A game that costs $100,000 to make, but sells at $2/game has to sell over 50,000 copies to make a profit. A game that costs $2,500,000 but sells at $50 has to sell the same. Your first point is only valid if you're willing to pay a higher percentage of the cost.
Dear Indie Game Devs:
Or use Google Chrome. It has an Google-built PDF reader and Google-managed Flash updates. You never have to touch an Adobe installer ever again.
But if you're anti-EULA, Foxit is no help. Point of comparison: The Foxit EULA is 3,683 words long. The Adobe section in Google Chrome's EULA (which covers Flash) is 2,476. Google Chrome's ToS in the EULA is 3,983 words.
I highly suggest you read the article since the summary is highly edited to make Google look bad. Example: Google didn't send a private investigator. It sent a single Google employee who was jerked around by the bartender and his friend because they wanted to cling to their powertrip. The only lawyer was just guy the bartender knew. Google even offered to give the bartender guy a free phone if he promised to be quiet about the leak until the phone was announced at the Android event.
Bad Luck Google: Sends a guy to pick up a lost phone. Gets screwed around by the people who found it. Still offers a free phone to the guy. Gets called evil by the Internet.
First time I've seen a definition of "high quality" that means "20% data loss"
The data isn't lost or blacked out. It's unprocessed. NASA releases images that are fully complete later on, and releases partial images immediately. Also, for an interplanetary mission to receive images as quickly as we are and even in various states of process is frankly amazing.
"Confound these ancestors.... They've stolen our best ideas!" - Ben Jonson