OK, but why? They are ants, they don't do anything useful as pets, you cannot play with them and you cannot observe them build their giant mounds in a glorified aquarium.
What an odd question, people have had ant colonies in terrariums as pets for decades if not centuries. And yes, you can observe them in terrarium conditions. This particular breed of ant is a little less violent than a lot of the species we're used to.
The species described in TFA are very big ants, so they are easy to observe. Moreover, unlike most ants, they eat mostly seeds, so I assume that they are easier to feed in captivity.
However, the decision to keep any kind of pet, even an ant colony, requires accepting the responsibility for the welfare of the pet for its lifetime.
The problem with animal pets is that too many buy one on impulse and after some time they become bored and they no longer take good care of the pet or they completely abandon it.
If you have enough imagination, you can "play" with them.
Professional and amateur scientists have made countless behavioral experiments with ants, since the time of Jean-Henri Fabre, in the 19th century, to see how they solve various problems.
Sometimes I feel like I'm the only person in the world who does not care about zero-indexed VS one-indexed. It's just the way Lua is, no big deal. Then again, I don't care about significant whitespace either. Maybe I'm just weird.
It bothered me in theory, but when I started writing lua it quickly became clear that it really doesn't matter. It's just another quirk, like significant whitespace: I don't prefer it, but it's so far down my list of language priorities that it basically doesn't matter.
> There is nothing stopping you from doing someArray[0] = "the first item", you know.
Yes, there is:
local l = {[0] = 'a', [1] = 'b', [2] = 'c'}
for i, c in ipairs(l) do
print(i, c)
end
This will only print the last two pairs. Lua is 1-indexed, end of story. You can store values at index zero, but it's no different than storing values at index -1 or index 'lolrofl'. It does not exist in the array-part of the table as far as Lua is concerned.
If you're going to use a table as an array, use it as an array:
local l = {[0] = 'a', [1] = 'b', [2] = 'c'}
for i = 0,#l do
print(l[i])
end
.. prints:
a
b
c
Lua haters usually don't get past their misunderstanding of tables, but its really quite unfair on the language and those who have used it quite well to do big things ..
I've always assumed that there is some technical reason for Lua being 1 indexed, rather than it being a design choice.
Either way, I think it's a nitpick to complain about. I've written a decent amount of Lua and there's only been a handful of times where 1-indexing was even relevant to me.
It's a design choice. Lua was first intended to be a configuration language for engineers to enter data at an oil company. They were used to the 1st thing being number 1, the 2nd thing being number 2, and so forth. It's just a very natural way of counting.
You don't change something like that because it eventually got picked up by game programmers (never the intent of Lua, something that just happened after it was used by the Grim Fandango team, then it took off in the gaming world).
I find it very hard to believe that people in the middle ages (or before or after) looked at birds and actually thought that they really spawned from trees or barnacles. After all, birds can fly, you observe large flocks of birds in the sky right before they vanish, you know that there are warmer regions in the south, so it's not a big stretch to imagine that birds could perhaps migrate southwards. You cannot prove it, but it's a good enough guess.
I think illustrations or stories from the middle ages are to be taken as symbolic or allegorical rather than factual like a biology book would be today. They wrote down a story not because they necessarily believed it be factually true, but because it taught a different kind of truth. For example, no one has ever believed that Red Riding Hood actually happened or that you can cut open a wolf's stomach to pull out a living person.
It took until the 1800s for us to finally understand where the hell birds go in the winter, we had all kinds of crazy theories before then. We finally realized birds migrate to Africa, with proof, when a stork arrived in Germany after surviving being shot by an arrow in Africa.
> You cannot prove it, but it's a good enough guess.
You can guess that now in the 21st century, but we're talking about illiterate peasants who never traveled past their nearest market center. It's naive to assume we can even possibly empathize with their epistemological outlook.
For example, just look at the medieval sources about barnacle geese from the 13th century (from the educated class):
> Barliates, as Aristotle says, grow from wood, and are birds which the common people call 'barnesques', having a similar nature. [1] (I chose a short quote to make a point but please read the rest of the source, it's hardly an allegorical text)
They didn't have the concept of falsifiability or anything even remotely resembling the scientific process (or critical thinking, for the most part). The literate were obsessed with the classics and just took Aristotles and Ptolemy's word for everything, until Copernicus and Kepler had their way. Anything resembling scientific knowledge filtered down to the peasants or came from old wives tails entirely.
Even now with almost universal literacy we have a significant fraction (if not majority) of the population believing in ridiculously stupid nonsense like astrology. I don't find it hard to believe that people thought that geese's life cycle included barnacles.
Serious question: how can a build tool be fast or slow? From my understanding all it does is delegate the build steps to other tools, so wouldn't those be the bottleneck? Is it the resolution of order of build steps that takes so much time that a different build system can make a difference?
I'm afraid I still don't understand. One factor is having fewer features and not looking for obsolete files, that I can understand. I guess the other thing is using better rules to figure out when a file truly need to be rebuilt?
To be honest, it's not clear to me why other systems are not faster. Ninja is relatively straightforward but also not too clever.
Now that I think about it, I did write more about some of the performance stuff we did here: https://aosabook.org/en/posa/ninja.html Looking back over that, I guess we did do some lower-level optimization work. I think a lot of it was just coming at it from a performance mindset.
In my observations ninja more consistently uses multiple CPUs than GNU make. e. g. make -j40 will run up to 40 parallel processes (of clang/gcc) but a significant fraction of the time it will less than 40. With ninja average CPU utilization AFAIR was higher reducing build time. Not sure if it's specific to the project I was building (and how cmake generates makefiles) or would work for other projects too.
The problem with these staple-less staplers is that they permanently damage the paper. With a regular staple there are two tiny holes and that's it. You can bend open the staple to get back your individual sheets (e.g. to scan a particular page) and if you want to put them back together you can push the same staple or a fresh one back through the existing holes and bend it close.
You can repeat the process as many times as you want and there won't be any new damage to the paper. With a paperless stapler you would have to do new damage to the paper each time. Also, a regular staple is pretty much forever while these crimped folds can eventually come loose again.
I think Stop Killing Games is more important than just "oh noes, they took my toys away". Looking back, video games have been the gateway to computing in more than one one way. Before home computers people had game consoles (which were cheaper than computers) or arcades. Before iTunes and app stores there was Steam. Before the modern smartphone apps there were Wii channels. Maybe in some cases the games came technically later, but they were the initial contact for the broad masses.
What I'm getting at is that it has usually been through games that practices in general computing have been established. If Stop Killing Games is successful it will have much bigger effects on general computing. And I believe that this is why you keep the same false accusations getting repeated over and over again (e.g. saying that SKG would require publishers to keep supporting a game forever). I know it's said not to attribute to malice that which can be adequately explained by stupidity, but at some point the pattern becomes too clear not to notice. All of big tech stands to lose eventually if SKG succeeds.
Have you played The Talos Principle 2? Yep, games are toys! It's nothing more than that. What we fail to realise in our industrial society is that toys are a fundamental piece of our culture, they enable learning lots of different skills that wouldn't be possible in the "real world", they foster creativity, problem solving, bonding and cooperation...
Toys are just toys, and yet they are the most important things we have. I honestly think the technological progress catalyzed by games is a byproduct, a huge one, but not central to the industry. We only think technology is the most important thing because we live in a world in which overvalues technical prowess in lieu of culture.
I agree with most of what you said, but describing video games as nothing more than toys does a disservice to the medium.
Yes, video games can be educational and entertaining, just like real world toys, but they can also be artistic and communicate stories. They're the most expressive and engaging storytelling device we have ever invented.
Not all games are all of these things, and there's nothing wrong with games that only focus on entertainment, but those that combine all of these aspects successfully are far more impactful and memorable than any other piece of media.
> Yes, video games can be educational and entertaining, just like real world toys, but they can also be artistic and communicate stories.
Storytelling and art isn't exclusive to video games though. Board games for instance have tons of storytelling and are very rich in art. They are, however nothing more than toys, and they don't need to be. That's my whole point. Being "just a toy" is pejorative only in the industrial, productive society.
I suppose it's a matter of semantics and perspective. The definition of "toy" seems too narrow to me to properly encompass the complexities of board and video games. A ball is a toy, but clearly it's unable to provide the same experience as a board or video game. At a certain point these experiences can be deeply engaging in ways that simpler toys can't provide. Not necessarily better, but certainly different. Maybe it has to do with the amount of play rules, engaged senses, or brain activity... I'm not sure. But at some point a toy stops being a toy to me. :)
Though I do agree with your point. Games/toys are unfairly criticized in our society.
I stand corrected: "an object that is used by an adult for pleasure rather than for serious use". Video games, board games etc... can very well be used for serious use cases, so they don't fit the definition of a toy.
There are a huge number of people who deluded themselves into reflexively protecting the interests of hundred billion+ dollar industries. No malice required for that, they also aren't stupid, propaganda works.
> [2] Any derivative works based on my Build source may be distributed ONLY through the INTERNET.
> [3] Distribution of any derivative works MUST be done completely FREE of charge - no commercial exploitation whatsoever.
> [5] The use of the Build Engine for commercial purposes will require an appropriate license arrangement with me. Contact information is on my web site.
Backup cameras are great for people who wear glasses. My visual cone is narrower, so I effectively have to turn my head 180° to see accurately enough, otherwise it's just a blur.
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