Why would QUIC be any more or less MITM attackable than say HTTP1.1 or 2?
AFAIK, the only thing that stops an MITM attack (where they respond as if they’re the remote server and then relay to the real remote server) are certificates.
If an authority requires you trust their root certificate so they can spy on you, QUIC will not make any difference.
I don't know how true this is, but I recall hearing many years ago that McDonalds operating model is to anticipate orders during heavy periods as opposed to making on items only on demand.
If this is true, then they don't have to worry about the order in which they process orders.
Creative has in my opinion worked harder than most to put me off their hardware.
Their initial Sound Blasters made them my default choice in the 90’s, but by late 00’s I vowed to never buy them again, their hardware became overpriced, unreliable and they were user hostile.
It felt like they’ve been coasting from their good reputation in 90’s for a long time now even though they don’t deserve it any more.
My friend in late 90’s got a Sound Blaster live or something. In the early 2000’s you could download driver updates off Creative’s website for their stuff, but if you lost the original driver CD you, you had to find drivers elsewhere.
There was a story of how some guy patched their binary driver to fix a long outstanding bug and at the same time discovered that it was trivial to upgrade the sound card by tweaking the driver and of course Creative got all hostile.
My brother had their WoW headphones and it had a bug where the mic would get progressively softer the longer he was using Ventrillo or Skype and he would have to periodically jump off and back onto the call.
Generic motherboard audio by the mid 90’s was for most purposes as good as Creative stuff, but Creative used patents to artificially keep them from being better, while not making amazing stuff themselves.
When Vista deprecated hardware accelerated audio in Windows and Creative labs moaned about it, I had zero sympathy.
> Generic motherboard audio by the mid 90’s was for most purposes as good as Creative stuff, but Creative used patents to artificially keep them from being better, while not making amazing stuff themselves.
I assume you made a typo and were thinking about mid 00s, as my memory tells me that motherboard audio was really rare thing in mid 90s.
It started to become common after Intel's AC97 standard. (I'd call that more late 90s... That is late 90s, early 00s possibly by the time it started to spread.
late 90s is a whole different thing than mid 90s.
The 97 in AC'97 is there for a reason.
Would still say that Audigy 2001 front panel was peak consumer audio experience. Good access for headphone out and ASIO support, so for anyone wnating to connect you a midi keyboard for first excursion into digital music creation everything was there for a reasonable price point.
Even firewire for your DV imports.
A digital media entry point like no others existed at the time at that price point.
I agree that mid-90s is a bit early but I would say mid 00's is too late.
I'm pretty sure it's a rapid change almost immediately after AC97. In 1998 it's cool if your new PC has built in CD quality audio. In 2000 that's a basic feature like colour graphics, if your PC doesn't then it sucks.
From my memory, AC97 was rough early on. It seemed to be consistently plagued with crosstalk and other interference issues as well as driver issues. By the time WinXP dropped these issues were mostly sorted out, though.
I don't remember too much interference, but then I've never had excellent hearing. Driver issues were definitely a thing but I think that same period around 2000 is when games are shifting from "(Most games work in DOS but) Some games need Windows" to "Some games still need DOS". AC97 was not great for DOS
Looks like my memory is wrong, all of the DOS games I was thinking of "from this era" are late 90s. Carmageddon for example was 1997. Quake 2 was never officially a DOS game. Nothing I bought new in 2000 was primarily or only a DOS game.
> Their initial Sound Blasters made them my default choice in the 90’s, but by late 00’s I vowed to never buy them again, their hardware became overpriced, unreliable and they were user hostile.
If I remember correctly it was a SB Live's drivers that kept on crashing playing Quake 3 on my dual Celeron 533 MHz setup (Abit BP6).
Had some mails going back and forth with the Creative support about this specific multi CPU setup and they rejected fixing their drivers because it totally was a niche back then. 18 year old me swore to never buy Creative again and I did so. Today I agree with the support's response but it quite upset me back then.
The moment average 16 bit DAC become cheap and games stopped using builtin synths/MIDI it was over, CPUs were fast enough that offloading audio was not a big deal any more and anyone could make good enough one. EAX was fun gimmick but exclusivity probably hurt the idea in the end
I had a coworker who was very loud about how most of the perceived instability of Windows was actually kernel panics caused be Creative’s godawful windows drivers.
My counter was that while it’s true that Creative Labs is garbage and so is everyone who works there, that’s doesn’t excuse the fact that Windows’ popularity hinged substantially on a permissive driver model and therefore any crashes of Windows allowed by this decision were equally Microsoft’s responsibility. You don’t get to reap the rewards and disavow the blame for the consequences.
I still remember the immersive positional audio from using a Soundblaster while playing Thief The Dark Project in the 90's. Nothing short of amazing! Kudos to the Looking Glass Studios for taking advantage of the technology to its full potential
Setting up the audio propagation in the Thief level editor is super tedious but it’s hard to argue with the results. You draw “Room brushes” (basically boxes) to encompass space and sound will propagate across where they intersect with each other. An Environmental audio setting is applied to a room brush and will be applied to all the audio heard by the player when inside the room brush.
For myself, when I lived on a different continent to my family, had limited social life and job with strictly set hours, it was much easier to have the time needed to make significant progress on a hobby.
However, discipline is an enormous factor too, actually using that extra available time on something “productive” is no easy feat.
Now I have kids and live in the same area as my parents and siblings again, entirely happy, but less free time.
I’ve encountered it here in South Africa too, it’s a service provider “feature”, in no way controlled by your phone.
It’s been many years since I’ve encountered it, but was quite scummy because while you’re waiting for the other person to pick up, you’d hear some music and then a voice over saying to press a number now to add it to your own number, for a recurring fee of course.
I wouldn’t be surprised if many of the people paying for it didn’t intentionally “sign up”, but are just not educated enough to understand what happened or notice their prepaid credit being slowly whittled away by rubbish like this.
The amount of worthless “value added services” pushed onto the poorest here by cellphone service providers is sickening.
In a single weekend the OP changed the app experience from “somewhat annoying and frustrating” to “very convenient”.
The budget required to improve the customer experience is near nothing, but I suspect no one at PureGym has actually evaluated that the experience is really not great, they probably don’t have the experience or expertise to do so.
If you’re making local commits (or local branch, or local merge, etc), you’re leveraging the distributed nature of Git. With SVN all these actions required being done on the server. This meant if you were offline and were thinking of making a risky change you might want to back out of, there was no way on SVN to make an offline commit which you could revert to if you wanted.
Of course if you’re working with others you will want a central Git server you all synchronize local changes with. GitHub is just one of many server options.
I'm pretty sure that if required, SVN could be updated to have an 'offline mode' where more offline operations would be allowed, since it keeps a local shadow copy of the last repository state from the server anyway. But offline mode simply isn't all that necessary anymore. How often is an average programmer in an area without any mobile coverage or other means of internet connectivity?
Shortly after git became popular, the Subversion team released a tool that enabled replicating a SVN repository or any subset to a local independent repository, which could be used for local development and re-synced to the main repository at any time.
Loved Syndicate. When it first came out I was too young to be competent at it.
Played it about 10 years later highly effectively. Using persuadetrons at every possible moment made progress much easier.
The only thing that stands out as “clunky” about the game was its locked isometric view and layers sometimes obscuring your or other agents, making it difficult to know what’s going on.
Inside of buildings was quite confusing, cause you couldn’t see inside, but some targets/items were totally in there. Syndicate Wars was similar about it + destructible buildings. Both were really great my hands down favorite Bullfrog game.
I’ve tried finding similar game, the remake was an FPP, heard it was ok. And an indie game called Satelite rain was the supposed spiritual successor, never got to play it. Any recommendations?
I recently started replaying Syndicate again as well, but I do think the game has some issues.
- Gameplay is very simple, not much strategy involved.
- Missions are pretty much all the same, very little variety.
- Perhaps because I am older now, I know to quickly research to become powerful.
- Enemy AI seems non-existent.
I first bought chest armor for my cyborgs, which increases survivability a lot. Afterwards heart upgrades, which I think helps health recover quickly. Also got mini-guns by level 6 or so. Makes it very easy to deal with enemies.
With that said, still a fun game, but when I was younger I had a bit of rose tinted glasses about the game I think.
I've been replaying the original Syndicate recently, and agree with all of your points. I wasn't very good at it either when I was playing it originally, and I think our home PC struggled, so completing the game was always a minor itch to scratch.
On the (these days) very rare occasion I game, I have a desktop.