I found happiness. I am almost done with it. You want it after me?
I found happiness. I am almost done with it. You want it after me?
This is good advice. Keep the conversation short, formal and boring. Bring up the weather as a signal there is little of interest in the conversation. When you are ready to disengage say “I will let you get back to your work now”
Why is the perspective in the final frame taken from inside of the jail cell? Are we the viewer also in jail? Shouldn’t we be viewing it behind bars from the other side? What did we the viewing audience do? Are we culpable since just by viewing this?
We had one case where a line had been strung over a lighting ballast in a janitor closet. Whenever that light was turned on the whole network would go down. Since it was only on for a few minutes intermittently it was a nightmare to find. You would go looking for the a bad terminator and the network would come back before you checked a single one. Good times.
Thanks for pointing that out, I missed that when posting.
I liked it so much I tore through it in a couple of days! The worst part is waiting for the next in the series since he has announced there will be at least two and possibly three more in what he is calling the “bomb light” series.
So is Visual Studio basically dead at this point? Are any new programmers choosing to use it?
I feel like Beholders are the product of some nightmare fueled fever dream. They fascinate me endlessly.
Infinite Jest - just the part about video conferencing is wild and is even mire wild when you realize it was written in the 90’s before video conferencing really existed:
“Good old traditional audio-only phone conversations allowed you to presume that the person on the other end was paying complete attention to you while also permitting you not to have to pay anything even close to complete attention to her. A traditional aural-only conversation […] let you enter a kind of highway-hypnotic semi-attentive fugue: while conversing, you could look around the room, doodle, fine-groom, peel tiny bits of dead skin away from your cuticles, compose phone-pad haiku, stir things on the stove; you could even carry on a whole separate additional sign-language-and-exaggerated-facial-expression type of conversation with people right there in the room with you, all while seeming to be right there attending closely to the voice on the phone. And yet — and this was the retrospectively marvelous part — even as you were dividing your attention between the phone call and all sorts of other idle little fuguelike activities, you were somehow never haunted by the suspicion that the person on the other end’s attention might be similarly divided.”
I pledge to be fair, stay curious and stand up for those who cannot stand up for themselves. To never forget we are a people dedicated to a just and free society for all. To be welcoming and inclusive of all peoples, rich or poor and the regardless if the color of their skin or their faith or gender or sexual orientation. Except Donald Trump. That guy is a jerk.
You likely can’t do equity investing but you might be able to buy their bonds:
https://www.ndb.int/news/ndb-launches-new-usd-1-25bn-3-year-green-bond/
Seems like a bad idea to me. If you want to diversify buy index funds and ETFs.
The classic arcade game Venture. Go ahead, make my day:
https://archive.org/details/arcade_venture#
Venture is a 1981 arcade game by Exidy. The goal of Venture is to collect treasure from a dungeon. The player, named Winky, is equipped with a bow and arrow and explores a dungeon with rooms and hallways. The hallways are patrolled by large, tentacled monsters (the “Hallmonsters”, according to Exidy) who cannot be injured, killed, or stopped in any way. Once in a room, the player may kill monsters, avoid traps and gather treasures. If they stay in any room too long, a Hallmonster will enter the room, chase and kill them. In this way, the Hallmonsters serve the same role as “Evil Otto” in the arcade game Berzerk. The more quickly the player finishes each level, the higher their score. The goal of each room is only to steal the room’s treasure. In most rooms, it is possible (though difficult) to steal the treasure without defeating the monsters within. Some rooms have traps that are only sprung when the player picks up the treasure. For instance, in “The Two-Headed Room”, two 2-headed ettins appears the moment the player picks up the prize. Players die if they touch a monster or the corpse of a monster. Dead monsters decay over time and their corpses may block room exits, delaying the player and possibly allowing the Hallmonster to enter. Shooting a corpse causes it to regress back to its initial death phase. The monsters themselves move in specific patterns but may deviate to chase the player, and the game’s AI allows them to dodge the player’s shots with varying degrees of “intelligence” (for example, the snakes of “The Serpent Room” are relatively slow to dodge arrows, the trolls of “The Troll Room” are quite adept at evasion). The game consists of three different dungeon levels with different rooms. After clearing all the rooms in a level the player advances to the next. After three levels the room pattern and monsters repeat, but at a higher speed and a different set of treasures.
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Released
1981
The Cake Song
Haunting
It is a good Cyber-thriller.
I remember when SFC was first introduced, I excitedly wrote a script to invoke it remotely so I could use it on a user’s pc when they called to fix their problem. To this day I have never run that script. This was in 1998.
I will never forget the joys of the playing Half-Life 1 on max settings with my Diamond Monster3D Voodoo2.