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But what about Pied Piper?


Do we really need to hear about a fictional TV show every time compression is brought up?


It's actually a real TV show


Yes it is. I'm sorry. Poor english. Thank you for your constructive comment.


Does the number of comments really change anything? Not criticizing just wondering. This seems like a letter-writing campaign without the added inconvenience of an office full of paper.


The FCC is supposed to address all the arguments made for and against a proposed rule.

However, there is no way they address every single letter. They'll just summarize what all the public comments argument and address that.

So unless you come up with some new groundbreaking comment, it has no effect.

I want my NETFLIX! comments won't do shit.


The FCC is kind enough to list the number of comments publicly, which is valuable in itself. Most letter-writing campaigns and petitions go unacknowledged, but it's a lot harder for the FCC to dismiss comments that they themselves solicit and publish.


> Does the number of comments really change anything?

My understanding of regulatory proceedings is that the number and substance of the comments tends to play a role but (in a way, somewhat opposite of many legislative proceedings) the substance is a lot more significant than the numbers. The purpose of the comment period isn't to get a pulse of popular opinion, its to assure that the policy analysis underlying the regulatory action is able to consider all relevant information, including information that may not have been apparent to the commission's staff.

The individually most effective comments, then, are probably those like Mozilla's, which not only makes very specific recommendations, directly addressing the points raised in the call for comments, with strong support and analysis behind the recommendations.


As noted by another top-level comment, the comments submitted to the FCC during this period become part of the record, and can be used subsequently by courts in ruling on the legality or implications of the FCC's decisions.


Yes; if a rule making leads to litigation, the number and tenor of public comments can be used as evidence for it against the legitimacy of the final rule.


Realistically no. Government in America is crafted to serve business.

EDIT Not sure why the downvotes. Historically it's been true. Most wars we have been involved with have been to serve an industry or spend much of the budget on defense (after WWII anyhow). Citizens United was created to treat companies as people. Obamacare, while started with good intentions, ultimately created a gift for insurance companies. Lobbyist run much of Washington and local governments, and are rarely funded by your average citizen.

Cases like net neutrality may be denied/shutdown today, but it's a topic that will show up year after year, under a different name, with different verbiage by the end goal will be the same. I don't see this working out for the average American citizen. Take it for what it is but money talks, especially in politics.


I've been using a version of this for about a year now. I even modified the script to work with two build targets. The only problem is that every time you press the "play" build/run button it increments the build number, with or without any changes actually being made to the app.

It isn't a huge deal, but when I'm loading the app onto multiple iPads via Xcode, it would be nice to keep the same build number.


In the post, there is a workaround for the increment at each build/run. You just need to be sure to run the script only in Release


Well I'd like to know build numbers internally, just only when I change things. So if I put build 12500 on 3 iPads, I can track the crashes.


What do you mean? Do you want to read the build number on runtime? There is a way to do that, when you put them in the plist, just run [[NSBundle mainBundle] infoDictionary][@"CFBundleVersion"] to get the NSString.


Say I have 3 iPads in the office, and I want to load a build on each of them. I know I can use Testflight or similiar, but the easiest is to just plug them into my computer and press the play button. If I do that, it increments the build number, so iPad #1 gets build 4031, iPad #2 gets build 4032, etc.


No it doesn't, if you ensure it will run only on "Release". When you deploy an app to a device via Xcode, unless you specify differently, it will compile in "Debug", so that won't cause an increment. Every iPad will have the same build.


Couldn't they have come up with a better name for a super-smart computer than "The Machine?"


Maybe it's an indirect reference to the all encompassing Machine in E.M. Forster's story:

http://archive.ncsa.illinois.edu/prajlich/forster.html


The head of HP Labs explained this in his talk. He said it is called "the machine" because 1) they are researchers, not marketing people, and 2) they started thinking of it as not just another server, but a whole new architecture that scales from phones to data centers (as in, THE machine, the only one you need).


I've used cocos2d for my iOS app, Kodable, for two years now. It has worked great...for the most part. If I didn't need to support iOS 5 and 6 for schools, I would have already switched to SpriteKit.

The biggest problem with cocos2d now is that SpriteKit is slowly making it irrelevant, at least for iOS-exclusive apps. Apple basically ripped it off and remade it and packaged it with iOS. It even has the same mode/scene structure! Cocos2d has almost nothing that SpriteKit doesn't except for being open source and a few extensions.

Why would I use cocos2d with swift when SpriteKit has such close integration with it already? There's still a place for cocos2d, but with cocos2d-X, the C++ cross-platform version.


SpriteKit is ok but it lacks a lot of feature found in Cocos2d. SpriteKit is also closed so if you find a bug, you have to wait a year and hope for an update. Cocos2d users are free to fork and optimize as they want. You have full control. You can even do 3D and custom shaders and full GL with it which is not possible with SpriteKit.

Don't get me wrong. SpriteKit is great place to get started, but when you need something more powerful, that is where Cocos2D comes in.


Of course as the sibling posts mentioned, open source is a huge plus. I've learned a huge amount of OpenGL looking at the Cocos2d-x code and making custom nodes. But I think Cocos2d is kind of pointless, unless it has killer features that Cocos2d-x doesn't offer (I don't know how much they've diverged) or you really, really hate C++. But giving up the whole Android market because of language preferences is a huge deal in my opinion.


Cocos2d lets you use shaders in your 2D games. You can also access the full power of OpenGL if you need it.


I remember Tim Cook saying that hybrid tablets devices were doomed to fail because they tried to do two things and failed at both. That the desktop and mobile experience were separate experiences and should be treated as such. Yet it seems like this is the exact mistake they're making trying to make the Mac App Store into aa iOS App Store - Mac Edition.


If I can sneak a shameless plug in here, I'm the developer behind Kodable - http://www.kodable.com - an iPad app that introduces kids to programming before they can read.

I know the article said you'd like to keep Devina away from screens for awhile, but we've had kids as young as 18 months using it to learn all about functions, loops, and debugging. Even if she's too young for Kodable, or you'd like to go a different route, we've talked to tons of parents teaching young kids programming and I've learned a lot about the process. I'd love to help any way I can. You (or anyone else interested) can send me an email at jon-at-kodable dot com.


Cool, this is exactly what I'm looking for -- basically things I can introduce her to at as young an age as possible.


Our stores will transition to being galleries, where you can see the car and ask questions of our staff, but we will not be able to discuss price or complete a sale in the store. However, that can still be done at our Manhattan store just over the river in Chelsea or our King of Prussia store near Philadelphia.

"Cross an imaginary line a few miles down the road that the auto dealers can't access and everything will be A-OK!"

This is everything that is wrong with politics in a sentence.


the entire modern geopolitical setup is based on complicated networks of imaginary lines.


Apple keeps it very close to the chest, a lot like Google does with their algorithms. If people know what makes rankings rise and fall, they'll inevitably find a way to game the system. The only things I've seen that definitively affect rankings is downloads and ratings. Sales affect the top grossing rankings only.


I think it's about more than money for this guy


I respect his morals but the people over using the game are just going to move on to some other game and get addicted to it. If he feels bad about profiting from the game, he should donate it to a charity. That amount of money can do a lot of good.


And if a drug dealer decides to stop selling meth, you'd discourage him since addicts can just buy it down the block?

Note: I'm not saying Flappy Bird is like meth, but just pointing out your logic.


If meth were a liquid market with dealers lining up on every single street corner in the city to sell (and probably stocking it in grocery and convenience stores besides), then yeah, his stopping wouldn't really change the situation. His monetary loss from stopping sales will far outweigh whatever infinitesimal decrease there will be in the convenience of finding an addictive game on the iTunes app store.


This only holds if meth and playing flappy are on par in terms of damaging your life.


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