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For a simple version bump, I feel like brew is fine. Or do you have other tooling updates in mind?


That’s why replica guns are _required_ to have bright orange tips on the barrel: so other people (like police) know it’s not real.

If this game is centered around a Vegas-style slot machine aesthetic & animation, people will think it’s gambling.


Calling Luck Be a Landlord "Vegas-style" is detached from the reality of the situation, frankly.

There are Vegas Style slot simulators for sale!

https://www.walmart.com/ip/Monopoly-Casino-Vegas-Edition-PC/...

Walmart is selling one right now that is rated "E for Everyone"! This is a game that simulates gambling, complete with wagers / bets and winnings and everything.

Luck Be a Landlord doesn't have a function to bet before spinning. It doesn't feature gambling at all.


> Walmart is selling one right now

The ESRB and Walmart are OK with kids playing a casino gambling simulator, but that doesn’t mean Google or Apple should be too.

For a parent who looks at their kid playing on their phone with a Vegas-style video slot machine on the screen, complete with a "Spin" button, it appears to be gambling. At a minimum, it’s normalizing real-life casino gambling motifs for their child. Some may find that objectionable for children, and it appears the tech companies agree.

If you can't see that this is 99% of a video slot machine game, just without any cost per spin and 8-bit graphics, then maybe you should visit a casino: https://youtu.be/Vaw2g0tQo58?feature=shared&t=102


>If you can't see that this is 99% of a video slot machine game, just without any cost per spin

The cost per spin is the thing that makes it gambling. Without a wager, it is not gambling.

Watching a horse race is not gambling. Placing a wager on a horse race is gambling.

In Luck Be a Landlord, players do not place wagers. There is no gambling mechanic. Not even a virtual wager for play money.


>The cost per spin is the thing that makes it gambling.

The "landlord" aka casino is constantly requiring that you pay `X credits within N spins` or else it's game over. That is just moving when the subtraction of player's credits happens from every spin to every few spins. It's effectively X/N credits per spin, per "rent" notice. That's a core game mechanic.

You realize you're trying to argue that this is appropriate for children, where the whole game is they pretend to be a gambling addict trying to make their ever-increasing rent payments (which children don't have) by taking spins at a video slot machine.


I'm not trying to be mean here, but it feels like you have no idea how a slot machine works...

Luck Be a Landlord has no "put money in before you spin" aspect. There's no wager / gamble. It has the aesthetic of a gambling machine with no gambling mechanics.

With a slot machine, you "bet" by putting money into the machine before you spin. When you get a payout, the amount of money you put into the machine is part of what determines how big the payout is. That's the gambling part, the putting money in to (potentially) get money out part.


> I'm not trying to be mean here, but it feels like you have no idea how a slot machine works...

It has every aspect of the slot machines I was playing just 2 weekends ago at casinos in Reno, but without credits being deducted from my balance per spin. Instead, in this game, you must pay lump sums from your credit balance to the Landlord after N spins. It's thinly disguised gambling with fake credits, but with a "Gamble now, pay later" twist.

EDIT: my mistake, it appears from the video you also pay one credit per spin, in addition to the rent.


>It has every aspect of the slot machines I was playing just 2 weekends ago at casinos in Reno, but without credits being deducted from my balance per spin

So other than the gambling part, it is a lot like slot machines.

Interesting!

How many of the slot machines that you played in Reno have a feature where you get enough cultists to summon an eldritch horror? That's normal late game stuff for Luck Be a Landlord.


You should go to the casinos yourself and find out! As someone who's made it to late game Luck Be a Landlord, you will feel right at home!


I don't gamble. I play games sometimes, but I don't wager money on them. I have no interest in playing games for money and you'll never catch me in a casino unless there happens to be a conference or convention held there.

I'm not sure what you're trying to do with this thread, but I do not think you're having a good-faith discussion about something you're curious about.



US tariffs were put in to prevent Chinese cars from competing here too.


It's not competition if it's actually dumping.


The difference is that Western media only refers to the detonation of boobytrapped devices that have injured thousands of civilians as an “intelligence operation” rather than a terror attack.


Do you have a source for that number of civilian injuries? Everything I can find (incl. https://www.bbc.com/news/articles/cz04m913m49o) gives every indication that Hezbollah members were the target, that these pagers and radios were primarily/exclusively issued to Hezbollah members, and that the civilians killed/injured were those in close proximity to said Hezbollah members.


I don’t consider Hezbollah as “civilians”and I highly doubt your “injured thousands of citizens” and more like “injured thousands of Hezbollah terrorists and a few dozen civilians”


Hezbollah is a political party that holds seats in Lebanon’s parliament. It’s bizarre to paint them with a broad brush.


Hezbollah is a terrorist organization that killed hundreds of Americans. Not to mention Frenchmen, Israelis and Arabs. It recently bombed a football field and killed 12 kids. It fires indiscriminately at civilian population and had itself used a phone with a bomb within it...

No one who works for them is a "civilian". One of the "victims" is an Iranian ambassador to Syria. This shows you who Hezbollah really is. They are an Iranian puppet working against the interest of the Lebanese people dragging them into a war they don't want with Israel. They are hiding behind civilian populace and avoiding the "price" of their actions. This was the first time where these a*holes actually paid a price for their actions, for putting the people of Lebanon at such risk.

Calling Hezbollah a "political party" is akin to calling the Nazi party a political party. Technically true, but also deeply misleading.


Yes, Hezbollah is a political party and militia rolled into one that uses terrorism achieve their goals. But there are no good guys here.

Likud is a terrorist organization that killed thousands of Palestinians through the IDF. Not to mention Frenchmen, Americans, and Arabs. Their forces recently bombed schools, refugee centers, and other "safe" zones in Gaza. They've fired indiscriminately at reporters and humanitarian aid groups. The party's espoused policy is against statehood for Palestinians and instead encourage settlement of their territory, even through violence.


Can you explain how result builders are half-baked?

They’ve been used for more than SwiftUI by now. The Regex support since 5.7 uses them: https://www.hackingwithswift.com/swift/5.7/regexes


Because they rely on variadic generics they can make type inference very slow or just fail completely, leading to the infamous and singularly unhelpful compiler error, "The compiler is unable to type-check this expression in reasonable time; try breaking up the expression into distinct sub-expressions".


Swift is the only language where I've had to fight the compiler to do its job. In earlier versions like 1.x and 2.x, it would often segfault. By 3.x it was still really slow to build. I regretted moving a project off ObjC back then.

I thought maybe that was all fixed by now, but guess not?


On paper Swift has a lot going for it. In practice it's easily the worst devx out of the modern languages. And SwiftUI is still so full of bugs and performance pitfalls I'm actually quite pessimistic about the future of native apps on Apple platforms.


To be honest, the way they are damaging their brand/products/OS just to make a bit more money is enough to be pessimistic about Apple.

But it's very true that the state of the language can be felt in their native apps, that tend to suck pretty bad recently. I still can't get over the nightmare that is the split up of iTunes; at least we knew that it was clunky because of old age, the new stuff is just bad.


Yeah there's a reason people go to all that effort with React Native to avoid writing Swift code or dealing with Apple's UI frameworks, and it's actually a reasonable approach for the majority of apps.


My main app is a cross platform Flutter app. I've considered rewriting it in Swift because most of my users are on macOS or iOS but all the prototypes I've written are actually slower even after extensive performance work and the development experience makes me want to tear my hair out.


Ironic, given Flutter's infamy regarding performance (jank).


I'm actually surprised at this because while UIKit is hard to use, at least it's fast. Though I remember the concurrency model being confusing, so you could accidentally block your UI thread.


UIKit is pretty fast although a major step down in dev velocity.

AppKit on the other hand seems to be pretty intrinsically slow and the controls are looking increasingly dated.


Odd criticism.

UIKit is the iOS counterpart to MacOS’s AppKit and both are implemented as convenience wrappers around CALayers. They are also infinitely customizable. You can overload UI/NSView and draw vector-pen style on a blank canvas or render whatever you want on a GPU frame buffer. This is how MapKit, Safari, and the Camera view is implemented.


Not sure what you mean by "implemented as convenience wrappers around CALayers," especially when it comes to NSView where you have to opt-in to layer-backing.


It’s a criticism from recent experience trying to build AppKit based UI. The examples you list barely use the stock widgets.

There’s decades of accumulated cruft in Cocoa that Apple discarded when implementing iOS.


Yeah I worried about that going in too but in fact I've found it much easier to get good performance with Flutter than SwiftUI, especially for large collection views and especially on the mac.

The work the Flutter team did on Impeller seems to have paid off.


You should try to implement the iOS photos.app in flutter and see how that goes. This requires scrolling through gigabytes of photos as fast as your finger can swipe without a single hint of slowdown or a loading spinner. And it’s been that fast since.. iOS 7?

Yeah it’s not the language or the SDK that’s slow. Rather it’s inexperienced, lazy, or overworked developers that can’t/won’t write performant software.


I’ve been building iOS apps since before Swift existed. Sure like I said if you code directly to UIKit and take a little care performance is good. It’s also very fast in Flutter with even less care. Rendering images in a grid isn’t hard unless your core abstractions are all wrong.

Now try that in SwiftUI. You’ll be forced back to UICollectionView.


That’s cool. I’ve been developing on Mac before Objective-C 2.0 and iOS since the AppStore was released. Millions of downloads, featured in the store, worked on dozens of projects from video games to MFi firmware, and have been invited to Cupertino to meet with teams.

I’m not defending SwiftUI. I mostly use it as a wrapper around NS/UIKit because it’s still buggy and not as flexible.

By the way, SwiftUI is also implemented on top of CALayers just like NS/UIKit. It can be fast in theory, but you have to know exactly where the pain points are and most developers don’t know how to do that.


I'm not sure why you keep bringing up CALayers. That is not where the performance bottleneck lies in SwiftUI.


I don’t think it’s impossible with proper caches to smaller dimension versions (that supposedly Apple already generates/has access to - like they are doing a bunch of processing, like object recognition, etc).


It's only that fast is the thumbnails are not too slow, the data is all there on device, the phone isn't RAM starved, and you largely have the latest iteration of iPhone for the current software, with the most powerful chip available.

In this way, yeah, it's pretty fast. Any other way it's blank square galore.


People go to React Native to stay on their cozy Web skills, it is exactly the same if we would be talking about Microsoft and Google platforms.


I started using RN when I had 0 web skills and didn't know JS. Everything from making a simple button to hooking up the model was easier to me in RN from day 1 than the native iOS way that I'd been using for years.


As someone that unfortunately has to deal with React ecosystem, and knows reasonably well native programming across Apple, Google and Microsoft ecosystems, I have some hard time believing that, but might be a knowledge issue.


The Google ecosystem? Isn’t that also just Web-based?


Not Android


I mean, I figure the more compelling reason to do that is so you can also ship an Android app without writing everything twice.


Sorta, but it's not as easy as they make it sound. And people will use RN even for iPhone-first stuff.


except for the thousand times you end up having to dip down into native components


I'd say most of the time it's a handful of times or less. Uniswap is a good example of a large OSS three-platform app that shares almost all the code, uses very few native dependencies, and has great UX. I maybe biased since I worked there and made the UI framework they use, though.

https://github.com/uniswap/interface


I have made a lucrative career by porting fragile, slow, bug-ridden react-naive disasters to native code bases. There is a lot of demand for this from startups that took the cross-platform shortcut and the MVP became the product.


You can make a disaster in any framework. SwiftUI is a mess, for example, and slow.

React Native took a while to mature, but with the right tooling you can ship amazing UX now.

I don’t doubt there’s a ton of crap out there.

But you’re wrong if you think you can’t make seriously great stuff with it. It’s matured quite a lot.

And the React programming model is untouched, hot reloading and dev tools far ahead, and code share is worth it with something like Tamagui that actually optimizes to each platform. If I never had to touch an ObservableObject again that would be great.


It can get tough with the native dependencies involved.


I have made a countless PRs to many of the most popular react-native dependencies because they were a buggy mess.

In fact at this very moment I’m helping a team fix a memory leak/crash in the “react-native-permissions” dependency. It’s obvious this package was not written by someone with experience. All it does is request permissions in a paragraph of code and it’s totally broken! Give me a break


I have plenty of nightmare stories to tell you about native deps.


For some apps, I can see this. Question is, did the startups regret taking the shortcut upfront, or were they fine paying later for the improved version?

Btw, sometimes I think about how much I've been paid by various people to move a backend from SQL to NoSQL then from NoSQL to SQL, despite me telling them not to.


Btw I don't think of it as a shortcut, I think it's actually the ideal end-state.


When I was still doing contract work I rescued a bunch of native code iOS app disasters. For most apps cross platform solutions are fine.


Like you dont have to know native components anyway?

In one way you centralise as much logic as you can and are encouraged to write clean code that doen't depend on platfrom quirks. In the other way you... give up and just do whatever.

I can see how some devs find it hard to not give up and just write the same logic in multiple languages, great job security!


I can think of a few others where you have to do that; most of them are the kind of languages whose fans say they're impossible to write bugs in.


Rust is hard but I've never had the compiler just throw up its hands and tell me it's up to me to figure out what's wrong.


That's not the one I was thinking of.

https://anthony.noided.media/blog/haskell/programming/2020/0...

Something like Idris or Coq would have even more complex messages, though I don't have an example on hand.


Ok but these are mainly academic research languages. Swift has the backing of the most valuable company in the world and is what they're pushing as the right way to develop for their platform.


Haskell is definitely a real industrial language!

Many of the other languages in the formally verified/dependent type space are academic, but there's government interest in things like Ada too because they don't want their planes to crash. Couldn't say how good its error messages are though.


I've seriously used Erlang for a while, and Haskell looks kinda similar. Ingenious ideas there, cool features, but in the end it's cumbersome to use. So I can see why these are niche and wouldn't consider them next to big ones like Swift or C++.


If Rust is one, yeah I have to fight that compiler but it's because it's doing its job and not letting me do invalid things. Not because the compiler has some feature "not yet implemented" or has bugs.


Also, is anyone familiar with the weirdness with tuples in Swift? All I remember is they never worked the way I expected, and for some reason something in our code specifically worked for tuples up to size 5.


Swift only got variadic generics fairly recently, and before that you couldn’t write code which was generic over tuple size. Instead you had to codegen versions for each size of tuple you needed to support.


I think that was it. There was also something about tuples inside of dictionaries that Swift 1 or 2's compiler segfaulted on.


It’s not about size. Maximizing profit without losing too many customers is a major focus of business education.


The only reason I single out bigger businesses is because when you've captured a market and made it sufficiently difficult to leave, testing a max price is easy.

It's usually very difficult and risky.


The plethora of crappy, bootleg cables with USB-C connectors that are single purpose (power only, low-speed data only, etc) has created plenty of e-waste, in addition to confusion. I don’t see how this is an improvement over the licensing model, where you know every cable works the same.


But that's what all lightning cables are. Low power limit, low speed data only.


I can put 12w through a lighting cable. That’s fine for most if not all of their iPhones and iPads. Hell it’d be ok for my MacBook


You can put 12W through all USB-C cables as well (AFAIK). The crappy ones might be limited to something between 12-50W, while decent ones allow for 100W or more.


> Hell it’d be ok for my MacBook

If you keep it turned off for entire day to charge then sure.


The licensed model failed. I own multiple gas-station Lighting cables with no data, only (5w) power. Ultimately everyone converges on the "fuck it, what's the cheapest thing on Amazon" mindset and licensing doesn't help.


The number of “USB-C” things I have that aren’t is infuriating. Won’t use a real charger or PD, only works with an A to C cable, only works when plugged in “right side up”, etc.

At least with Lightning and Micro-B you knew the score.

The good USB-C stuff is great. The rest is worse than B ever was.


What are they exactly? I haven't see such issue in years.


They’re not “real” computer devices but other things with charge ports. One is an air duster, for example.

I also have some credit card payment hardware that is clearly USB-B and they just swapped the port.

The computer world seems fine. It’s everyone else.


Are Chrome plugins capable enough to sustain a paid store model? I thought they were becoming more restricted to stifle ad blockers.


In this scenario, if Chrome were a separate business from the rest of Google, they would not be incentivized to stifle adblocking.


One missed jobs report is a convenient reason, but I don't think that's it. Investors were upset the Fed didn't cut rates just before that report dropped, so they're doing a collective sell-off to force the Fed's hand.


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