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From the linked article:

> For the first time, users can use Precision Finding on Apple Watch Series 9 or later, or Apple Watch Ultra 2 or later, to find their AirTag, bringing a powerful experience to the wrist.


Please please tell me it's pronounced "yoink"

https://www.youtube.com/watch?v=CJh1hmmLLzw


> One niceish thing about WebDAV/CalDAV is it's pretty set in stone for now.

I don't know if you've ever heard "Latin is a dead language"; many people think that statement is a somewhat negative-sentiment one, amounting to something along the lines of "there's no good reason to learn Latin, it's dead", but I've heard that it's actually supposed to be a positive-sentiment statement, something like "we can have confidence that contemporary interpretations of this text haven't changed in the last ~1800 years because the language itself stopped changing around then".


> There was also a feature that allowed method lookup by putting in the inputs and expected outputs (I still haven't seen anything like this).

Do you mean like hoogle [0]? Or does what you're talking about operate on values rather than type signatures?

[0] https://hoogle.haskell.org/?hoogle=a%20-%3E%20a


On values. You can search "smalltalk method finder" to find some examples.


The ios gmail app does the same thing, but why? I would assume the app could just transparently relay the click through its already-open grpc channel to google's servers, and it would be faster for them and (more importantly) for me.


One thing that is really useful about the distinction is that almost necessarily, there are different scales involved.

Ultima VI was the first of its (mainline, not 'online' or 'underworld') series to not really have the "town/dungeon/overworld" distinction. It got fairly awkward to have towns and the overworld be on the same "layer", because the towns could really only have a dozen or so buildings because otherwise they'd take up the entire overworld.

Breath of the Wild / Tears of the Kingdom kind of have the same issue: there appear to only be a few dozen Gerudo for instance, and only a few hundred people total in the entire world.


I don't think the idea of realistic scale for video game locations is very attractive.

You can have vast worlds with huge procedurally generated towns. Daggerfall did this and to me it just felt like boring filler. As did its enormous landscapes.

You can have large towns dense with interesting hand crafted places and characters. Baldur's Gate itself from BG3 is a great example. I loved it, but it consumed 50 of the 100 hours I spent on my first playthrough. Almost two months of my daily playtime.

If you want a game where the great outdoors and dungeons are afforded a huge chunk of your time, towns need to be idealized. I love how Breath of the Wild did this. You get the sense of the place from the layout and architecture. But you can still visit the whole place and talk to everyone, without it being the main thing you do in the game. My imagination will scale the place as feels appropriate, without the need for a thousand houses I have no reason to enter.


The idea of the super realistic video game where you can do anything keeps recurring, but it wouldn't actually be any fun to play.

I had the idea first, when I was 8 years old and first played a video game. It just gets re discovered


Do you mean that files produced with "wide" tabs might have hard newlines embedded more readily in longer lines? Or that maybe people writing with "narrow" tabs might be comfortable writing 6-deep if/else trees that wrap when somebody with their tabs set to wider opens the same file?


Is the reason there isn't a perfect show/movie-to-meme site with All the features and All the shows, that such a site would attract notice from rightsholders and then implode from fending off spurious legal complaints?



> a strategy-less map

I only really played ut2k4 not 99, but in the 2k4 Face map there was a "ledge" (I don't know the term, like a stray polygon edge or something) out of sight on one side where you could fake like you had fallen off, land on the ledge, wait a couple seconds and then crouch or do whatever it was that made you drop the flag.

The game would show the message "so and so dropped the flag" which IIRC was the same message it shows when you die while holding the flag, and to most people it seems like you fell into the void and died, but you're actually just hanging out on the ledge.

There wasn't a way back up from the ledge, so you can't do this to shake people chasing you and then go score, but if you do this while you're ahead, the other team can't score until they get their flag back...

okay that's not really "strategy", it's super cheap.


Sounds a lot like emacs, there's a core written in C etc but the overwhelming majority of the bits that make it an editor are in a scripting layer that you can change at runtime (and indeed there's hardly any reason to use emacs if you're not doing so)


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