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My apologies.


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Phew, I'm not alone. Word for word, to the letter.


Probably more common than you think.

One old saw has it that when a man is starving he forgets even the urgent promptings of a full bladder. A newer old saw claims that religion is the opiate of the masses (with its uncoined analog regarding fetishism & the ruling classes).

The quoted OP railed against wasted time and effort, but his views on the despiritualization of the modern man are not clear. A non contemporary would likely diagnose a 'spiritual crisis' for the existential angst of the uncommon non-aristocratic unbelieving modern man.


If you replace entrepreneurs with journalist, you get the same picture. You have some top tier, and then you get every hack that writes a web column that "shouldn't even bother trying".


I call those friends.


Unfortunately, those "friends" have a lot of annoying issues that come with meatspace-produced wetware, and don't take (kindly to) pull requests.


There are hardcore boardgames you will find difficult to find human players willing to play with you. Campaign for North Africa takes 8-10 players and has an estimated playing time of 1000 hours [1]. An excerpt of a review written for this game:

> Are you a logistics major? Are you masochistic? Do you think that the calculations required to play a game should take longer than actually moving the units? Then do I have a game for you! Get yourself a copy of The Campaign for North Africa, and say goodbye to the family for a couple of months, if not years.

The Campaign for North Africa is the most detailed game that I have ever played. It isnt necessarily the most complicated, but for sheer size of the detail and planning involved, it is by far the most laborious and detail-oriented game that has ever been produced. As a first example, this is the only game that I know of that differentiates between British and German jerry cans for fuel. More about this later on.

The Campaign for North Africa is Richard Berg and SPIs simulation of the war in North Africa in the Second World War. The seven foot long mapsheet (divided into five sections), two sets of rulebooks, charts and tables galore and, oh yes, thousands of counters complete the game in a nice sturdy box, not the usual SPI flat game holder that falls apart. Most of this is standard SPI fare, with the functional but not pretty counters, standard three column style SPI rulebooks, and a fairly attractive map that does an excellent job of creating an epic sense of scale. True, this is the desert, and most of it is desolate, but the numerous tracks and roads, the coastal plains and mountains, and the railroad (both already built and railroad you can build as the game goes on) all combine to present an appealing picture of the area.

Each turn is one week of time, and each turn is broken down several stages. There is an initiative determination, naval convoy stage, stores expenditure stage, and then three operations stages. The Ops Stages are where most of the activity occurs. There are also stages that are used in the air game. I did not play the Air Game for the purpose of this review, but did play with the advanced logistics.

The game also includes on of each type of chart, which can be used to make copies. I made my own in Excel. There are charts for Division and Brigade organization, truck convoy sheets, naval convoy sheets, prisoner sheets, broken down and destroyed vehicle sheets, supply dump sheets, sheets for the air game and more. I even created a couple of my own for production and independent units. As each Division in the game needs its own Org chart, which fit best on legal size paper, these are a lot of charts and sheets to keep track of. All of these must be filled out before the game even starts, and just setting up for the beginning of the game requires filling out hours (literally) of paperwork. And for heavens sake, dont use pen! Much of what you write in the charts at the beginning of the game will be erased by the end of the first turn. After every movement, every combat, just sitting there and doing nothing will require updating of the org charts for every unit in the game.

[1] https://boardgamegeek.com/boardgame/4815/campaign-north-afri...


That sounds horrible. It also sounds like a game that should definitely be played on a computer, not as a board game.


I don't know about you, but I love playing unreal tournament by moving rocks around on the ground similar to https://xkcd.com/505/


FCC, computer fraud and abuse act, DMV. You should have thrown in plane to come up the most regulated industries where you are HIGHLY restricted in what you can do with your device.


I've listened to Justin all the way through this from the start on the other side, it's interesting seeing this from your perspective. Thanks for sharing.


I like it, there have been a couple projects where this would have cut time in half.

Some of the controls were hard to navigate on an iPad Pro. Time in particular was hard to use, not enough space. This is a fault of the resolution of the pro, but if the targets aren't big enough, I'm scrolling the page instead of the hours.


I don't understand why we're doing this. They will eventually be contaminated in the next 500 years and that's not long evolutionarily speaking. As tech becomes cheaper and the third world starts breaking into the "modern era", we'll have more failed satellites embedded in the sides of every moon in the solar system. And NASA legitimately struggles to make these devoid of life. An exuberant little nation punching a little above its weight category certainly won't.


That still means we have 500 years to find legitimate non-terrestrial life.


Exactly. Also, In 500 years, it may be possible/economical to sterilize large bodies before sending them to outer space.

I think its a good idea that NASA (and other space agencies) are so careful about this. I wouldn't want any life (or the traces of past life) to be wiped out by organisms from earth.


There are a lot of institutions in America that look really good on film, but the reality doesn't match the ideal.


Comment out all but the first and output the result. If it's what you expected, uncomment next line and output the result. Is it what you expected. Repeat... Debugging is just a specialized form of troubleshooting so the same rules apply. Bring the system to a known good, and increase until you find where it breaks.


You have a ton of these types of statements. Which one do you apply the treatment too? Your approach only allows doing this troubleshooting approach to a single place at a time easily.


How do you debug several places at the same time?

You have a ton of those statements, that's why you organize them in functions, and go debugging high level functions before you go into lower level ones, and then into atomic statements.

Anyway, you'll almost certainly want to do that in an repl. I don't know if swift supports one, if not that would be a real drawback.


They do, it's really slick how well they have it integrated.


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