

Probably varies a lot between countries and universities. In my university, you were better off, if you were on Linux. But I’ve heard horror stories from the US before, where Windows was mandatory…


Probably varies a lot between countries and universities. In my university, you were better off, if you were on Linux. But I’ve heard horror stories from the US before, where Windows was mandatory…
A few years ago, I set up a home-server with music and some pictures on there, and recently I noticed that my storage disk was getting full. Then I saw that the disk only had 16 GB and wondered, where the hell I got that small of a disk from.
So, I go to plug in a bigger disk and can’t even find the original disk at first. Turns out my whole storage capacity was one of these bad boys:

And yeah, I’ve got about 1800 songs, clocking in at 5.8 GB, so even that tiny storage would easily be enough for a much larger collection.
And I do also have them replicated on my phone, for listening on the go. (Don’t even need an SD card in my case.)
Presumably, that ampersand needs to be replaced with &…
If you enjoy pinball, this one is decent: https://f-droid.org/packages/com.dozingcatsoftware.bouncy


Not what you’re looking for, but perhaps also interesting, there’s a comic written in CSS: https://comicss.art/
I’m weirdly deeply invested, like I’ve got decent headphones, I’ve composed songs before, I’ve played two instruments, and like someone else posted, I’ve also implemented my own music player program.
But man, I struggle with feeling it as art. I don’t know, if that’s a case of music-maker being snobby about everyone else’s music, while being too critical of their own music. Maybe my expectations are just too high.
Like, I’m trying to create lyric-less music where I feel a meaning. And at times, I’m amazed that I can evoke the sense of snowfall. But at many other times, it just sounds paperthin to me, and I still haven’t managed to really portray a deeper meaning.
Maybe I’m just frustrated, because poems come more naturally to me (and yes, I am dense for not adding lyrics to my songs 🫠).


I would argue that a substantial reason for their popularity is also just that devs have fun when developing them.
With most other genres, you’ve seen the story a gazillion times, you’ve done each quest a thousand times etc… It just gets boring to test the game and it becomes really difficult to gauge whether it still is fun to someone who isn’t tired of it.
Meanwhile with roguelikes, the random generation means that each run is fresh and interesting. And if you’re not having fun on your trillionth run, that’s a real indicator that something needs to be added or improved.


Ah yeah, it does auto-save regularly, too. But I don’t think, I’ve ever seen it crash without me doing some out-of-game fuckery. 🙃
Well, and of course, losing progress is baked into the gameplay of a roguelike, so whether your savegame corrupts or you die yet another stupid death, you just start another run and you’re right back into the action.


I find that it’s mainly frustrating to those learning German at an advanced level, since using a wrong article immediately exposes you as a non-native speaker. Because yeah, as the others said, it hardly ever happens that native speakers use a wrong article…


I also think ANY game should have a “full potato” mode capable of running in older computers with NONE of the fancy graphics stuff that we have access to today, despite having a decent computer now.
Problem is that the fancy graphics stuff isn’t just additive.
For example, raytracing is actually relatively simple to implement, since you just make light behave like it does in real-world physics, according to a couple relatively straightforward rules and material properties.
Lighting without raytracing involves tons of smokes and mirrors hacks and workarounds. For example, mirrors were often faked by building the same room behind the wall, with everything inverted, including the player character’s animations.
So, making a game with potato graphics typically requires building a second version of the game.
Of course, there can be a mode that does just turn off the additive stuff, so only that which does not require changing the game implementation. But that can just be one of the graphics presets…


There’s a roguelike I play, which combats save-scumming by only giving one save slot per character. And so the only reason to save the game, is when you’re done playing. So, you hit Ctrl+S to save, and it instantly quits as well. 🙃


Yeah, I just thought that’s called “dry shampoo”, but not sure where I got that idea from. Might’ve just been a brainfart. 😅


Huh, I thought, dry shampoo is a bar soap with additives. Sounds like it’s pretty much the polar opposite…
The description in the ticket isn’t too bad:
allows users to make a window disappear and keep only its title bar visible.
It really just hides the window contents. In effect, it is similar to minimizing a window, except that it doesn’t spring into your panel and rather stays in place as just the window title bar without the contents.
It is a niche feature, if you couldn’t tell. But it isn’t some KDE specialty feature; various other desktops and window managers also support it. I think, it was more popular in the early days of graphical user interfaces, when we were still working out, how we want to do panels and such.
And conversely, I do think it makes more sense as a feature on big screens like you can have today, where your panel might be quite a bit away.
Don’t think, window shading will make a big comeback just yet, but yeah, probably enough existing users that use it, so that it would be cool to support that workflow.


There’s a store in the next town, which has only organic foods. Rather expensive to shop there, but I still go there more often than I need to, just because everyone’s friendly and relaxed.


Yeah, if I ever catch a calm hour in the store, I’ll actually look through the aisles and check out products I wouldn’t normally buy. If the store is busy, I grab the usual and flee as quickly as possible.


Still works well as a concept for PeerTube…


I’ve seen it argued that the best way to create lightweight software is to give devs old hardware to develop on.
Which, yeah, I can see that. The problem is that as a dev, you might have some generic best practices in your head while coding, but beyond that, you don’t really concern yourself with performance until it becomes an issue. And on new hardware, you won’t notice the slowness until it’s already pretty bad for those on older hardware.
But then, as the others said, there’s little incentive to actually give devs old hardware. In particular, it costs a lot of money to have your devs waiting for compilation on older hardware…


It should be said, though, that this really is just a general rule. Some frameworks and programming languages are definitely less efficient than others without providing more versatility.
No idea, but I have not yet heard of a computer science department going exclusively for Apple…