YC wouldn't do that. I don't know the history here but I do know that both founders left the company years ago (which is pretty unusual). I can only assume that a lot changed since they started 10 years ago (they were in W12).
At this point we're at "the democrats might have planned for a single surprise, under circumstances that would be both difficult and suspicious to repeat".
It feels... exceedingly charitable to say that is "habituating people to surprise" in any real sense. If anything, I'd argue it has had the opposite effect: if the Democrats pull a second surprise like this time any time in the next couple of decades, quite a lot of people are going to be outraged.
I'm not really sure why they'd want to skip the Primary anyway? If she failed to pass as a candidate there, it would be pretty clear evidence that she wasn't going to beat Trump. If she passed the Primary, she's got more support behind her. It's a lose/lose to do what you suggested
The 11th Hour (2007, Documentary, 7.2)
The Wind and the Lion (1975, Adventure Epic, 6.8)
Mr. Nice Guy (1997, Martial Arts Dark Comedy, 6.2)
City Heat (1984, Buddy Cop, 5.5)
Michael Collins (1996, Docudrama, 7.1)
The Adventures Of Pluto Nash (2002, Space Sci-Fi Comedy, 3.9)
Chaos Theory (2007, Comedy Drama Romance, 6.6)
Mutiny on the Bounty (1962, Historical Globetrotting Adventure, 7.2)
Dungeons & Dragons (2000, Adventure Fantasy, 3.7)
Return Of The Living Dead Part II (1988, Zombie Horror Comedy, 5.7)
The Bonfire of the Vanities (1990, Dark Comedy, 5.6)
The Accidental Tourist (1988, Comedy Drama Romance, 6.7)
Critters 4 (1992, Horror Sci-Fi, 4.1)
Murder in the First (1995, Legal Thriller, 7.3)
The Year of Living Dangerously (1982, Drama Romance War, 7.1)
December Boys (2007, Drama Romance, 6.5)
Waiting for Guffman (1996, Satire, 7.4)
Lionheart (1987, Adventure Drama, 5.1)
Oh, God! (1977, Comedy Fantasy, 6.6)
Crossing Delancey (1988, Comedy Romance, 6.9)
Price of Glory (2000, Drama Sport, 6.1)
Flight of the Living Dead (2007, Horror, 5.1)
Deal of the Century (1983, Dark Comedy Satire Crime, 4.6)
Deathtrap (1982, Dark Comedy Suspense Mystery, 7.0)
The Mission (1986, Historical Epic Jungle Adventure, 7.4)
SubUrbia (1996, Comedy Drama, 6.7)
Hot To Trot (1988, Comedy Fantasy, 4.5)
True Stories (1986, Comedy Musical, 7.2)
The Science of Sleep (2006, Quirky Comedy Drama Romance, 7.2)
The Big Tease (1999, Comedy, 6.1)
You haven't quoted anything about this supposed "duty of due diligence" which is what I asked for.
> In the case of a work made for hire...
Per what I quoted in my last post, commissioned works in the usual sense are not normally "works made for hire" so none of that applies.
> respondeat superior, a common law principle that holds employers legally responsible for the acts of an employee, if such acts are within the scope and nature of the employment.
i.e. exactly what I said a couple of posts back: "If your employee violates copyright in the course of working for you then you might be responsible for that, but that's for the same reason that you might be responsible for any other crimes your employee might commit in the course of working for you, not because you have some special copyright-specific responsibility."
The most important operation in QNX is MsgSend, which works like an interprocess subroutine call. It sends a byte array to another process and waits for a byte array reply and a status code. All I/O and network requests do a MsgSend. The C/C++ libraries handle that and simulate POSIX semantics. The design of the OS is optimized to make MsgSend fast.
A MsgSend is to another service process, hopefully waiting on a MsgReceive. For the case where the service process is idle, waiting on a MsgReceive, there is a fast path where the sending thread is blocked, the receiving thread is unblocked, and control is immediately transferred without a trip through the scheduler. The receiving process inherits the sender's priority and CPU quantum. When the service process does a MsgReply, control is transferred back in a similar way.
This fast path offers some big advantages. There's no scheduling delay; the control transfer happens immediately, almost like a coroutine. There's no CPU switch, so the data that's being sent is in the cache the service process will need. This minimizes the penalty for data copying; the message being copied is usually in the highest level cache.
Inheriting the sender's priority avoids priority inversions, where a high-priority process calls a lower-priority one and stalls. QNX is a real-time system, and priorities are taken very seriously. MsgSend/Receive is priority based; higher priorities preempt lower ones. This gives QNX the unusual property that file system and network access are also priority based. I've run hard real time programs while doing compiles and web browsing on the same machine. The real-time code wasn't slowed by that. (Sadly, with the latest release, QNX is discontinuing support for self-hosted development. QNX is mostly being used for auto dashboards and mobile devices now, so everybody is cross-developing. The IDE is Eclipse, by the way.)
Inheriting the sender's CPU quantum (time left before another task at the same priority gets to run) means that calling a server neither puts you at the end of the line for CPU nor puts you at the head of the line. It's just like a subroutine call for scheduling purposes.
MsgReceive returns an ID for replying to the message; that's used in the MsgReply. So one server can serve many clients. You can have multiple threads in MsgReceive/process/MsgReply loops, so you can have multiple servers running in parallel for concurrency.
This isn't that hard to implement. It's not a secret; it's in the QNX documentation. But few OSs work that way. Most OSs (Linux-domain messaging, System V messaging) have unidirectional message passing, so when the caller sends, the receiver is unblocked, and the sender continues to run. The sender then typically reads from a channel for a reply, which blocks it. This approach means several trips through the CPU scheduler and behaves badly under heavy CPU load. Most of those systems don't support the many-one or many-many case.
Somebody really should write a microkernel like this in Rust. The actual QNX kernel occupies only about 60K bytes on an IA-32 machine, plus a process called "proc" which does various privileged functions but runs as a user process. So it's not a huge job.
All drivers are user processes. There is no such thing as a kernel driver in QNX. Boot images can contain user processes to be started at boot time, which is how initial drivers get loaded. Almost everything is an optional component, including the file system. Code is ROMable, and for small embedded devices, all the code may be in ROM. On the other hand, QNX can be configured as a web server or a desktop system, although this is rarely done.
There's no paging or swapping. This is real-time, and there may not even be a disk. (Paging can be supported within a process, and that's done for gcc, but not much else.) This makes for a nicely responsive desktop system.
Rather, go to Atacama, in Chile. It's a desert with pretty transparent air and little to no clouds, far from anywhere, and easier to traverse than a forest.
It's also rather closer to the South pole, so not as hot as Amazon.
If you want a shorter version, "grug brain, monk brain" pretends to profound, like "Zen mind, beginner's mind," but it's just a lazy take. If "grug brain, monk brain" was poetry, it would say:
We shall not cease from exploration
And the end of all our exploring
Will be to arrive where we started
And it'll look exactly the same because travel is pointless.
Really recommend you read Tankership Tromedy which was written by a marine engineer. You don't even have to find a copy, the author put a PDF on the internet:
It's a typical and completely compliant way to use the MIT license, but good open source practice? I don't think so. The MIT license permitting this sort of thing is why I and many others consider the MIT license to be a "cuck license":
> A Cuck License is a permissive software license that that does not enforce the freedom of derivative works. This means that anyone can take software licensed under a Cuck License and turn it into proprietary software, effectively cucking the original author.
> Examples of Cuck Licenses are the MIT license and BSD license.
> Cuck License consequences:
> There have been instances where developers's usage of Cuck Licenses has backfired. One notable example is Andrew Tanenbaum' MINIX, which got taken by Intel and turned into spyware called the Intel Management Engine. Tanenbaum went on to say:
> "Many people (including me) don't like the idea of an all-powerful management engine in there at all (since it is a possible security hole and a dangerous idea in the first place), but that is Intel's business decision and a separate issue from the code it runs. A company as big as Intel could obviously write its own OS if it had to."
> However, Tanenbaum maintains that he made the correct choice licensing MINIX under the 3-clause BSD License.
One of my favorites on this subject, focuses more on design than construction but goes into some details which many books on construction neglect or gloss over.
Yes this cool looking cyberpunk looking game was an adult game.
Here's an overview video that I watched at one point that shows a bunch of examples of such games and talks about the history of the platform (note some images and language are a lot less safe for work): https://www.youtube.com/watch?v=OVpX2y6KjwA
Not trying to be glib but the single most important thing is to make the right game.
1. Before you start the project, do some research and ask yourself what is unique about your game? Why would someone play it instead of the leading competitor? Don't settle for an idea that doesn't have plausible answers.
2. Build the game really well. REALLY WELL. Amazing artwork, great style, a visual feast. Fun, snappy gameplay. Depth. I'm talking hours of engrossing gameplay. Solid, performant, virtually bug free.
3. Along the way build moments into the game that really stand out, that would look hot in a gif, that would pique someone's interest if they heard about it.
--- most people get it wrong before this point ---
4. OK now you're ready to start marketing to people. It's easy, just tell them about your game. How? Break the game along different dimensions. The story. The game systems. The emotions players will experience. etc. For each of these, break them into smaller blurbs. You now have dozens of things to share, start recording gifs/video/screenshots to support what you've written. Now start posting to social media. If someone finds your Twitter profile and scrolls through, they should come away understanding what your game is and why they want it.
5. Next go to Twitter, Reddit, YouTube, websites, etc. and find the top accounts that cover / discuss games like yours. Follow them. Interact with their posts/communities. Especially keep an eye out for opportunities to share your work with them.
6. Advanced: come up with some marketing moments. E.g. announcing your game with a launch trailer, revealing the release date, releasing a demo, your launch day, etc. Put these all on a calendar. For each date, work backwards ~2 months. Coordinate social media posting, email with press/influencers using those dates.
I apologize if this sounds flippant, but it's really so so so hard to get steps 1-3 right. People delude themselves into thinking they're on the right track simply because making games is incredibly, super hard. It's outrageous how much work it takes to make something at all. But no one cares about that. Another reason I think people fail, myself included, is we tend to make very safe, hackneyed games. How many of us are guilty of making a game set in a vaguely DND/Tolkien world? That's tired. I know someone still manages to beat the odds every year, that's survivorship bias in action. Play with a stacked deck, make something truly original.
nihongonomori.com (and their youtube channel 日本語の森) is most certainly not for beginners, definitely give them a try. They teach everything completely in Japanese. There are also other youtube channels that are all in Japanese but geared towards foreign speakers who are learning, like あかね的日本語教室, もしもしゆうすけ or Haruka Real Japanese.
It seems that if you have a master's degree from top 300 universities, passed N2, aged under 30 and have high salary (10M yen+) you can easily get 100 points. Type 1 visa only requires 80 points and guarantees permanent residency in one year.
Line Webtoon [0] has a ton that I enjoy reading. It does just about everything perfectly that I have wanted over 20+ years of reading web comics.
I enjoy reading a lot of web comics (Girl Genius, Gunnerkrigg Court, PA, etc), but have _always_ wanted an RSS feed or similar that would make it trivial to read / continue-reading a comic that doesn't update every day. (I very nearly wrote a scraper to scrape some when getting to their archives proved hard, but decided not to.)
The webtoon app remembers which ones you read, which episode you are on, and _where in the episode_ you are. The only down side is that reading progress seems to be saved on the device, so reading on a web browser vs reading on a mobile device. The mobile app will ping me whenever one of the comics I follow has an update. (I dislike that it pings me for random "you might like this comic ..." notifications, but it's I think the only thing I dislike.)
If you like Romance, I recommend "Siren's Lament". If you like post-apocalyptic/horror, HIVE is well done (though I stopped reading it, it was what got me hooked on the platform).
I still periodically open a half dozen browser tabs to check up on the web-only comics I enjoy, but finding/consuming more than a few is a pain in the neck, and I frankly would read them 100% on Webtoons if they were published there.