Good enough 90% of the time makes 99.9% of the money so why bother making things perfect for the power users?
Good enough 90% of the time makes 99.9% of the money so why bother making things perfect for the power users?
Honestly a foldable smartphone should be 2 touchscreens with a hinge if there’s at all any risk of a bendy screen breaking more easily or otherwise being inferior to that.
Y’all have to push and campaign for this.
Galaxy is a necessary convenience for them to compete with Steam tbh
My experience is with iPhone (yeah yeah boo Apple).
Most of how I learned was just digging through Apple’s documentation, focusing on one goal at a time. How do I draw stuff to the screen? How do I handle touch inputs? How do I use the built in UI elements? How do I play sounds? How do I get GPS data? Things like that. I’d usually have an idea of a specific mini-project that would make use of a specific new tool.
Note that I already had some programming experience (although it wasn’t much) before I started teaching myself this way.
Here’s Apple’s website: https://developer.apple.com/develop/
Just start by downloading XCode and playing with one of their sample projects. SpriteKit is particularly easy to get started with and there’s a sample project for it. (I’m assuming you want to make something like a game. If you want to make more of a utility app, look up SwiftUI).
If you aren’t an iPhone user “Apple fanboy”, you can try this: https://developer.android.com/courses
Also many game engines (e.g. Godot, Unreal, Unity) have support for both iOS and Android.
I used to make mobile apps as a hobby and I still get the weekly report of my dwindling numbers.
I don’t think so.
The original is not that old and is on-par with state of the art AAA graphics anyway.
Just buy the original on GOG so you don’t have to worry about DRM in your offline singleplayer game.
Bruh this is a completely offline singleplayer game
Sometimes it works better for tabbing out of a game than alt-tab does. Not sure why. Also it depends on the game.
In Ubuntu I use the command key as my main way to launch applications.
Based on the small town where I grew up:
Note that a lot of the roads don’t have sidewalks so even if you want to walk it can be kinda dangerous depending on time of day.
Based on cities I’ve lived in:
The cities tend to be a lot more walkable, but you still need to take the car or train to get to things like by the bigger (and cheaper) supermarket and other stores. The train is slow and unreliable (sometimes it’s faster to walk than take the train) so cars are much more popular.
It’s not separate builds, but the App Store already checks your location when you access it, and it uses that location data along with other hints you are under EU jurisdiction to decide whether to allow you to sideload or not.
Or you can use the developer tools to perform a more limited form of sideloading in any country.
This was a boss fight in the DLC. It was very cool! The DLC in general felt a lot more cinematic than the main game. However, that does mean it felt a lot more linear in most levels.
Your polar coordinate system still needs an “angle 0” which is somewhat analogous to “North”.
Milky Way (Explore) by Ben Prunty from FTL: Faster Than Light
They already exist in San Francisco: https://waymo.com/waymo-one-san-francisco/
Not sure they’ve been around long enough for the problems you suggested to come up.
Hmm maybe I’ll look into it again. The concern had something to do with having to spoof a serial number. I own Final Cut and would love to have the beefy GPU and CPU in my desktop accelerate it, but also am very afraid of losing my main account with that and a lot more. Already my current workflow is to render on my old MacBook as uncompressed, then transfer it to my desktop and use FFMPEG to compress. Better results and much faster than trying to have my MacBook do any sort of video compression.
Inkscape is for vector graphics, GIMP is for pixel graphics. You probably want to use a combination of both for many situations (design the logo in Inkscape, touch it up and scale it in GIMP).
From my experience, GIMP is close to par with Photoshop in terms of both features and user friendliness. Inkscape is unfortunately much harder to use than Illustrator.
Apple and Spotify let you do that too.