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While that we are touching on Feynman, I thought this bit was interesting (just 1:26 long)

Richard Feynman on Computer Science - http://www.youtube.com/watch?v=lL4wg6ZAFIM&feature=relat...

I believe he has a point, I don't know if term Computer Science is the best choice of words.


As many of the sc2 players here might know, the guy who wrote this (day9) is one of the famous person in esports right now. He used to be a professional player of sc, but since sc2 appeared (2010) he dedicated to analyze the game, and has even a daily show about it.

The interesting thing about starcraft is that it's played _so_ much (in s. korea is a profession, kids actually go to live in "pro houses" were they play all day), that the game has/is evolving to a point where every little thing matters. In the highest levels, you can't really fight a straight up battle and hope to win, it's a game of getting little advantages (like removing %1 of his income) and trying to get ahead, and push those advantages much later on. Increasing your economy, building up you army, the execution and management of your units in the fight, everything counts.


The game is played at a high level, sure, but I'd call this a slight exaggeration. 1% of a player's income is less than a single worker even in the late game (when most players have around 70 workers), and a single worker kill never really makes a huge difference.


Killing a single mining worker can make a difference very early in the game if they're using a very timing-heavy strategy, but that's really only at the very tip-top levels of play.


Depends when the kill is. A single worker from your initial 6? Big problem.


You can't even get a scout worker to your opponent's base before they're up to 9-10 workers or more on most maps. Anyway, killing one worker of 6 is 17% of someone's economy, not 1%.


Killing a worker early is subject to compound interest, so that 17% (or 10% more realistically) of an early worker kill is going to grow exponentially all game long.


>an early worker kill is going to grow exponentially all game long.

That's a very unrealistic claim, though yes, losing a worker very early can have a measurable effect. But that pretty much never happens, outside of all-in cheeses like 6 pool or proxy 2 rax/gate.

Are you defending the original claim that games are decided over affecting 1% of one's opponents economy?


> the original claim that games are decided over affecting 1% of one's opponents economy?

The original claim wasn't that the game was decided over 1% of someones economy. Rather, that games were decided over many small advantages gained, things like affecting someones economy by 1%. You do that 5-10 times throughout the game, and that's a good 5-10% of their economy.


Well that's not actually how games are decided these days. It's often something like "did Z have queens blocking his ramp before the blue flame hellions got there?" or "did P get scout the tech lab on the starport and put down a robo in time?", even at the pro level. A lot of other games end with a two-base timing attack (e.g. fast blink stalkers). Good games will have some eco harass, but more along the lines of dropping 8 marines and killing several workers, or totally taking out an expo with infested terrans. I don't think I've ever seen a single worker kill be significant, or even multiple instances of similarly small magnitude. The APM and attention it costs to harass often isn't worth killing a single worker.

There's a lot of depth to SC2, but I think it's a mischaracterization to say that it's a game of such tiny advantages, at least at the level it's played today.


Why github Linus?

"[...] it was just the first one that came up when I googled for "git hosting". I've not tried any of the hosting places before, so it was a random choice."

(I don't know how to link a comment in google+, it's in https://plus.google.com/102150693225130002912/posts/PVZDD2N3... )


You can link to comments, but you have to go source-diving for the containing div's ID; it doesn't appear to be exposed in the interface anywhere:

https://plus.google.com/102150693225130002912/posts/PVZDD2N3...

Edit: I take it back. It's completely screwed. There's a # in the ID, and it though it works when you add the fragment to the URL in the address bar while you're viewing the page, visiting the link afresh makes it explode.

Nice work, chaps. :-|


This seemed like an interesting challenge, so I ended up creating a bookmarklet that lets you link to a comment on a post url (not directly from the person's stream, however) by clicking on it.

https://gist.github.com/1193282

It also accounts for the height of the gbar and googleplus navbar, since linking directly to the anchor tag puts the comment directly at the top of the page, behind both of those fixed elements.

edit: example link to that comment: https://plus.google.com#102150693225130002912/posts/PVZDD2N3...


Maybe that's why it's not exposed in the first place. :P


WHen I google "git hosting", the first hit is git.kernel.org, then two stack overflow posts, then Gitorious, then GitHub. I wonder what my account contains that makes Google think Gitorious is more important to me.


You're seeing customised results. Try a fresh browser session with no cookies (Chrome's Incognito mode is invaluable for this - hit Cmd+Shift+N).


I'd just like to add that a search for "git hosting" on DDG ("duckgoing" if you will) yields, aside from the SO quick info box (which mentions Gitorious and Redmine), unfuddle.com is the first result, github doesn't show up until the fourth of fifth, and I haven't scrolled down to look for Gitorious. It does, however, show http://git-scm.com/tools as the second result, which includes a summary of the most popular hosters divided by categories.


I get github as the second.


you can also add &pws=0 to the url


I'm sure the fact that you work for Gitorious' parent company has nothing to do with it ;-)


I wonder if Google actually knows that, or if it's something else that causes it.


For me Github is the third hit and Gitorious is not even on the first page.


I'm unfamiliar with Google's indexing algorithm, but it's also possible that the rank of the top pages has shuffled between when Linus googled it and now.


He does it a lot, even the other way around:

"However, its not as simple as putting small amounts [...]"

it's


Pyflakes is awesome, I think you just changed the way I edit python files.


It's also pretty great as a pre-commit hook (invoked on the CLI). I've only had 2-3 false positives in about a year of using it as such.


Nice list, I particularly liked this one:

"Flip a coin. Heads pick Vim, tails pick Emacs."

That pretty much sums it up. Spending any time deciding between any of the two is just wasting your time, if you are serious about programming you will _eventually_ master both.


"if you are serious about programming you will _eventually_ master both."

Starting to really dislike the text editor snobbery on HN.

At home I use TextMate for Python and Ruby, Eclipse for Java. At work, Eclipse for Java and Visual Studio for C#. I'm not 'serious' about my hobby and career because I like a different text editor to you?


It's not snobbery, it might have come out the wrong way (the word serious was a bad choice), but the idea still stands. It's completely fine to use different editors, as it is fine to keep developing web applications in php and not trying things like ror/django/node.js/nextbigframework, or never learning a lisp dialect.

But in all cases, just learning them will most likely improve your skills in many ways. Maybe you won't change from textmate to vim or emacs, but you will pick up many things from them that I believe will make your life easier.


I use YankRing (http://www.vim.org/scripts/script.php?script_id=1234) which takes care of the problem of remembering yank history. Just map :YRShow to a key and you are good to go.


Give regbuf a try too: simpler implementation and features a buffer for previewing and editing registers.

[1]: https://github.com/tyru/regbuf.vim


To me it wasn't obvious, but with yankring after you hit p you can paste from older registers with ^p. Yankring then replaces "0 with "1. Another ^p replaces "1 with "2.

So by repeatedly hitting ^p after a paste you can cycle back quite a ways. Way easier than ":reg, now where did that go?"


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