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> I would even take it a step further and allow maintainers the ability to cherry pick certain issues they'd like to put up for hacktober.

At least for Prometheus the ones we tagged with hacktoberfest are ones we'd expect a new developer to have a good chance to be able to complete.

I don't think we should be disincentive people who attempt to instead tackle more thorny issues.


I bought it for €10 5 years ago, in terms for gaming value for money I think only the €10 I spent on Minecraft beats it.


There is a fun minecraft modpack inspired by this game https://www.curseforge.com/minecraft/modpacks/manufactio


> Even more fundamental than privacy, though, is do people even know that these apps exist?

Speaking for Ireland the app was heavily publicised, and there's even a prominent "Share app" feature in the app itself.


Indeed, and it's early days yet.

From the article:

> It also reveals that, whatever the people of Ireland have been told, their app is collecting centralised data on them.

The signup flow has a very obvious and well written opt-in for collection of anonymised data to help track how well the app is working, which was mentioned by the BBC article linked. I don't think people are being mislead.

I personally decided not to enable that, but did give the app my phone number to be shared in the event I'm a close contact.

> it has been in use, it is claimed to have resulted in 91 “close contact exposure alerts”, which is remarkably few.

That they know of, as those users either opted in to the anonymous tracking or (possibly) gave their phone number. It'd be useful to know how the install base per the usual Android/iOS stats compare with the anonymous tracking enablement, but those numbers haven't been shared as far as I'm aware.

Right now our overall case numbers are low enough (around 20 per day) that it's likely hard to tell how effective the app is. However our R is currently estimated at 1.1, so even a little help from the app could help keep us below 1.


I don't think there's any clear standard. There's many confusions about push vs pull that make the discussions hard to follow, as they often make apples to oranges comparisons. For example the push you're talking about in your comment is events, whereas a fair comparison for Prometheus would be with pushing metrics to Graphite. https://www.robustperception.io/which-kind-of-push-events-or... covers this in more detail.

Taking your example you could push without sending a packet on every event by instead accumulating a counter in memory, and pushing out the current total every N seconds to your preferred push-based monitoring system. You could even do this on top of a Prometheus client library, some of the official ones even as a demo allow pushing to Graphite with just two lines of code: https://github.com/prometheus/client_python#graphite

In my personal opinion, pull is overall better than push but only very slightly. Each have their own problems you'll hit as you scale, but those problems can be engineered around in both cases.

Disclaimer: Prometheus developer


Seconding this. Out of all games in that general category Rimworld is scratching my DF itch, without me having to dig all the way back into full DF complexity.


> It's not purely used for video games, mind you.

Indeed. I also use it to stream sports with the scores as an overlay, and to record training videos.

Basically if you're doing anything "live" with video, it's the tool you want.


Another option that's a little higher end is to use a dedicated video production rig, and feed that into your computer (or use the rig's direct integrations). Something like a Tricaster (https://www.newtek.com/tricaster/), which is very popular for live event video production.

The more complex the setup, though, the more likely you'd need additional people working the controls. (But also, the more flexibility and conveniences you get).


This is how I use OBS as well. I use a Tricaster Mini, and it has the ability to do a live stream of its output as a feature. However, it taxes this little computer to such an extent that the external power supply gets incredibly hot (too hot to touch). I now use OBS on a laptop to create the stream relieving the Tricaster of that duty. The Tricast power supply doesn't even get warm now.


This isn't about getting input from a camera (which works fine), but making the output of OBS appear as a camera to the rest of the system.


That's what the above software is for.


At a previous company (30-40 employees) the main thing was having a blog setup somewhere that engineers could post to - clearly distinguished from the main product blog. Actually getting engineers to write up blog posts was a separate problem. Besides me there were only a handful, even when it was made clear that it could be about a very small topic. A few hundred words is plenty.



I remember those late 90s VR chat apps. None of them figured out the controls, usually opting for some sort of awkward three knob style navigation widgets. Interface was via browser widget so it barely worked on every platform. Everybody wanted to make Neuromancer's Other Plane, but the tech wasn't even close to ready.


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