It had been sitting on the bookshelf since before Christmas; I picked it up at the weekend and pressed the menu button and... still working.
I don't actually use it much!
... which was about as expensive twenty years ago, when I bought it, as an Apple Watch is now.
Every four years, it needs its battery changed. And that's all.
'Smart' watches are a bit like DAB radio, or, in their day, WAP phones. They're not horrendously expensive, but the user experience is just so much worse than the technology it replaces that no-one's going to buy it. I don't want to take my watch off and recharge it every night. And there is no 'killer app' that I've seen so far that is better on a wrist display than on your phone.
The Pebble, with its low energy monochrome display, is probably a better device than the Apple, but all this generation of 'smart' watches are bulky, ugly, made of non-premium materials, and will have short life; and they're competing on price against beautifully made precision mechanical watches which do the primary job (time keeping) equally well but are built to last a lifetime and require very infrequent attention.
There may be better fourth or fifth generation smart watches in about five years time which compete on quality and charge duration; there may, one day, be a killer app. But at present I see no compelling reason to buy.
I should have read the linked questions before replying...
Stupid, stupid, STUPID! Why have numRows and numCols in a sparse array? Things with unnecessary, arbitrary bounds annoy me. My implementation of Conway's Game of Life runs on a sparse array precisely because that allows the world to stretch arbitrarily in any direction a glider goes, limited only by the capacity of the bignum library and the total store available to the program.
And this is how we teach computer science?
Close to where I live are large intertidal mudflats. Every other summer some tourist drives a brand new four by four out there and gets stuck. And then, of course, the tide comes in. When the vehicles are recovered two or three tides later, they are insurance write-offs - the electrics, interior, and engine are all beyond repair.
You do not want to immerse something complex and expensive in salt water unless you really, really have to.
Remember: seawater ruins everything.
One of those occasions where I wish I had mod points but don't. Mod the parent post up!
Seawater is extremely corrosive. Engineering the rocket engine to survive sudden immersion in seawater when very hot would add a great deal to the complexity and cost (and probably weight). And that's before you add the cost of engineering the rest of the vehicle to resist corrosion.
The reason English is is widely spoken around the world is not just that England had a long period of aggressive expansionism. It's also because English is an extremely flexible and expressive language, with a rich literature - literally millions of texts, many tens of thousands of which are fine works of art. Of course, this is true of many other well-established natural languages, from Farsi to Mandarin. But it isn't, and cannot be, true of any new artificial language.
I'd guess it would take any artificial language at least a thousand years of hard use by millions of people before it could become a contender to supplant a natural language, and by that time it would have mutated into a natural language.
I turn 60 this year. And your problem is?
Either you're good at your job (and if you've been doing it for twenty-five+ years you almost certainly are), or you're not. If you're good and experienced, you won't have any troubled getting an interesting job at a high salary. In my present employment, I was specifically recruited to mentor (and teach software engineering discipline to) a group of good but inexperienced junior developers.
When I was starting out in this game, thirty years ago, the person who fulfilled the role I now have in the team I was then working in was Chris Burton, who, as an apprentice, worked on the build of the Manchester Mark One, and who (after his retirement) led the rebuild of it. He was one of the best software people I've ever worked with, and he was already in his sixties when I met him.
Nothing breaks immersion so much as the player character being killed. Suddenly you're jerked out of your game world and you're just a sad individual sitting in front of a computer again. It is epic fail for anyone who's trying to build a world in which players are expected to become immersed to allow the player character to be killed.
This isn't to say I think there shouldn't be setbacks, and that they shouldn't be severe. Of course they should. You get beaten in a boss battle and you should expect to lose all your accumulated weapons, armour, loot. You should expect to be left for dead, and have to crawl until you can find herbs, salves, bandages or aid. It could even leave you with permanent scarring or disabilities which make future battles a bit harder to fight, or have an impact on what endgames are available to you. It should be an outcome which motivates you highly not to lose the next battle. If a non-player-character companion is killed in a battle, their death should be permanent, no matter how important they are to the plot. But you should not die.
If you die, it isn't you who have failed. It's the designer.
Things equal to nothing else are equal to each other.