The whole reason swatting is likely to go wrong is because of no-knock entry.
Humility in medical is a MUST.
I'd say it's not. At least that's not true of a good many of the practitioners.
It is however true of many of the good practitioners
One of the abuses with patents is the continuous application for patents on the same area with minor adjustments on previous patents in order to essentially prevent the original invention patented from being free from patents once the initial one has expired.
It's certainly more limited in scope because they can't just wait until the initial patent is almost expired, but it is a problem that could easily be solved if examiners were willing to say that minor alterations do not a new invention make.
The talk on the state of X11 and Wayland/Weston given by one of the lead developers is a bit of an eye-opener about just how munged up X11 is at this stage.
Also considering they mentioned that it wouldn't tell them exactly which classroom the student was in, but rather in more general terms, which wing of the school, seems like reading distance might more likely to be upwards of 20m.
The consequence of this was that many teams ended up having to create custom tools to perform the merge and record the information somewhere else, or require that developers recorded which revisions were merged in the commit message.
The subversion developers eventually realised their mistake and added internal metadata to handle, so that if you merged r100 of branchA to branchB, and then subsequently tried to merge r200 of branchA to branchB, subversion would realise that everything prior to, and including r100 on branchA was already merged, and it need only merge the differences between r100 and r200.
Oddly enough though, by then most devs had already abandoned it for just about anything else that had sane merging.
I think the Mac is what has tipped things, enough titles are starting to support OSX on the desktop/laptop, that the hurdle to making the game work on Linux becomes much smaller. I see quite a few that are quite a few already on steam (~380) that support OSX.
Of course any of the older games using dosbox, will be straight forward to port
The real difficulty will be in building into steam the necessary diagnostics to determine, what needs to be configured correctly on the various distributions to allow the ported games to work perfectly without the various developers getting inundated with complaints as to their game being a big ball of crappiness on Linux.
Let's see - item sold to parents that results in 12 surgeries should be banned
Item sold to parent that resulted in ~5000 deaths among children per year in the US is just fine and dandy
They could have negotiated an agreement to be able to reuse his composition as often as desired, anywhere in the world for a flat initial fee. Obviously that would have been more expensive, but it was an option they decided not to take.
In lieu of such a world wide reuse as needed agreement, the default is that they pay royalties. There is nothing and has been no restriction against groups hiring musicians and composers for work that is signed over to the payee for a flat fee. But since in most cases they don't know if it will be worth the investment, the companies involved generally don't and instead opt for paying royalties. After all what would have been the point of paying a significant fee for a worldwide infinite reuse (sign over copyright) on his work if it did only end up being used at a small event.
No longer a problem these days, as I can afford to buy them myself, and I do...