Hacker Newsnew | past | comments | ask | show | jobs | submit | ad133's commentslogin

Not sure about the legal frameworks in the US but that’s exactly how it works in most places in the UK. Cities have restrictions for on-street parking (metered, permitted, illegal) whereas the towns and villages don’t (unless they also bring in bylaws to help with congestion).

In the US it varies a lot based on what state you're in. Some states give the cities a wide latitude for such policies, but some states (notably 'red' ones where the state government is likely to be conservative and the cities are likely to be liberal) do not grant cities the flexibility to make ordinances like this.

Also restrictions such as residents only parking in both cities and towns.

This is my take as well. I haven’t felt that graphics improvement has “wowed” me since the PS3 era honestly.

I’m a huge fan of Final Fantasy games. Every mainline game (those with just a number; excluding 11 and 14 which are MMOs) pushes the graphical limits of the platforms at the time. The jump from 6 to 7 (from SNES to PS1); from 9 to 10 (PS1 to 2); and from 12 to 13 (PS3/X360) were all mind blowing. 15 (PS4) and 16 (PS5) were also major improvements in graphics quality, but the “oh wow” generational gap is gone.

And then I look at the gameplay of these games, and it’s generally regarded as going in the opposite direction- it’s all subjective of course but 10 is generally regarded as the last “amazing” overall game, with opinions dropping off from there.

We’ve now reached the point where an engaging game with good mechanics is way more important than graphics: case in point being Nintendo Switch, which is cheaper and has much worse hardware, but competes with the PS5 and massively outsells Xbox by huge margins, because the games are fun.


FF12 and FF13 are terrific games that have stood the test of time.

And don't forget the series of MMOs:

FF11 merged Final Fantasy with old-school MMOs, notably Everquest, to great success.

FF14 2.0 was literally A Realm Reborn from the ashes of the failed 1.0, and was followed by the exceptional Heavensward expansion.

FF14 Shadowbringers was and is considered great.


This is a significantly better handling than the previous game (final fantasy viii). My disk 1 (it had four disks) got scratched over time (I was a child after all), and the failure mode was just to crash - thus the game was unplayable. The game had a lot of cutscenes.


Maybe it is, these days? As much as I appreciate all the functionality brought to us by these tools, when I started web-dev circa 2005, LAMP (Linux, Apache, MySQL + PHP) was the go-to for hobbyists.

As much as I look back at the simplicity (Apache config was not that difficult for a small site, at least with Apache 2.0), the part of me that operates production software these days gets anxiety the idea of it all.

And yet, when I wrote a small website to host my wedding website last year, it was indeed Linux, (some webserver), Postgres and PHP, with me copying files manually to FTP. It was probably nginx but you know what, I paid a company £50 for a large amount of storage, bandwidth, a domain and SSL certificate, for year, and everything went dandy. Horses for courses and all that.


I realize the chemistry is different, but in my head the idea of submerging Lithium in _water_ to _extinguish_ a fire is pretty funny.


Well if it is already on fire, what is the worst thing that can happen? Yes you get energetic reaction, but you were having one already and after wards, it is not that big of deal... Just thinking how long does piece of metallic lithium last in container.


And of course it's even more complex when you mix UK vs US English:

- an herb (US), where the "h" is silent

- a herb (UK)

Cue confusion about "an historic".


This is one of the strongest pushbacks against USB-C that Apple have:

USB-C: You break the stem, you have a useless device and functioning cable

Lightning: You break the stem, you have a functioning device and useless cable.

One of these is clearly more optimal considering the cost difference between the two. Anecdotally, I have had problems with USB-C ports that I did not have with Micro-USB and (so far) with Lightning (admittedly I have only been an iPhone user for a year or so).

Of course, this directive is the correct stance and direction - having a standard and forcing it on everyone. It's just a shame the one they chose may be inferior.


You forgot the springs. Lighting has the springs in the device, while USB-C has them on the cable. That is why Apple stopped improving Lighting and developed USB-C. The stem can break, but it is far more rare than a tired spring, which is an inevitability.


The lightning connector standard specifies it must survive through 20k plug/unplug cycles, the USB-C standard 10k.


> That is why Apple stopped improving Lighting and developed USB-C

They did not develop USB-C. That was a thing started by Gruber.


Apple was involved in usb-c, and the first major adopter.


I recently repaired a family member's iPhone. A crappy Lightning cable had been used and the tip metal piece of the plug had somehow broken off and gotten stuck inside the socket.

Like this:

https://www.ifixit.com/Answers/View/163391/lightning+connect...

Here's a decent 2 minute video that explains the problem and the fix:

https://www.youtube.com/watch?v=eujHf-ry8zw


Let me tell you a story about playing The Settlers IV on a 233Mhz 64MB RAM Voodo 3 2000. This game was cool in that it had two audio features: a soundtrack on the CD itself, played using the CD drive's DAC [^1], and you could also drop MP3 files into a folder where the game would play those instead. It was common practice to use a NoCD crack when playing online, because the CD check took long enough you could time out of the lobby, and if you forgot the CD you got booted. That meant most online gamers had MP3 files, and no CD.

The minimum requirements to play this game were a 200MHz CPU w/ MMX and 64MB RAM - I was pretty close to this baseline. So anyway, I discovered that the game played at much better FPS (like 30 instead of 5) if you turned the music off - but only when playing MP3 - CD Audio had no hit. Now perhaps the game used a sub-par audio codec, but that single MP3 decode stream was enough to make the game unplayable.

Anyway that's not to say that I would expect MP3 decoding to be a problem in 2014, in fact you can likely play audio with no noticable increase on CPU usage, but when you have multi-stream audio (think voices, background music, sound effects from various channels - guns, explosions, etc.) I can see it starting to add up - especially when the CPU is already constrained for the graphics, game logic and perhaps of course everyone's favourite anti-piracy/anti-cheat logic.

[^1] For younger readers, yes, CD Drives used to come with built-in DACs and a special cable you could hook directly into the audio card, allowing you to listen to CD Audio on PC for "basically" free in terms of CPU cycles.


Yeah CD drives were also CD players - I had rigged my computer with a separate tiny power supply for the drive so I could have it on without the computer being on - put a disk in and it would start playing audio through the headphone port on the front and out the special wires on the back, and if you had the right audio card that would even play out the speakers with the computer off.


Even if it's not an always-available thing, how you can control Slack really depends on expectations - especially working remote. Do my colleagues and mentees really want to be blocked for two hours because they need a two-minute input from me?

I have set Slack up so that certain things alert me, and most channels are just muted, but as others pointed out more fine-grain controls would be even better. Really just "only notifications for DMs for these people" would be a great QoL.


On the other hand your organization could be built to be more async or if you do require input from people who can’t respond immediately, there is probably other stuff that can be worked on.

80% of my team is located in India while I’m in the US so none of our working hours overlap (meetings are scheduled early US time / late India time). Stuff can still get done without same-day responses.


This was my initial thought as well, but from the text I gather there is a flow like this:

[Input Data, maybe null] -> Validate field is not null -> Call this method with the assertion.

This is a small bug-bear for me with nullable types and I wish there was a better way to do it, but many languages allow you to smart-cast away nulls, but only within the local scope. If you want to pass a struct-type around which has nullable fields, but you have already checked for non-null (like this one) you need to convert to a different struct-type, which doesn't have the nullability on its fields. I can't think of a good way round this - as you say with the unit test remark, there is nothing to stop another piece of code calling this method with nulls.


> If you want to pass a struct-type around which has nullable fields, but you have already checked for non-null (like this one) you need to convert to a different struct-type, which doesn't have the nullability on its fields.

Which is exactly what IMO the author should have done. It's actually a reasonable use-case for inheritance:

    #nullable enable

    record SlackEvent
        ( int EventId
        , string Content
        , string? TeamId
        );

    record TeamSlackEvent
        ( int EventId
        , string Content
        , string TeamId
        ) 
        : SlackEvent
            ( EventId : EventId
            , Content : Content
            , TeamId : TeamId
            );


Consider applying for YC's Summer 2026 batch! Applications are open till May 4

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: