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How to hide your important files from people without making Hidden folders
1. Go to Desktop and create a new folder
2. Name the folder Internet Explorer
3. Change the folder icon to Internet Explorer
4. Keep it in a corner of the desktop
Now, no one will open internet explorer :D11
Citizens are hereby requested to kindly shower us with their love, support and ++s so that we will be able to afford this as our headquarters.2
I hate buying new laptops. HATE IT. The manufacturers are always trying to do something that makes it more complicated to buy a laptop confidently.
Why not name all of the laptops with numbers? Make them really hard to differentiate. Then offer the same model number across multiple years so it is difficult to determine which year the laptop is from.
Oh. And let’s make sure every laptop has a major flaw in the form factor.
Let’a add a numpad that squishes the keyboard to the left in a weird way. Lets do something to the trackpad to make it awkward to use. Maybe the keyboard should have a weird configuration. Maybe we can put 4 spare characters of various colours on the symbol key caps. How about a battery only lasts a few hours. May we add specialized hardware so you are stuck with windows. Maybe we can make it super thick and heavy. Lets have a screen with terrible viewing angles. Since this laptop has no major flaws we should overprice it. No repairs or upgrades on this one because we filled the computer with glue. Lets double the amount of useless media keys.
It is like manufacturers are trying to design laptops like RPG game character classes. The fighter has no magic or stealth. The magician is weak and gets fatigued. The rogue is very stealthy but has poor defence and attack. The cleric can use magic but only to heal so it is useless in battle. The ranger is good at distance but has poor defence and no magic.
The only notebooks sold that are trying to make balanced character classes are MacBooks. Those cost a premium and aren’t reparable.19
My team manager showed me a web application of a new client and asked me if I can find vulnerabilities in it to push for a better product contract. She showed me the system architecture and asked me if I could try finding something from their login page. I politely refused since we don't have written permission to conduct a security audit (it's also a ministry website). She was pretty disappointed and idk if I'm doing the right thing not helping the company (I'm an intern but still). I'm sure I can scan in stealth but I don't think it's ethical on a corporate level. Thoughts?12
There’s nothing more frustrating than feeling depressed and apathetic toward everything for days, like the walls are closing in, you’re never going to achieve your goals, and there’s no point to living... only to realize it’s just that it’s “that time of the month”.
I miss the days when my PMS was literally just “Random commercials make me cry”.
To clarify, I would probably catch on that these emotions are just a hormonal reaction if “that time of the month” happened every month. Nexplanon is a weird birth control.
I’m sure this thread was overshare, but I just wanted to express my frustration.
Here’s Bob being stealth5
Today, my PM dropped by in the morning and mentioned she had some customer feedback on some item in a project where I'm the holiday replacement for someone else. I already had work to do, so that kind of interruption wasn't welcome.
"Well yeah, just forward it to me, I'll see what I can do", I told her. She agreed. Half an hour later, still no email from her. Hey, that looked promising!
For the rest of the day, I didn't talk to her, avoided speaking at all when she was near and even sneaked by her room (open doors) in silent mode lest I drew her attention and she might have remembered the email.
Until afternoon when I went home, still no email. Success! :-)5
Many years ago, when I moved from a semi-experienced developer to an absolute beginner project manager at another company, my very first project was an absolute clusterfuck.
The customer basically wanted to scrape signups to their EventBrite events into their CRM system. The fuckery began before the project even started, when I was told my management that we HAD to use BizTalk. It didn't matter that we had zero experience with BizTalk, or that using BizTalk for this particular project was like using a stealth bomber to go down to the shops for a bottle of tequila (that's one for fans of Last Man on Earth). It's designed to be used by an experienced team of developers, not a small inexperienced 1-person dev team I had. The reason was for bullshit political reasons which I wasn't really made clear on (I suspect that our sales team sold it to them for a bazillion pounds, and they weren't using it for anything, so we had to justify us selling it to them by doing SOMETHING with it). And because this was literally my first project, I was young and not confident at all, and I wanted to be the guy who just got shit done, I didn't argue.
Inevitably, the project was a turd. It went waaay over budget and time, and didn't work very well. I remember one morning on my way to work seriously considering ploughing my car into a ditch, so that I had a good excuse not to go into work and face that bullshit project.
The good thing is that I learned a lot from that. I decided that kind of fuckery was never going to happen again.
A few months later I had an initial meeting with a potential customer (who I was told would be a great customer to have for bullshit political reasons) - I forget the details but they essentially wanted to build a platform for academic researchers to store data, process it using data processing plugins which they could buy, and commersialise it somehow. There were so many reasons why this was a terrible idea, but when they said that they were dead set on using SharePoint (SharePoint!!!) as the base of the platform, I remembered my first project and what happened.
I politely explained my technical and business concerns over the idea, and reasons why SharePoint was not a good fit (with diagrams and everything), suggested a completely different technology stack, and scheduled another meeting so they could absorb what I had said and revisit. I went to my sales and head of development and basically told them to run. Run fast, and run far, because it won't work, these guys are having some kind of fever dream, it's a clusterfuck in the making, and for some reason they won't consider not using SP.
I never heard from them again, so I assume we dropped them as a potential client. It felt amazing. I think that was the single best thing I did for that company.
Moral of the story: when technology decisions are made which you know are wrong, don't be afraid to stand up and explain why.3
iiiii fffffuckingg hate articles that just explain something
put a piece of code
that piece of code uses X amount of classes/models
they never mention what structure are those models/classes made of
what is inside them
i cant continue following the article because i dont know what is inside them
they just put it in ur face and say Fuck you
my nerves are torn
what is life
what are doing
why are doing this
what is the point of living
how long does it take for a man to die
why are some people blessed with luck and some are not
u know what is even more frustrating
ohdont get me started on this topic
well i warned u
the path towards abundance lies upon the few; thou who shalt not risk high; shalt always stay thus low
girls also frustrate me bc
i always do every thing nice and im always nice
so i realized
being nice is fake as fuck and doesnt fuckin work
being urself doesn't do a Fckimg tHING
in this hardlife
only the strong survive in this world
- tupac shakur
so yes bavk where i was saying girls frustrate me because i always do what im supposed to
i tried being thou who shalt i am not
guess what mothrfucker
it works when u be a gofdamn fkig low mothfckr a u know a goddmn fkig punk then they respect u and want u
back i fckked up
i turned back to my real me, the nice me
and then they left me
they think being nice = means being weak
kindness != weakness
U FCKING WHORES
i just wanted to have a walk outside and thenit started raining
so i had to stay inside bc of the rain
i am very lonely
u know i was very fine when i was lonely at a very young age but now i need a living entity beside me
i fking need
wait i will cuddle my fluffy dog rn maybe i will feel better
br b wait for me ok
i feel better now
i remembered that goddamn girl again
man i feel so heart broken
i have sunk into the deepest depths of endless depression I think
it doesnt feel nice
it feels very lonely and depressing down here
but i thimk tjat is be because i care too much
some people say i overthink
I dont overthink
i am like the stealth people
the shadow people
i stay quiet and observe
i always know what is happening but i rarely speak about it
and people dont realize
so they think they can fool me
everything has its limits
so much lies that im sick of it
i always tell it how it is
i always reward those who help me
i always help those who help me
i never forget those people
why is it that people who dont give a single fucking Fffffficxkkckck about me
are the ssame people i almost care the MOST?
i cross hundreds and thousands of miles to visit a person, invest hours of my time to do that
i do that....
and they wouldnt even step 1 foot in front to see me....
what kind of life is this
feel like cryin rn
i dont understand what one must do
what is the point
all i want is to be happy
that is it
but being happy is.... i wanted to say the hardest part of life but now my voice told me being happy is a state of mind
myself answered me that being happy ? is a state of mind?
so that means if i want to be happy even if everything around me is falling apart
in my mind i can create a psychological world that would make me.... happy ....?
i dont understand what did myself tell me
why do i care so much if im lonely
u know my friend from college we go to same computer science college
hes a very smart man but a fake FUCKING friend, plastic as fuck
he reads philosophy booms and told me
"when a man is lonely for long enough, he will slowly start to fall apart"
that is me...... that is ...truth......
he quoted a philosopher from some book
he also said a quote he read about the meaning of life
"this life is endless pain and the only purpose of life is to reduce this pain as much as possible so we can be happy"
what the fck that is incredibly depressing
what the fuck im actually crying rn
i feel stabbed in the back and left behind and cheated on, all of those happened and some of them are happening right now
dont know what to think about the reasons
all of this causes me such huge anger and depression and that is whT keeps me going
going by working harder than i am supposed to
without all this hurt there would be no glory
all this effort..... it better pay off at the end...... please God..... i beg you....
i have completed 50% of my life purpose, let me do the rest so i can die in peace...13
Anybody else likes stealth games?
Was playing styx yesterday and i noticed that i sit idle for minutes, observing patterns and sketching up the path i will take and then i just execute it. It felt like making an algorithm or training a model.6
Revenge of the developer.
After our project consultants aren't good at planning projects I started my revenge. They will get soon a heart attack or paranoia...
Every time I need something from them (cause they missed it in the specs) and see them at the end of the floor. I stealth in their room and stand behind their door. When they are sitting, the door is closing mystically and I step to them. The faces are hilarious. That's my way to teach them to write better Specs :)
Wrote this on another thread but wanted to do a full post on it.
What is a game?
I like to distinguish between 1. entertainment, 2. games, 3. fun.
both ideally are 'fun' (conveying a sense of immersion, flow, or pleasure).
a game is distinct (usually) from entertainment by the presence of interaction, but certain minimalists games have so little decision making, practice, or interaction-learning that in practice they're closer to entertainment.
theres also the issue of "interesting" interaction vs uninteresting ones. While in broad terms, it really comes down to the individual, in aggregate we can (usefully) say some things, by the utility, are either games or not. For example if having interaction were sufficient to make something a game, then light switches could become a game.
now supposed you added multiple switches and you had to hit a sequence to open a door. Now thats a sort of "game". So we see games are toys with goals.
Now what is a toy?
There are two varieties of toy: impromptu toys and intentional toys.
An impromptu toy is anything NOT intended primarily, by design, to induce pleasure or entertainment when interacted with. We'll call these "devices" or "toys" with a lowercase t.
"Toys", made with the intent of entertainment (primarily or secondarily) we'll label with an uppercase T.
Now whether something is used with the intent behind its own design (witness people using dildos, sex toys, as slapstick and gag items lol), or whether the designer achieves their intent with the toy or item is another matter entirely.
But what about more atmospheric games? What about idle games? Or clickers?
Take clickers. In the degenerate case of a single button and a number that increases, whats the difference between a clicker and a calculator? One is a device (calculator) turned into an impromptu toy and then a game by the user's intent and goal (larger number). The second, is a game proper, by the designers intent. In the degenerate case of a badly designed game it devolves into a really shitty calculator.
Likewise in the case of atmospheric games, in the degenerate case, they become mere cinematic entertainment with a glorified pause/play button.
Now while we could get into the definition of *play*, I'll only briefly get into it because there are a number of broad definitions. "Play" is loosely: freely structured (or structured) interaction with some sort of pleasure as either the primary or secondary object, with or without a goal, thats it. And by this definition you can play with a toy, you can play a game, you can play with a lightswitch, hell you can play with yourself.
This of course leaves out goals, the idea of "interesting decisions" or decision making, and a variety of other important elements.
But what makes a good game?
A lot of elements go into making a good game, and it's not a stretch to say that a good game is a totality of factors. At the core of all "good" games is a focus on mechanics, aesthetics, story, and technology. So we can already see that what makes a good game is less of an either-or-categorization and more like a rating or scale across categories of design elements.
Broadly, while aesthetics and atmosphere might be more important in games like Journey (2012) by Thatonegamecompany, for players of games like Rimworld the mechanics and interactions are going to be more important.
In fact going a little deeper, mechanics are usually (but not always) equivalent to interactions. And we see this dichtonomy arise when looking at games like Journey vs say, Dwarf Fortress. But, as an aside, is it possible to have atmospheric games that are also highly interactive or have a strong focus on mechanics? This is often what "realistic" (as opposed to *immersive*) games try to accomplish in design. Done poorly they instead lead to player frusteration, which depending on player type may or may not be pleasureable (witness 'hardcore' games whos difficulty and focus on do-overs is the fun the game is designed for, like roguelikes, and we'll get to that in a moment), but without the proper player base, leads to breaking player flow and immersion. One example of a badly designed game in the roguelike genre would be Early Access Stoneshard, where difficulty was more related to luck and chance than player skill or planning. A large part of this was because of a poorly designed stealth system, where picking off a single enemy alerted *all enemies* nearbye, who would then *stay* alerted until you changed maps, negating tactics that roguelike players enjoy and are used to resorting to. This is an important case worth examining because it shows how minor designer choices in mechanical design can radically alter the final quality of the game. Some games instead chose the cheaper route of managing player *perceptions* with a pregame note: Darkest Dungeons and Amnesia TDD are just two I can think of.11
This is really two things in one:
1). Asking about a good gaming laptop.
2). Follow up on a post I made a while back asking for suggestions for new programming languages to learn
So right now I have a surface pro 3 i7 256gb, it's great for development, but not so great for gaming (Overwatch).
Saw the Razer Blade Stealth and thought it looked pretty nifty. Suggestions?
Also I would like to say a big thank you to all the people who told me about some really cool new languages, like Crystal, Elixir..etc.
Headsup: if you're making a game, or want to, a good starting point is to ask a single question.
How do I want this game to feel?
A lot of people who make games get into it because they play and they say I wish this or that feature were different. Or they imagine new mechanics, or new story, or new aesthetics. These are all interesting approaches to explore.
If you're familiar with a lot of games, and why and how their designs work, starting with game
feel is great. It gives you a palette of ideas to riff on, without knowing exactly why it works, using your gut as you go. In fact a lot of designers who made great games used this approach, creating the basic form, and basically flew-blind, using the testing process to 'find the fun'.
But what if, instead of focusing on what emotions a game or mechanic evokes, we ask:
How does this system or mechanic alter the
*players behaviors*? What behaviors
*invoke* a given emotion?
And from there you can start to see the thread that connects emotion, and behavior.
In *Alien: Isolation*, the alien 'hunts' for the player, and is invulnerable. Besides its menacing look, and the dense atmosphere, its invincibility
has a powerful effect on the player. The player is prone to fear and running.
By looking at behavior first, w/ just this one game, and listing the emotions and behaviors
in pairs "Fear: Running", for example, you can start to work backwards to the systems and *conditions* that created that emotion.
In fact, by breaking designs down in this manner, it becomes easy to find parallels, and create
these emotions in games that are typically outside the given genre.
For example, if you wanted to make a game about vietnam (hold the overuse of 'fortunate son') how might we approach this?
One description might be: Play as a soldier or an insurgent during the harsh jungle warfare of vietnam. Set ambushes, scout through dense and snake infested underbrush. Identify enemy armaments to outfit your raids, and take the fight to them.
Mechanics might include
1. crawl through underbrush paths, with events to stab poisonous snacks, brush away spiders or centipedes, like the spiders in metro, hold your breathe as armed enemy units march by, etc.
2. learn to use enfilade and time your attacks.
3. run and gun chases. An ambush happens catching you off guard, you are immediately tossed behind cover, and an NPC says "we can stay and fight but we're out numbered, we should run." and the system plots out how the NPCs hem you in to direct you toward a series of
retreats and nearest cover (because its not supposed to be a battle, but a chase, so we want the player to run). Maybe it uses these NPC ambushes to occasionally push the player to interesting map objectives/locations, who knows.
4. The scouting system from State of Decay. you get a certain amount of time before you risk being 'spotted', and have to climb to the top of say, a building, or a tower, and prioritize which objects in the enemy camp to identity: trucks, anti-air, heavy guns, rockets, troop formations, carriers, comms stations, etc. And that determines what is available to 'call in' as support on the mission.
And all of this, b/c you're focusing on the player behaviors that you want, leads to the *emotions* or feelings you want the player to experience.
Point is, when you focus on the activities you want the player to *do* its a more reliable way of determining what the player will *feel*, the 'role' they'll take on, which is exactly what any good designer should want.
If we return back to Alien: Isolation, even though its a survival horror game, can we find parallels outside that genre? Well The Last of Us for one.
How so? Well TLOU is a survival third-person shooter, not a horror game, and it shows. Theres
not the omnipresent feeling of being overpowered. The player does use stealth, but mostly it's because it serves the player's main role: a hardened survivor whos a capable killer, struggling through a crapsack world. The similarity though comes in with the boss battles against the infected.
The enemy in these fights is almost unstoppable, they're a tank, and the devs have the player running from them just to survive. Many players cant help but feel a little panic as they run for their lives, especially with the superbly designed custom death scenes for joel. The point is, mechanics are more of a means to an end, and if games are paintings, and mechanics are the brushes, player behavior is the individual strokes and player emotion is the color. And by examining TLOU in this way, it becomes obvious that while its a third person survival shooter, the boss fights are *overtones* of Alien: Isolation.
And we can draw that comparison because like bach, who was deaf, and focused on the keys and not the sound, we're focused on player behavior and not strictly emotions.2
Worst part of building a game with a genre and mechanics you've never even tried is not knowing how to start...
I've only ever worked on survival and RPG games, going into a stealth focused immersive with intelligent artificial learning is a cunt!
I was going to rant today about lack of self-awareness and emotional intelligence in some developers, this rant was based on the interviews I have seen flop over the years.
But then, as I am typing it, people in my office start having this exact conversation. We get together and discuss it and in the end we come to the same conclusion as my rant.
Now it feels like a waste to rant about something on the internet when I got to have a real in-person discussion about it.
It’s like devRant in real life!
The outcome of the offline chat...
- Have a cultural policy that is strictly NO ASSHOLES
- Watch for people who are nasty on the internet, especially LinkedIn
- Be careful with people who have a lot of questions for you but answer your questions with “we are in stealth mode” or something similar
- There is no point in wasting your time on these folks in an interview, just politely conclude it as fast as you can and move on
I applied to this company and I can't find any information on them. What they stand for, their mission statements... I'm kinda sketched out. Should I continue applying to this company?
In hindsight they're "Still operating largely in stealth mode" so maybe I shouldn't be surprised, also there seems to be no way to tell what their paygrade is and I don't want to step into something that may not be for me.2
Anyone running Linux on a kabylake new razer blade stealth? I want a pretty ultrabook but I heard the stealth had some driver issues like for the mouse pad and cam.
I'm particularly interested in elementary OS but any info is appreciated. I heard fedora runs decently out of the box but that was on a skylake.1
any music genre or playlist, my dev friends would suggest to... that would help me go in stealth modd 😅2