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409 karma · joined April 10, 2013
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7.5 years later, and my 2008 Mac Pro is still going strong.
http://blog.greggant.com/post/58331227038/recommended-mac-pr...
It isn't mutually exclusive to cater to both audiences.
I love OS X and dislike the desktop hardware.
While looting mobile for some our better interactions (Swipe gestures for OS X), I don't see how this is more efficient that what we have. Mobile work flows are far more convoluted and time sucking that current desktop models. This seems to introduce unnecessary steps, and is completely touch pad dependent. Tagging exists in modern OSes already, plus there's a strong use case for folders. There's a reason why dropbox is popular on iOS.
It wasn't a pleasant experience but I was just tinkering to see what it'd be like. If you like big huge icons, zooming when highlighting, and having to occasionally touch your screen, I suppose it was good.
I can't imagine its about being a viable desktop OS more than push the envelope of Android.
Life got considerably better as I started specializing towards a track of Front End Development. There's a huge gulf between being the guy who can write spaghetti JS and CSS to developer but its doable, although it was much easier 6 years ago when left the Jack-Of-All-Trades. I'd suggest picking a part of your skill set if you have extended downtime and trying to level up. Having a broad skillset won't hurt you, but not having anything technical will.
The case is ugly but functional, the magic mouse however is just plain out poor design. This is jumping the gun. It's like declaring "Whatever happened to Google design?" After the Pixel C.
I'm really hoping this opens the door for more flexible licensing for Sketch. The Mac App store is a bit of a pain for multi-seat licensing and upgrade pricing.
I digress, the thing that really jumped out at me:
"according to a 2010 paper by Elena Smirnova, director of the Center of Play and Toys at Moscow State University, dolls that resemble humans are essential for the kind of role-playing that kids need to do to work through the events of their lives"
I imagine this being lessened if the toy points parameters on the imagination. I know I played with action figures and placed them in pretty fantastical situations but it seems the cheapened by an electronic interaction governor. Perhaps it may enhance it but I'd wager its the former and not the later.
The biggest problem I see with Front End Development is the massive trove of tacit knowledge it takes. If you have a portfolio that goes more than a decade deep, a junior front end dev might run across a table based layout, or baffled by transparent gifs used to position. Or perhaps its a site made 7 years ago, and its locked on a 960 grid and the jr dev is throw by the "Clearfixes", used to modern frame works that magically clear floats by psuedo elements, and doesn't understand why her/his grid isn't working when she/he forgets to manually clear the floats. It could be even a site that is 5 years old, and relies on wurfl to do user agent detects the baffling usage of user agents at all to detect mobile.
Anyhow, that's just scraping the surface. My standing theory is Front End Development is only a few years away from being divided into more roles as the current bar for knowledge entry is getting to be almost unattainable.
It's interesting but without direct access, there's only minimal information to be gleaned as commanding Siri to look up the most recent call would only allow the attack to see the most recent call with a direct LOS.
Also, this recap can be skipped by going to the original wired article: http://www.wired.com/2015/10/this-radio-trick-silently-hacks...
I could invent many hypotheticals in this vain but privacy is something worth protecting.
The review sorta skimmed on Metal but reported that it only worked on a Mac Pro 2013, which lead me to wonder why my 2008 Mac Pro couldn't run it with a GeForce 680 GTX, turns out it can. http://netkas.org/?p=1405
Despite the entry point for photography as art being relatively low, this also discredits the idea that there are good and bad photography and the defining factor is rarity.
That seems a rather important detail. Thanks for the link.