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sil3ntmac

594 karma · joined August 21, 2008

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sil3ntmac··on Apple Changed Search Algorithm for App Store
The last time I put something on the app store (~1 yr ago), you could enter up to 100 characters of keywords, which would have prevented the author's initial problem. Did Apple change keywords in the upload process?
sil3ntmac··on IOS browsers have a 300ms click delay - But developers can bypass it
I like cubiq's solution:

http://cubiq.org/remove-onclick-delay-on-webkit-for-iphone

It uses event capturing so you can bind the listener to an outer div containing many buttons, rather than each button individually.

sil3ntmac··on Apple's iOS is "deceptively fast"
Er, almost. Your app provides a "Default.png", which is shown at initial app launch. This often contains either a loading image or a prerendered screenshot of your app with a blank state. However, since iOS4 and "backgrounding" (which imho is a better example or using hacks to give the appearance of speed), Apple will also dynamically snap a screenshot of your app at the time you close it, so that re-opening it feels instantaneous and more like "switching" to an app.
sil3ntmac··on Open-sourcing Stylo
Awesome work Alex! One suggestion: CSS shadows have a spread parameter that your app is missing. Other than that, looks great!
sil3ntmac··on Why HTML5 is the best platform for rapid game development
Okay, semantics; you're right, in my haste I misread the original quote. If you're judging a game strictly on quality, platform has nothing to do with it; most (all?) modern platforms have decent game libraries so dev time just depends on what you're used to. If you're judging a game on mass appeal, popularity, or user friendliness -- or just plain success -- platforms absolutely, beyond a doubt, matter.

As for your last point though... lolwut. iOS was just an example, the same is true for consoles, other app markets, etc. iOS apps bear "no weight" in the statement that a proprietary platform causes slow time to market?! iOS is one of the largest and most developed-for proprietary platforms, which makes it a great example, which means it absolutely does bear weight -- and a lot of weight at that -- in a statement that generalizes proprietary platforms. </semantics>

sil3ntmac··on Why HTML5 is the best platform for rapid game development
Yes and no. Websockets is awesome, but no UDP support yet (although chrome nightlies have added this as an experimental feature!). Once UDP comes, we can do p2p and eliminate the server round-trip (as well as the whole TCP ACK bottleneck), vastly speeding up realtime games... but then we have to deal with firewalls :D So its up to the dev to pick his battles, although I'm sure there will be libraries to vastly speed this thing up.
sil3ntmac··on Why HTML5 is the best platform for rapid game development
Agreed. HTML5 audio is definitely a complete mess, you need shims and fallbacks if you even want to consider using it... but for the present (e.g., on modern browsers+devices), canvas seems to be the winner in terms of write-once, run-anywhere for games and animations that look great and run smooth. And since it is an open standard, we can look for other devices (smart tv's, game consoles, car dashboards... okay perhaps that is dangerous) to support it in the not-so-distant future.
sil3ntmac··on Why HTML5 is the best platform for rapid game development
I would argue that "not a plugin" and "not controlled by a single corporation" are more than "irrelevant". Here's a few reasons:

- Want to port your game to a new platform (game console? embedded device?) - just get webkit/mozilla/<your favorite open source browser> to compile. Although this is no small task, in many cases it can be easier and way faster than rewriting the code for an entire game. not to mention this mandates one port per console, rather than one port per game per console. N^2->N time savings :D

- Not being controlled by a single corporation is incredibly important. Take iphone games: want to update your game to use some newly released feature of the sdk? Get ready for 1+ weeks of waiting for approval. Notice a low-level bug in the sdk? ha-ha, have fun talking to Apple's technical support. These are the obvious reasons, there are a million-and-one examples as to how limited access can slow down - and even halts - the game development process.

That's all I have time for now, I'll try and think of some more later

Edit: too/to

sil3ntmac··on Ask HN: Bootstrap for HTML emails?
Yes! Here you are:

http://htmlemailboilerplate.com/

sil3ntmac··on Cubby Is Like Dropbox... If Dropbox Also Had Free, Unlimited Syncing
I'm guessing they probably just p2p the files between the computers (with setup help from cubby's servers).. pretty neat way to offer a free feature
sil3ntmac··on "Adobe has released Adobe Photoshop CS6, which addresses these vulnerabilities"
Wow, I fell for that too! Double-speak insanity. Thanks for catching that.
sil3ntmac··on Show HN: Rails One Click Installer for Mac Os X
Haha. Did you follow the install instructions and append that "[...] && ..." line to your .bashrc? It is necessary to load rvm into your console.
sil3ntmac··on Supporting IE Is Too Much Work
ievms dude, ievms.

https://github.com/xdissent/ievms

sil3ntmac··on CSS arrow please
Check out stylus, it's pretty neat too: http://learnboost.github.com/stylus/docs/js.html

My favorite features:

- auto-insert vendor prefixes, even IE filters (no need for css3 'mixins', which are most of the mixins the avg dev will need)

- can even rasterize linear-gradient backgrounds and serve as image for more pre-css3 browser support. This one I haven't tested but it sounds awesome

Edit: paragraph formatting

sil3ntmac··on I have 404,772 users. Now what?
If they want, let them provide links to their songs on the itunes/<mp3 store>, add your affiliate code to the links. $$$
sil3ntmac··on Show HN: Rails One Click Installer for Mac Os X
rvm lets you very easily uninstall everything:

    rvm implode
sil3ntmac··on Show HN: Rails One Click Installer for Mac Os X
I prefer to use rvm :)

    curl -L get.rvm.io | bash -s stable
    source ~/.bash_profile
    rvm install 1.9.3
    gem install rails
sil3ntmac··on YC Facelift: EXEC
Really? Once I saw the page, it made me think of "execute". But maybe I have just spent too much time programming.
sil3ntmac··on Posterous acquired by Twitter
I'm guessing he meant uniques.
sil3ntmac··on Sencha updates framework for building native-looking mobile Web apps
Is that a phone screenshot, or did they just resize the page in IE? But seriously, for such a nice looking framework, you'd think the writer would take the time to generate that image on a handset with (better? existing?) font aliasing.
sil3ntmac··on [dead]
Title should probably read "ipad is the new ie6 in regards to html5 video". Not really anything too interesting in this post, but the author does list out specific bugs and hacks required to fix them here: http://blog.millermedeiros.com/html5-video-issues-on-the-ipa...

However the above article references iOS 4.2, so I am wondering if any of these are fixed in iOS 5

sil3ntmac··on MusicForProgramming();
My favorite album to listen to while I code is probably Blockhead's "The Music Scene." Gets the blood pumping.
sil3ntmac··on NanoScroller.js - An easy-to-use jQuery scrollbar that looks like Lion's.
I implemented something similar here: https://github.com/joevennix/jScrollie

I agree that it is best to let the browser handle the scrolling mechanics. Then you simply hide the original scrollbar by having an embedded div hold the content with a width thats about 40px or so bigger than the outer, fixed width div ( and overflow: scroll-y ).

sil3ntmac··on Write your app in HTML5, upload it and get back app-store ready apps
Last I checked (2+ years ago), iTunes on Mac uses an XML format that describes the layout of the page - pretty close to HTML.
sil3ntmac··on Quake 2 Source Code Review
http://news.ycombinator.com/item?id=3017013

Edit: changed direct link to YC link.

sil3ntmac··on Show HN: Chat in a virtual world - Node Knockout entry
Hey, I made almost the exact same thing a few months ago:

http://nearish.com

Drop me an email at joe@nearish.com if you'd like to talk, I am interested in your solution to scaling.

sil3ntmac··on How can a code editor hint at code nesting level without indentation?
I get a 403 forbidden (check your permissions maybe?)
sil3ntmac··on Redditor Explains Why Apple Continue Making Frail Power Cables
Haha, good point. I said ethernet because it is the first port blocked. The cord also blocks the display port and makes the first USB port awkward to use (this is the biggest annoyance for me, as I often have flash drives/my iPhone/a USB keyboard with me and there are only two USB ports on the laptop).
sil3ntmac··on Redditor Explains Why Apple Continue Making Frail Power Cables
You're right, I generalized: the position of the power outlet varies with every place you plug in your laptop. However, I often find myself with the outlet behind me (i.e. sitting against the wall at an airport, restaurants; I take my laptop out of the house with me frequently), so I run into this problem. I liked the perpendicular adapter because in the worst case, the cord had to make a 90 degree turn.
sil3ntmac··on Redditor Explains Why Apple Continue Making Frail Power Cables
The OP is referring to Apple's iPhone power/usb connector cable, as seen in this picture: http://i.imgur.com/yAywo.jpg. The dock connector strain relief is decidedly weaker (I have had two or three break on me personally) than other Apple products.

One thing that is interesting is how Apple's Industrial Design team, mentioned in the post, affected the design of the new Macbook power adaptors (like the one you linked to, http://www.cl.ly/0r2n2S2z1b3K0L1E0R3t). The old ones had the cord coming out perpendicular to the laptop. I liked that design a lot better than the new style, which is a bit awkward to plug in and leaves you either:

1. With a cord facing out the back of the laptop, then (probably) looping around 180 degrees and back to the power outlet, or

2. With the cord running parallel next to the laptop, completely blocking the ethernet port.

Obviously neither of these solutions is streamlined or Apple-like, so I wonder if the ID dept made the trade-off of a parallel connector with minimal strain relief, or a perpendicular connector with built-in strain relief.

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