the first world is not just a matter of "supplying energy to the body" as you state, people eat for pleasure, and energy-dense foods contribute to obesity by being exceptionally rewarding to the palate to most people. Exercise is a contributing factor but secondary - you can't outrun a bad diet.

These noodles will help people to cut out energy dense material within their diet, and will therefore help obesity all other things being equal. Of course it's not as good as portion control, sensible diet choices and moderate exercise, but the obese aren't doing these anyway.

Comment Re:EA is valuable if done well, but easy to do bad (Score 1) 131

Thanks lazarus, always good to have some confirmation! I think it's a fascinating area to work in, though I do encounter a lot of people doing it poorly, and even more people who misunderstand it, possibly as a result of the former.

And damn thought my 5 digit id was going to be a blast from the past until you literally rose from the dead ;)

Comment EA is valuable if done well, but easy to do badly. (Score 3, Insightful) 131

Disclaimer: I've worked as an EA for about 10 years, on top of another 10 years of solutions architecture and applications development. I've worked for a bunch of private and public organisations.

It's so easy to do EA badly. If you treat it like a lead or senior architect setting the technology strategy, then you're missing most of the benefits (and this should be more the CTO's domain anyway). If you do ivory tower strategy that nobody ever reads, because it's full of stuff nobody can relate to, then that's pointless and you're unable to communicate, which is the primary purpose of an architect. If you have a small outfit where those setting direction communicate well with those designing the business and technology, then you don't really need an EA.

An EA is an architect for the _business_, not (only) for the technology. The reason a lot of people get into it from technology is it shares a lot of the rigour and approach of architecture, however it is important to note it is NOT primarily a technical role, nor should it be.

A successful EA will understand the business strategy, i.e. where the company needs to be in X years, and understand the existing landscape of roles, skills, processes, technology and so forth. Their primary purpose is to define the change the business needs to go through, in each of those areas, in order to fulfil the business strategy.

A C-level execs set the strategy. The EA transforms that strategy into changes that need to occur within each level of the business, to make their vision possible. The individual specialist areas (from HR to tech to whatever) work with the EAs to determine how to make those changes happen in that timeframe.

Done well it's an incredibly powerful tool and is the mechanism that connects the "controls" to the "engine". Done poorly it can fail for any of the reasons above, from people who see it as having a purely technical remit to those who sit around in Archimate all day making models nobody will ever use.

Comment Re:Tunnels of Doom on the TI-99/4A (Score 1) 350

Definitely worth firing up an emulator to give it a try - it generated stuff randomly at the start of the game, which could take a while on a 1Mhz processor with a large dungeon, but persevere :) Some of the UI is poor (eg you have to type character's names in each time to, for instance, give them items), but this was groundbreaking stuff, there had never been a game like it.

Comment Re:Tunnels of Doom on the TI-99/4A (Score 1) 350

There are emulators for the TI available, and someone has been working on a reboot of it, that I must say I have not played myself yet, but http://www.dreamcodex.com/todr.php if you're interested. I'd play the original through an emu if you can find it :)

http://www.youtube.com/watch?v=1LlUCZs1KZA has a lot of gameplay shots and general TI history if you're interested.

Comment Tunnels of Doom on the TI-99/4A (Score 4, Interesting) 350

One game that isn't given enough credit but was miles ahead of everything for the time was Tunnels of Doom for the TI-99/4A. It was a framework with two games bundled (the simplistic "Pennies and Prizes" and "Quest for the King") that was meant to host further games, though no more were ever released, to my knowledge. it featured:

  - 16 colour graphics
  - Randomly generated dungeons
  - 3D filled vector graphics for exploring, switching to overhead icon-based for combat
  - 4 character classes, level progression
  - Item upgrades, random effect treasure.
  - In-game maps

And this was in *1982*!



Windows Phone 7 Gaming and Xbox Live 99

Engadget is running a preview of Microsoft's attempt to bring Xbox Live to upcoming Windows Phone 7 devices. Launch titles will include Guitar Hero, Castlevania, and Halo: Waypoint, and many of the features from the console version of Xbox Live will make the transition intact. Quoting: "Live on WP7 will allow for full avatar integration (we're talking fully rendered, interactive avatars) along with customization (clothes, accessories, and more). The company has even crafted an avatar-centric version of familiar phone utilities like flashlight apps and levels, adding some whimsy to what would normally be pretty staid affairs. Additionally, messaging, friend lists / status, achievements, and leaderboards (with friend comparisons) are all here as well, making for a pretty complete mobile Xbox Live experience. And also just like the console, every game will have a try-before-you buy demo to check out before spending your hard-earned cash."

The brain is a wonderful organ; it starts working the moment you get up in the morning, and does not stop until you get to work.