considering typing time isn't even close to the most time consuming part of programming, I don't think this will be relevant to programmers apart from the programmers who want to do it for fun
While nobody can deny the fact that most of the time in programming indeed is not spent writing, how about this: you type slower than you can think.
So, when you get an idea, it's nice to be able to transfer the idea to the source code, so you can then move on the next idea or next part of the same one. You don't want to be held back by an inferior input method or a language with a lot of ceremonial about doing simple stuff. This happens in short bursts, even if the total time is quite short.
Sometime it happens so that one thinks faster than one can speak. This usually leads you to get mixed up in words.
A fast way to enter ideas is an important part of developing ergnomics.
Docstrings, writing documentation, talking to colleagues on Slack, asking questions on stackoverflow, writing mails, browsing, working in the terminal. We spend a lot of time writing. How much time could one save by e.g. doubling the speed?
Another aspect is of the working memory - will it free your brain's resources? Will allow writing at the speed of thought allow for new/more thoughts?
I think we should explore these waters, and steno is a solid choice.
As a lifelong Metroid fan, I can confidently say that Dread is already one of the best entries in the series. Worth picking picking a Switch up to play it, IMO. Metroid fans have been waiting for this game since 2004!
I’m glad you said 2004, when Zero Mission came out, instead of 2002, when Fusion was released.
Fusion is the previous game in the mainline Metroid series, but…I never liked it. It felt slow and clunky compared to Super Metroid. The SA-X scenes were uncompromising and required memorization to get through. It was also more linear from what I saw, with seemingly arbitrary access restrictions instead of solid level design, but I never finished it so I cannot say for sure.
Zero Mission was “the original Metroid game, remastered with modern features and new content.” As a huge Super Metroid fan, it was exactly what I had desired when I bought Fusion.
Dread takes the “unbeatable adversary” mechanic from Fusion and greatly improves upon it. The EMMIs are smart and deadly, and they have killed me dozens of times, but it never feels unfair like the SA-X did. I haven’t finished it yet, but it feels like it’s taken the best parts of the best 2D Metroids, current gaming sensibilities and expectations, modern hardware capabilities, and rolled them into a great game.
Yeah, I liked Fusion for the story and bosses, but it was definitely much more linear and less replayable. Zero Mission is closest in spirit to a Super Metroid successor, and Dread like you said seems to be taking the best aspects of every game so far.
I haven't finished it yet because kids and stupid responsibility gets in my way, but I'm blown away by how much Nintendo can get out of that underpowered device. A few moments of slow-down here and there but Metroid Dread's mood and sound is stunning given the device's specs.
It's way shorter, somewhat easier, more straightforward, and more expensive than Hollow Knight. Depending on how much time you have, all but the last of these can be pros.
Flip side the shorter playtime allows replayability. I love hollow knight but it is such a time investment I've only played through it 2x and I bought it not long after it came out. Dread I've already completed 4 runs and about to start a 5th so I can 100% every zone (the only thing I have left to get all the art unlocks and "complete" the game).
Yes, in the early 1980s text adventures by Infocom were high-end computing compared to every other type of game.
These adventure games were developed on a Unix minicomputer and executed in a custom VM that could fit both the engine and game onto 48-64k RAM available on the microcomputers that customers had.
I got inspired by a video, Paint like a Sculptor by Sinix on YouTube. I got reinvigorated to do art, so I got a tablet with a screen and started learning to paint in Photoshop starting in may. I'm on a nearly 150 day streak of drawing or painting something every day! I think I've had some good results as well, though I've got no link to share.
my first thought was the same, but I still had an intuition that it makes sense to call this sort of thing quantum as opposed to other, say, chemical-based senses which, although still at some level obviously relying on quantum physics, are more readily explained by using higher level concepts.
I suppose it comes down to emergent phenomena: what's the lowest-level concept you HAVE to invoke to understand what's going on here? when you want to explain how taste buds work, you can talk about neural paths and chemical chains, and even though each of those things relies on quantum physics to exist, you don't have to invoke the concepts or objects of the quantum world to understand the phenomenon in question. but with this particular phenomenon, you do. you can't just explain how this works with higher level concepts, you have to get low down.
On Twitter you follow people, on a site like Reddit you subscribe to subreddits.
Switching between accounts on Twitter means your follows/followers are lost, switching accounts on Reddit doesn't lose you anything (unless you're subscrived to private subreddits or are a moderator for a subreddit)
Twitter sometimes requires a verified email and phone number, which I assume they globally ban when they can. Not sure how effectively they are, but they do at least something make throwaways harder than Reddit does.