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What people think of generic package instead of fine grained generics? https://docs.google.com/document/d/1vrAy9gMpMoS3uaVphB32uVXX...

I think they would really fit the language well. The good part is:

* Only the package and import statement change, the rest of your code stay the same and is not cluttered

* They are easier to reason about as it is more coarse grained

* They do not break the compatibility

The the bad part is:

* You cannot implement filter/map/reduce (but being able to implement them would conflict with the orthogonality of the language)

* It could lead to code bloat, but not more than manually copy pasting the code.


I like this idea. It would allay a lot of complaining.


Hardware wise, I can't really find what I want with an ubuntu phone: I like the spec and the price of the Aquaris E5, but the bezel is really huge. The Meizu mx4 lack of a SD slot and the Meizu 5Pro is too costly :(

I would miss whatsapp too... Not that I like the app, but it's commonly used within my group of friends.

Fix the two points above and you've go a buyer :)


Did it ever occur to you that you certainly wasn't interested at all in that music?

I know some people who where only interested in metal because it made them more rebellious. Their interests quickly fade always as they grew up and now they are the first to tell everybody how it's a music for teen. I remark that your souvenir is about your idols and how they acted/are dressed and not that much about the music.

But some people are genuinely interested in metal and if you happen to be a bit curious, it's easy to see that it's not more rigid, codified or stalled that any other genre.


There are two comments, yours and another one, that suggest that I might not ever been a "true listener" of heavy metal. That's the "no true scotsman" fallacy. Why can't someone who sincerely enjoyed a genre of music in his teens outgrow it? No, better, outgrow the whole idea of genres.

Heavy metal is (you have to admit that) a pretty rigidly codified type of music. It requires a certain set of instruments, with few variations (I still remember debates in the eighties on whether keyboards were kosher). It mostly deals with a fixed set of themes. It sounds in a very recognizable way, so it's rather easy to classify songs that fall into it. Performers dress in a codified way, also easily recognizable. (To all these points there are obviously a few exceptions here and there, as always.)

As for the richness of subgenres: it seems to me that these subgenres are just the partitioning of a fixed space of immutable size. The urge to classify them is another proof of the fact that the rules of the genre are so rigidly codified that the slightest deviation or emphasis on an element requires (or allows) a new classification bucket.


Heavy metal is (you have to admit that) a pretty rigidly codified type of music. It requires a certain set of instruments, with few variations

Nothing could be further from the truth. For example, the OP itself talked about "folk metal", a sub-genre that uses traditional themes, musical styles, and instruments.

It sounds in a very recognizable way, so it's rather easy to classify songs that fall into it.

Again, you've missed out (and even claimed that it never happened) a HUGE amount of evolution. Metal fans love to bicker and debate, and you'll see, for example, discussions over whether the evolved Opeth, that eschews their older death metal trappings, still counts as metal at all. In the proggy sub-genres that I enjoy, there's ample debate over whether a particular band or song is prog metal or "just" prog rock.

In its infancy, much of metal was dismissed as being stupid, three-chord performances. It's evolved so that today, it's undoubtedly the most technically demanding genre within the entire poo & rock oeuvre. Bands like Meshuggah, or the whole math-metal sub-genre, are performing music so technically demanding that no high school garage band is going to get near it.

In its expansion into these prog, technical, death, extreme, folk, etc directions, there is no doubt that the variety of expression covered by metal today is many orders of magnitude greater than in its younger days.


For example, the OP itself talked about "folk metal", a sub-genre that uses traditional themes, musical styles, and instruments

Folk metal is actually well inside the tradition of heavy metal, that spans from the black/ gothic to the epic and fantasy themes. By the way there's even a more extreme musical genre called "folk": where people from different regions of the world perform actual folk songs strongly connected with their real traditions. Can you imagine, you can actually listen to folk music outside of the rules of heavy metal? That's extreme.

Metal fans love to bicker and debate ... over whether ... still counts as metal at all.

Exactly. A little bit of evolution or variation and people start debating whether you're still in the group or out. That's silly.

And oh yes, I've listened to my share of Yngwie Malmsteen and Cacophony. Heavy metal fans are certainly very proud of the raw technical skill (which is, in fact, just speed) of their players. But it's a sort of pissing contest, who can play the riff or the solo faster is not a good meter of one's musical talent or skill.


which is, in fact, just speed

Sure, if you're talking about just Malmsteen or Cacophony. But again, you really have missed the evolution. Things have moved well beyond that in the 21st century. For just one example, the band Meshuggah that I mentioned requires the performer to shift fluidly between bizarre odd time signatures. It's debatable how much this improves the musicality, but it's an advanced skill that requires a ton of experience; some small amount of this was visible in the era you're referring to, but the evolution has been, well, extreme.


Listen, I can understand that for a serious chess player, the style of chess has evolved enormously during the 20th century. That doesn't make it less of a strictly codified game. Anyway, it's a matter of tastes..

One last observation. I remember that in the early nineties, a single chord from Nirvana - I was hearing them for the first time- was enough to make me say "this is not heavy metal" (I was actually pretty disgusted by that sound at the time :)). How is it that after more than twenty years (during which I haven't listened to new metal bands), 3 seconds of Meshuggah are enough for my brain to categorize them with absolute certainty as heavy metal?


> Heavy metal is (you have to admit that) a pretty rigidly codified type of music.

No we don't have to admit that.


That's a good story about authoritarian state, but I'm not sure about the self driving car. In such state, a today taxi driver would report you to the police with the press of a button and the police would be waiting at your destination.


What I don't understand is why Apple could create such software but a hacker could not exploit it. I feel like that mean that there is already a backdoor.


Because you can only deploy it, when you have Apple's private key.


And that's one of the main reason for Apple to say no to that.

There is no way that a backdoor like this could not be exploited by someone else if they found out the way to do it.

The other one is that there is no way the government can guarantee Apple to only use in the "right" cases after they have access to it.


As you say, 'Apple could create'. It doesn't exist, what could the hacker even target?


Could Vulkan be the opportunity to build a small and simple API for people to learn graphic programming? I did learn OpenGl 10 years ago but it was already a big mess and each time I were searching for some information I could only discover mountains of hacks. I'm quit sure it's worse now.


OpenGL is much better these days and if it's your first foray into graphics programming learning WebGL is not a bad start IMO. You might need to use a browser that can support some of the OpenGL ES features (WebGL extensions) like VBO's and such but you can get really far that way.

Vulkan is not the right choice if you're just getting started unless you're already motivated and intensely curious (ie: already have some decent exposure to OpenGL, multi-threading, and are curious to know more).


Learning graphic programming through Vulkan is like learning to implement quick-sort using assembly language.

Sure, it can be done, but it's most likely to lead to tons of frustration and abandonment.

I was pretty good using classic OpenGL (before shaders), and writing a 100% shader based simple example was quite some work, mostly spent understanding how 4x4 matrices and graphics are related.

I expect for most typical programmers for that to be the hardest part, understanding how pixels emerge from a long pipeline of operations on 3 or 4-vectors and 4x4-matrices


I think porting three.js over to Vulkan (and node.js if it isn't available on desktop yet) would be a big win. You probably won't see much performance gains over plain GL given that it's a javascript library, but it will be a good learning experience.


Yes, it is, but it takes someone who knows what they are doing to abstract the hardware for the user.

You can build a better OpenGL on top of Vulkan, but until someone writes one OpenGL for average developers makes more sense.


Nope. Using a"simple" API is exactly what you don't want when dealing with graphics hardware, because then the burden is on you.


It would be interesting to see if it's possible to recognize people in films. I'm not sure if it's much harder or not. In a way, a video is more complicated than an image, but you have way more data to recognize a face. Someone know if there is any work in that direction?

A plugin for vlc that can show you the name of any actor when you ask would be really fun!


Google Play has already had this for a little while: http://ccm.net/faq/30199-google-play-movies-tv-now-integrate...

It's pretty trivial since you know the actors in the movie and can do the face recognition for the people on screen using the existing methods when the video is paused, but still quite neat to see it happen.


I don't understand how the simulated annealing is helping.

I quote the explanation of step 4:

  If the candidate tour is worse than the existing tour, still maybe accept it, according to some probability. 
  The probability of accepting an inferior tour is a function of how much longer the candidate is compared to the current tour, and the temperature of the annealing process. 
  A higher temperature makes you more likely to accept an inferior tour
Why would you need a simulated annealing for a seemingly so simple function?


Simulated annealing is simple. It's just the acceptance criterion of simulated annealing that you are using.

You take the previous solution, and the current one, the difference of the cost (up or down) and plug it into the formula.

Simulated annealing allows some jumps up and jumps down, hill climbing goes only up.


And the purpose of the down jumps is to move you away from a local maxima. For example, if you were wanting to climb [any large mountain] and could only gain elevation, then you would fairly easily get stuck in the stairwell of the hotel in the valley.


> a simulated annealing for a seemingly so simple function

Which are you referring to here as the "seemingly so simple function"?


I would assume so that this algorithm could be solved using a DWave with it's supposed 10^8 speedup if successful?


The author list features, shows you can't solve them easily with go and then conclude that go is not good.

With similar argument, I could list every feature of xml, show that they are not easily solvable with json and conclude that json is not good.


I think JSON is a pretty terrible markup language.


See the very end of the article :)


> that json is not good

Json became the defacto serialization format, but in my opinion, Json isn't good for everything. Json and all its tools around it keeps trying to be like XML.


Exactly the point surely? Just because json isn't good for everything doesn't mean its not good. Just because you wish json had xslt support (for example), doesn't mean its not good either.


When I go have a beer in a bar, I often give between 0.2 and 1$ tips. Why? Because it really easy and require no effort. I would with no hesitation give 0.1$ to a interesting article if it were only one click away. I would easily give 0.5-1$ after a good episode of a TV show if I only had to do one click. Yes, that include pirated TV shows.

The problem is that there is no way to easily give a small amount of money to a content creator on its creations.


Hey teps, Cameron Schorg with a new startup called SnipBit. We are working on making a platform very similar to what you talked about. The main difference is that we would charge for the content on the front end and then offer a refund option if you didn't like the content. You should check us out at www.snipbit.io and if you would be willing, I'd would love to have a chat as we are ALWAYS doing customer discovery (schorgie30@gmail.com).


Take a look at Blendle.

https://blendle.com/


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