This wouldn't have been possible 200 years ago. We didn't have the kind of metals that would stand up to the long term punishment with that kind of constant torque long term.
Are you sure you're making a profit? Leaving your comp on all the time to accrue playtime hours costs power, though I'm not sure how much it would be costing you. When looking at dollars and cents balancing though, I think it should factor in.
This reminds me of another, somewhat offtopic issue that bothered me in Europe.
I found European stores very unwelcoming in Finland in part because of the lack of public restrooms. In downtown Helsinki, pretty much only Stockman's had a public restroom on ONE floor and it was a 15 minute wait if you wanted to use it. My girlfriend says this is fairly common around Europe. I found that during a day of travelling, I had to plan my day around my urge to pee, which was very annoying. In the US, you can go into pretty much any store and ask to use the restroom. Twice, something has caught my eye and landed a purchase, simply because I came in the store to use the restroom.
I'd think this would be a pretty straightforward thing for stores to adopt to increase impulse customers. Is there a specific reason for Europe's aversion to this? Is it because the staff is unwilling to take on that responsibility, culture, etc?
The consequences of their actions aren't there in these games. Free-to-play and reroll as many times as you like and a massive playerbase with only pros reaching the 'top floor.' The top floor of these games is like the Poker guys on ESPN, some do tournaments for a living and make significant amounts of money, so the guy playing 2-3 hours a day rarely has a shot (watch the Free-to-play documentary on Steam).
HoN at its inception had a lot less trolling due to tracking, kickability, and the $20 accounts, but the sheer nature of the game bred a ton of animosity. Imagine a game of football where one teammate constantly let you down, but without the physical activity to burn out that frustration and that you couldn't ever bench that player for the match. That's what these games are.
The solution is literally a million dollar question. So many have tried and failed. If someone figures it out, people will flock to it within the genre because new player attrition is awful in DotA 2, HoN, and LoL.
In some cases, it can save time. For example, if I hit the main intersection on the way home when the crosswalk signal shows '15' or higher and people aren't going 15 under the speed limit, I can hit every green light until the turn into my neighborhood. If not, I hit every red light. It ends up being a time savings of 5 minutes. Also, there's a left turn I commonly have to take that has a 30 second green arrow because so many people take it. Getting ahead of 4 people during the regular traffic before the light can mean making it or not, and the light commonly has idiots not paying attention so the light can turn yellow after 3-4 cars. Time savings at this light can be 3-10 minutes depending on how many people turn at a reasonable speed before the ground sensor kicks in.
Its a social coping mechanism. The first thing someone whose insecure about anything does is seek confirmation from others through voicing their opinion. The second thing they do is try to rationalize it away or dehumanize it. The behavior shows up everywhere.
STEM fields are inherently introverted, fields of the mind that require a person to be comfortable with working on hard problems for long periods of time. We cooperate to combine and organize results and requirements, not cooperate as a definition of the job. A person working on endeavors of the mind doesn't get practice with social interaction like someone in sales or politics would. If you don't work on it, you don't get better at it. Then we see those successful socialites without being able to quantify why they earned any of it because their skills don't have hard measurements for results, and try to devalue their work as 'mundane' or 'easy' simply so we feel better about our lack of those qualities.
Its a perpetual state of denial rooted in insecurity and a lack of humility to admit one's own deficiencies or faults.
Its not about being rich, its about being desperate and gullible. Getting a little from 1 out of 20 is better than getting a lot from one out of 20,000.
While I haven't seen the reporting function work well in any environment, DotA 2 does a decent job with the reverse for positive reputation. They implemented commendations you give out at the end of a game, and you get a limited number for a set time period. The options are Teamwork, Forgiving, Leadership, and Friendly (I think). All of these are more focused on cooperation than skill. It serves as some incentive and gives some a positive reputation.
Of course, this doesn't counteract greifing/harassment and the dota 2 report system is useless given you can make a new steam account and its free to play, but at least it solves part of the problem.
Hmm, I'm not sure where you're going with this. Are you trying to say its good to continue because some discoveries come from it? Testing in a controlled environment, yes. What some of this stuff currently amounts to is selling poison in a bottle advertising in the natural remedy sections. One of the first mistakes corrected in modern medicine was testing on humans, which is what's being done with some supplements and remedies. Marketing and selling this stuff is unethical for that reason.
The statistical probability is so tiny to get the perfect bracket that even if someone got close to it predicting every game up to the final four, the media frenzy around the 'perfect bracket' might be so insane that the very existence of the almost-perfect bracket could effect the outcome of the game. The players, coaches, announcers, and reporters would know, going into the game, that this team is 'winning' in the pefect bracket. There's the potential it could effect the audience's cheering and the player's mentality: the best way to get someone competitive to play harder is to tell them they can't do it. The effect would be amplified for the final game where the score has to be picked as well.
For time paradox fun, even if you had a future results bracket and brought it back to present, its existence would alter the results.
The issue with wireless data is entirely about last mile, the frequencies alotted and the limits of transfer within a cell at any given moment. Peering works on wired networks because throughput on the last mile outstrips deployment, the exact opposite issue of wireless networks.
Arguing that their obscene data caps are because of the wireless bandwith limits, then turning around and offering this without any true benefit to their bandwith issue other than their bottom line, is assinine.
I'm sure a lot of people will take the android thing as a slight being associated with Mormon, so I'm not sure why he avoided the analogy that the whole thing was begging: Apple as Islam. Someone else said Microsoft as Scientology which was a good one as well.
Even top of the line video cards don't inflate a system that much. People who build $600 PCs for gaming tend to spend about a third of the price on the video card. Everything else is pretty cheap.
Assuming 3kg/package, and average truck net weight of 20,000kg (I work in shipping), that'd be 6,700 quadcopters per truck.
Its misses the point entirely though. The use of trucks is fuel economy, ease of transportation, and economies of scale. Aerial delivery will always be a niche product because its so inefficient.
Here's what I mean: http://www.nrdc.org/international/cleanbydesign/images/cbdtranspo_fig1.png
That's like hooking a horse up to a car without an engine and saying its intended for transportation. Container ships around 80% of that size need an order of magnitude more horsepower to function.