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Comment Inferiority complex (Score 1) 56

These guys must be compensating for some inferiority complex, 'I do JS then I'm not a real developer' style.
Nothing good could come out of this excepting some claim that "see we can serve you JS tracking code without affecting your battery" which can never the as efficient as _not_ running crappy 3rd party code in the first place

Books

Stet!, the Hot New Language Game (newyorker.com) 24

The game Stet!, a spinoff of the book "Dreyer's English," is an excellent way to prepare for a copy-editing test and pairs well with a gin-and-tonic. Mary Norris, writing for The New Yorker: Nerdsday fell on a Tuesday this year, and I invited a friend over for a doubleheader: a round of Stet!, the new language game based on "Dreyer's English," followed by an episode of Mark Allen's "That Word Chat," a homespun Zoom talk show for editors, lexicographers, linguists, and others of the inky tribe. My friend was Merrill Perlman, who writes the column "Language Corner" for the Columbia Journalism Review, where her biographical note says that she has "managed copy desks across the newsroom at the New York Times." Although retired from full-time journalism, she continues to teach and serves on the board of ACES: The Society for Editing. Nitpickers by profession, we ran into a problem right away. The instructions for Stet! suggest that you "play with three or more players" (is that redundant?), and we had been unable, during the pandemic, to scare up a third nerd. The game of Stet! comprises two packs of cards with sentences on them, fifty of them Grammar cards with indisputable errors (dangling modifiers, stinking apostrophes, and homonyms, like horde/hoard and reign/rein) and fifty of them Style cards, on which the sentences are correct but pedestrian, and the object is to improve the sentence without rewriting it. There are trick cards with no mistakes on them. You might suspect that there is something wrong with (spoiler alert) "Jackson Pollock" or "asafetida" or "farmers market," but these are red herrings.

If you believe that the sentence is perfect just as it is, you shout "Stet!," the proofreading term for "leave it alone" (from the Latin for "let it stand"), which is used by copy editors to protect an author's prose and by authors to protect their prose from copy editors. The game involves some role playing. If you use only the Grammar cards, the dealer is called the Copy Chief, as in "The Copy Chief shuffles the fifty Grammar cards." If you mix in the Style cards, the dealer is the Author, the players are Copy Editors (you can almost hear an author muttering, "Everyone is a copy editor"), and the deck is huge. I got the impression from the size of the cards, which are bigger than those in a tarot pack, that authors and copy editors have large, masculine hands. I personally wear a small-to-medium-sized disposable nitrile glove and could not riffle the deck with any kind of flair (or is it "flare"?). The sporting element in Stet! is slapping your hand on the carefully sanitized table when you spot the mistake or mistakes. Points are awarded based on the number of errors planted in a sentence. Most have just one, some have two, and there are a few three-pointers. Penalties are assessed for missing mistakes, but none for introducing an error, a cardinal sin in copy editing. (Perhaps the instructions could be refined to add a slap on the hand for this.) It takes five points to win a game, and the game goes fast. I won the first round handily, mostly because my opponent, the Copy Chief, kept forgetting to slap.

Comment Re:Found it lacking (Score 1) 79

Same here.
Just try "c# equivalent to supplier" on DDG. First 3 results: "java - Equivalent of Super Keyword in C# - Stack Overflow", "Reference Supplier - Suppliers for Reporting", and "equivalent, equivalent Suppliers and Manufacturers at ..." which seems to be some product on Alibaba

Submission + - Berlin artist clears out city streets with practical Google Maps hack 1

Qbertino writes: The German ditial news site t3n has a report (German article) on Simon Weckert, an artist from Berlin who uses a cart filled with 99 smartphones in Google Maps car navigation mode to clear out streets in Berlin city. They trick Maps into thinking there's an full-stop traffic jam in progress and lead other cars around it. It's pretty hilarious and a fun project. Nice idea too. Video presentation here.
Firefox

Mozilla, Intel, and More Form the Bytecode Alliance To Take WebAssembly Beyond Browsers (neowin.net) 91

slack_justyb writes: Mozilla has been heavily invested in WebAssembly with Firefox, and today, the organization teamed up with a few others to form the new Bytecode Alliance, which aims to create "new software foundations, building on standards such as WebAssembly and WebAssembly System Interface (WASI)." Mozilla has teamed up with Intel, Red Hat, and Fastly to found the alliance, but more members are likely to join over time. The goal of the Bytecode Alliance is to create a new runtime environment and language toolchains which are secure, efficient, and modular, while also being available on as many platforms and devices as possible. The technologies being developed by the Bytecode Alliance are based on WebAssembly and WASI, which have been seen as a potential replacement for JavaScript due to more efficient code compiling, and the expanded capabilities of being able to port C and C++ code to the web. To kick things off, the founding members have already contributed a number of open-source technologies to the Bytecode Alliance, including Wasmtime, a lightweight WebAssembly runtime; Lucet, an ahead-of-time compiler; WebAssembly Micro Runtime; and Cranelift.

Submission + - Researchers find mystery hidden in early 80's Atari game (bbc.com)

wired_parrot writes: Released in 1982, Entombed was far from a best-seller and today it’s largely forgotten. But recently, a computer scientist and a digital archaeologist decided to pull apart the game’s source code to investigate how it was made. An early maze-navigating game, Entombed intrigued the researchers for how early programmers solved the problem of drawing a solvable maze that is drawn procedurally.

But they got more than they bargained for: they found a mystery bit of code they couldn’t explain (Link to full paper). The fundamental logic that the determines how the maze is drawn is locked in a table of possible values written in the games code. However, it seems the logic behind the table has been lost forever.

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