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Joined 1 year ago
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Cake day: September 2nd, 2023

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  • It is a supply and demand curve.

    The supply is incredibly small for a world-famous artist compared to their demand. If the reason some people can’t buy a ticket because there are no tickets left, there’s room to increase the price of the ticket and sell the exact same amount of tickets. If resellers can just buy all your tickets and sell them for 10x the price, then you can 10x the price of tickets and sell the same amount.

    The problem is that you can’t just use the profits from selling Taylor swift tickets to make another Taylor swift so you can increase the supply of Taylor swift.

    There are only 3 ways they can increase their Taylor swift profits: 1. Make concerts in bigger venues so they can sell more tickets. 2. Increase the ticket prices. 3. Increase the amount of Taylor swift concerts.

    1. And 3. Have upper bound limits. Specially 3. Because what incentive do multi-millionaire artists to work more? If I were so wealthy, I’d strive to work less, not more.

    The easiest option is 2. why wouldn’t they do it?

    Sure, if I was a music fan it’d suck, but the truth is that they are corporations, and they are legally required to increase the shareholders’ value.





  • Code doesn’t expire. But the programmers do (they die/retire).

    If you want someone to maintain that code, old code only gets more expensive. Sure, if it ain’t broke you don’t need to maintain it to fix it, but you need to maintain it to upgrade it. When you eventually need to make an upgrade, it’s going to be expensive. I don’t know if it’s more expensive than making the code not-old though.



  • They don’t need to take a shift off to come to my place of work because I work on an office where the customers are people doing their job.

    And if they needed to take a shift off to come to my place of work, it would only be because they work at the same hours as I do. If they worked different hours they wouldn’t need to take a shift off.

    Taking a shift off every time you need to shop (at least once per week) isn’t moving mountains?




  • If it’s a CRUD app and slower than the network, it is a dogshit app. Both the app and the webpage should be exactly as fast, since it should be waiting for the network for most of the time.

    The cache is not magic though. It doesn’t work for the first visit, and it doesn’t last forever. Some clients might not even use a cache. I don’t know if this is the case, but if the cache is validated to be recent (an HTTP HEAD request or whatever) that’s still a round trip to the server.



  • Of course a good website can beat a shit app. But there’s no way that you can build a website that’s faster than a good app.

    First of all, because your website has to run on an actual app, called a web browser. Additionally, you can’t magically remove the initial load time to fetch resources from the server. Those resources are already on your phone on the app so it’s instantaneous.


  • I’m not a child. But I already have an entire OS running on my phone. Why would I run a browser on top (with all of its UI clutter) so I can use an app.

    If I’m going to use an app often, for more than a couple minutes each time, I’m gonna use an app. If I’m just visiting a site for the first time, or I’m just going to stay there a couple seconds (search engines), I’m using the web browser.

    Browsers are for browsing the web. Apps (run by the OS, not by a web browser) are for doing things.




  • If it is tied to frame rate, then a set of inputs results in a predictable set of outputs.

    If not tied to frame rate, those same inputs have to be reproduced with the exact same time delay, which is almost impossible to do.

    Sure, sub-millisecond time differences might not always lead to a different output. But it might.

    Now, when is this determinism useful?

    TAS (tool assisted Speedrun). You can’t tell the game: on frame 83740 press the A button. Given a list of inputs with their exact frames will always lead to the same Speedrun.

    Testing. You can use methods just like TAS to test your game.

    Reproducing bugs. If you record the game state and inputs of a player before the game crashes, you can reproduce the bug, which means that it will be a lot easier to find the cause and fix it.

    Replays. Games like LoL, starcraft, clash of clans have a way to see replays of gameplay moments. If you save a video for each one of those, the storage costs will be prohibitively expensive. What they do instead is record every single action and save that. And when replaying, they run a simulation of the game with those recorded inputs. If the replaying is not deterministic, bugs may appear in the replay. For example if an attack that missed by one pixel in the game was inputted a millisecond earlier in the replay, it may hit instead. So it would not be a faithful replay. This is also why you can’t just “jump to minute 12 of the replay”, you can only run the simulation really fast until you get to minute 12.

    I’m not a game developer so I don’t know if it is used for testing or reproducing bugs or replays. But I know it is used in TAS.

    Of course, for this to be possible you also need your RNG function to be deterministic (in TAS). In the rest of scenarios you can just record what results the RNG gave and reproduce them.