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Comment Seems fairly accurate (Score 0) 518

Given the current state of GNOME, seems about right. As someone who can't continue using Mint 10 (because it's no longer supported), nor upgrade (because GNOME 3 sucks, Cinnamon is nowhere near ready, and Mate is ... problematic), I'm starting to heavily lean toward abandoning Linux for something like Mac OS X. At least until GNOME gets its shit together.

Comment Re:Will this be any different? (Score 1, Insightful) 147

After getting used to GNOME 2 with Compiz Fusion, I can't stand GNOME 3, and I'm having an impossibly difficult time finding a replacement. I've tried GNOME 3, GNOME Classic, Mate, and even KDE, and at this point, I have to either endure xfce's bugs, or wait until Mate's are ironed out. All along, my install of Mint 10 is aging, and given that its support period is ending, I'm basically stuck between a rock and a hard place. I don't understand why GNOME's devs would screw its supporters this way. Not only is 3 inferior to anyone who likes any sort of flexibility, but its interface is downright maddening at times.

Comment Re:Who can blame them? (Score 4, Informative) 649

No, it's an unfortunate choice. As a hobbyist dev, I find Android difficult to follow. Since I started adding tablet support to my app (which included, among other things moving from SDK 4 to 10), my app's stability has considerably worsened, with various problems in Android's core that often make no sense. The SDK change introduced problems with about 10 different types of hardware that required painstaking, slow fixes, which are difficult for anyone but a company with a dedicated test team. Some of the changes in ICS completely hosed parts of code (including services), and required considerable rewrites. Apple's not without its quirks - changes in Xcode are ridiculously capricious, and not always for the best (e.g. storyboards). That said, supporting only 3 -4 types of hardware, instead of thousands, is considerably more predictable. Android's in a unique situation - it's attempting to be everything to everyone, which ultimately puts the strain on the devs. For people like me (who aren't even mobile devs by profession), this is extremely taxing. However, for companies that have staff dedicated to exactly this type of thing, this should be a non-issue.

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