Friday, June 27, 2014

Gaming Update & Arena Commander launched for a couple of weeks!


LoL, Dota 2 and SC2 are now collegiate sports.

Dota 2 nears 10 million prizepool money, which includes USD$8.4 million from compendium and compendium point purchases. That's $33.6 million of total compendium related revenue, and $25.2 million for Valve from compendium related revenue alone! This is getting big, just like TF2 hats =P
Current PrizePool:

Btw, Steam Summer Sale is on, get them daily/flash deals! Isthereanydeal.com is also a great website to track your wishlist and if it goes on sale on many different storefronts - it saves heaps of browsing time! 
You know Valve is doing something right when they release things gamers want (Steam Cloud, Cross platform SteamPlay, Dota2, TF2, SteamOS-Linux) and aren't shy to get it properly done and delay releases according to Valve Time, much like CIG does with Star Citizen and their DFM release. =P


Speaking of, the Star Citizen DogFighting Module has been released (launch trailer here)! It's named Arena Commander (as a in-universe combat sim game). Currently it's at v0.8, check the above link for the planned version update roadmap. Some interesting stats and tutorial videos for different control devices (m+kb, joystick) released ~24hrs after the DFM release.
Also, the most watched Star Citizen streamer on Twitch - Nyaandere - streams almost daily! (Pretty punny username if I may say so myself).

 
Alternate Launch Trailer, the one I prefer - especially with the lovely Bach Prelude 1 =P

Everyone has single player (free-flight, Vanduul swarm) access if you have the Alpha or "Arena Commander module" access. Most recently they've updated it with Hangar Patch 12.3 (which is still v0.8 for Dogfighting module/Arena Commander version numbers).
Want to know if you have multiplayer access? Check your UEE Citizen Record # on your Citizen Dossier like so https://robertsspaceindustries.com/citizens/pd12
Then match it up with the roll-out updates on https://robertsspaceindustries.com/comm-link/transmission/13947-Arena-Commander-Multiplayer-Roll-Out-Begins

Also because a lot of people have been complaining that the ships' handling doesn't "feel right" CR (Chris Roberts, project director) has written up this lovely post full of the details of how they simulate and model the flight physics. It's beautiful! (And therefore obligatory iframe which doesn't work atm, someone tell me why):

Thursday, June 26, 2014

Dragon V2 Unveil and All Tesla's Patent Are Belong To Us!



Back from a hiatus, we have news which may be a bit outdated, but interesting nonetheless!



SpaceX unveils Dragon V2, a manned spacecraft with the significant difference from V1 of being both manned and having Super Draco thrusters, with over 100 times the thrust. These are required for both the LES (Launch Escape System) built into the vehicle (as opposed to an LES tower ala Apollo), as well as propulsion based landing from orbit (it includes parachutes but isn't planned to normally use them).

It has massive 4*17" touch screen array powered by multiple redundant Tegra chips from nVidia, with technology shared from Tesla's own touchscreens on the Model S. In the middle of the array are a variety of hardware buttons for critical functions in case the touchscreens fail. Rest assured, Musk says (while laughing) the rest of the ship's systems aren't powered by Tegras. A lot more juicy info can be found at this arstechnica article.

Also, rodents (live animals!) will be flying on CRS-4, for SCIENCE! =D Because we know from KSP having a lab in space process science and recovering science module data gives you more science! =)


_______________________________________handmade_break__________________________________________

Tesla has released all of its patents as open in the spirit of open source and rapid development of Electric Vehicles to stop the evil and unsustainable oil pollutions! =P Go Tesla and Elon Musk!! Great FOSS philosophy. While some people may spell doom for the company, I don't see any specific licence they're releasing it under, and since they still hold the patents, they can enforce any at will if someone oversteps and abuses their limited rights. Also, the example of AT&T's decline is wrongly used, since Tesla will only fail if it fails to continue to innovate and capitalise on their innovations with the rest of the competition. Also, as we can see from AT&T releasing their patents, the global telecoms industry has grown so much, and this is the same goal of Musk and the reason he made Tesla in the first place.
Incidentally, one of the ranks of the Linux Users Group - an org in Star Citizen is AYBABTU. =)

P.S. I should be able to do that Model S test drive post soon, holidays are good. =)

Sunday, May 11, 2014

Making fuel from seawater, FOSS, USPTO and copyright

The US navy is researching methods to make fuel from seawater and have a working prototype!
This has been a many-year effort.
Basically CO2 is extracted from sea-water by acidifying seawater with HCl and using electrolysis to extract CO2 and H2.
Then, using a Fischer-Tropsch catalyst and high temperatures (190C) long-chain hydrocarbons can be formed. 

Both main reactions/processes are obviously endothermic and require energy, so you wouldn't expect a ship to make their own hydrocarbon fuel and run on it, so ships can't be self-sufficient and not need to dock for fuel. However, it also means a whole new supply chain can be opened up which don't require traditional shipping/supply of oil from oil rigs and mines around the world.

----------------------------------------------

Yay for Linux on military drones courtesy of Raytheon! It might be a smart move to do stuff like open API for cost redundancy reduction and inefficiency reduction. Security through obscurity is not real security, so it's arguable no less safe than a proprietary *nix system like Oracle.
http://www.gizmodo.com.au/2014/05/us-military-drones-are-going-to-start-running-on-linux/

---------------------------------------------

Speaking of open APIs, wtf is this:
Oracle granted API copyright, wins vs Google.
I mean, we've been down this road before with software patents and all their predicted detriments, and now you can copyright an API. Not sure how closely your API can resemble another's but this is treading deep into the patenting an idea. Maybe in 10 years time I can patent the idea of mining asteroids, even though Planetary Resources and Deep Space Industries would have been going at it for 10+years. Then I'll just receive royalties from any enterprising new-space company or project and live in luxury while drowning my guilt and shame and morality in loads of ice-cream. Also, everyone will have to hire more lawyers and the ratio of lawyers to engineers, scientists and other staff would be 50-50 in any technology company. And all the lawyers will be busy doing nothing but harming everyone.

And speaking of horrible copyright and patent rulings, if you know me you should know how much I look down on the USPTO - I have no hope in it. I mean, they just let Amazon patent taking photos against a white background! Watch out, passport photo takers! - That Star Trek double face-palm image is quite apt, so is "credibility reaching zero".


Saturday, April 12, 2014

Star Citizen (finally) Officially Confirmed for Linux by the man himself!


YES, Star Citizen (finally) Officially Confirmed for Linux by the man himself!!!

"... by the way, we'll gonna be supporting Linux."

"We'll be on Linux ... we like it. I think most engineers will tell you that they prefer Linux ... to Windows actually, especially in the back-end server world."

1st quote is at 21:45 (already skipped to in that video link above.
2nd quote is at 45:20 (question & answer). CR (Chris Roberts) also says "all the major engines are supporting Linux" at [47:25]. =)


Here's another great video of Linux love and DRM hate (with an interesting developer's opinion on piracy) from last year's PC Gamer panel with more indies and game devs at PAX:




Click here for a brief history of speculation of Star Citizen on Linux on my part.
And here for an article about the rise of Linux (including gaming on Linux).

Here's also a new blog I discovered covering gaming on Linux which updates fairly frequently (multiple articles per day) as opposed to steamonlinux.com
It's like Phoronix but for games! (Since Michael is a self-professed non-gamer).

Wednesday, March 26, 2014

Facebook Acquires Oculus Rift VR

So earlier today, we saw this: FB buys Oculus Rift for $2bil in ~300-400mil cash and rest stock and the internet has been virally complaining.
People have been massively disappointed (myself included) and posting things like "FACEbook is taking things a little too literally", with a FB logo plastered on the front of the OR, but I think our fears shouldn't make us lose hope as explained throughout this article. 

Great article analysing both sides and future outcome of things:
http://gizmodo.com/facebook-could-give-you-the-oculus-you-always-wanted-1551561433 
Some other news outlets:
http://kotaku.com/facebook-buys-oculus-rift-for-2-billion-1551487939
http://techcrunch.com/2014/03/25/facebook-to-buy-oculus-vr-maker-of-the-rift-headset-for-around-2b-in-cash-and-stock/
Minecraft backs out of OR:
http://www.theverge.com/2014/3/25/5547626/minecraft-oculus-vr-cancelled

At first I was like "What. In. The. World." Mark Zuckerberg's even considering ads!?

Palmer tries to allay concerns, which is nice, but to small effect, although does confirm their independent status and FB not screwing them over like MS or Apple buying out a company and disassembling it (which was amusing for me, as most indie techs/devs probably has similar sentiments, especially supporters of Linux and open source or just people who were screwed by M$/Apple):
http://www.reddit.com/user/palmerluckey/comments/?sort=hot

But now that OR ultimately seems to be able to operate independently and do stuff as they've always had without excessive FB intrusion like needing an FB account to connect to OR, I am cautiously optimistic again. Especially with Palmer saying stuff like: (double quoted passages are Palmer quoting redditors)
Sure, we could have made more money down the road, but this deal was not about making the most money. It was about doing the best thing for the long term future of virtual reality.
This lets us make CV1 everything we want it to be, which is going to drive much larger sales and adoption.
We defined the milestones. They are exactly in line with our prior plans.
We promise we won't change. If anything, our hardware and software will get even more open, and Facebook is onboard with that.
They are champions of open hardware and software.
Our relationship with the community is not going to change, and we are not going to spy on anyone. Feel free to rag on me if things turn out the way you predict, but you have my word that nothing will change for the worse.
However, if anyone has more control or say on ANY decision then Palmer and John do, then I'm out. They were the top, they didn't answer to anyone but the consumers.
We have had to answer to people since the Kickstarter, and even more so after raising two rounds of funding from investment partners to hire the people we need. This deal gives us more freedom to make the right decisions, not less!
Facebook has a good track record for letting companies operate independently post-acquisition, and they are going to do the same for us. Trust me on this, I would not have done the deal otherwise.
Just promise me there will be no specific Facebook tech tie-ins.
I promise.
Why would we want to sell to someone like MS or Apple? So they can tear the company apart and use the pieces to build out their own vision of virtual reality, one that fits whatever current strategy they have? Not a chance.
And:
This deal specifically lets us greatly lower the price of the Rift.
We have not gotten into all the details yet, but a lot of the news is coming. The key points:
1) We can make custom hardware, not rely on the scraps of the mobile phone industry. That is insanely expensive, think hundreds of millions of dollars. More news soon.
2) We can afford to hire everyone we need, the best people that fit into our culture of excellence in all aspects.
3) We can make huge investments in content. More news soon.

And:
Nothing changes. Keep in mind that Mark Zuckerberg has publicly spoken against NSA surveillance.
is that 75-100 million dollars of VC not enough to bring the CV1 to market?
It it enough to bring a consumer product to market, but not the consumer product we really wish we could ship. This deal is going to immediately accelerate a lot of plans that were languishing on our wishlist, and the resulting hardware will be better AND cheaper. We have the resources to create custom hardware now, not just rely on the scraps of the mobile phone industry. There is a lot of good news on the way that is not yet public, so believe me, things will become a lot more clear over time.
Why did Oculus VR choose to risk their reputation with their core supporters in such a substantial way, before there is even a real product on store shelves?
Because it is the best thing in the long term for virtual reality, and the best thing in the short term for our core supporters. We are going to stay as community focused as we have always been! We now have the freedom to make the right decisions without worrying about short financial profit or investor returns.
Facebook is making a long term bet on VR, not a short term run on profit. We have more freedom to do what we want now that our investment partners are out of the picture.
 We are already working on our own VR game platform/launcher, but we are not going to force everything to go through it. Facebook has no interest in changing that, they believe in what we have been doing all along.
 I guarantee that you won't need to log into your Facebook account every time you wanna use the Oculus Rift.

And:

The appeal of Oculus (as compared to Sony, for example) is because it is on a PC platform, and thus allows us, the developers, freedom over what we want to do with it.
None of that will change. Oculus continues to operate independently! We are going to remain as indie/developer/enthusiast friendly as we have always been, if not more so. This deal lets us dedicate a lot of resources to developer relations, technical help, engine optimizations, and our content investment/publishing/sales platform. We are not going to track you, flash ads at you, or do anything invasive.
The Rift is absolutely targeted towards the gaming population, which tends to be teenage to early 20s/30s, which is the exact population that Facebook is currently losing. By partnering with Facebook, you are gaining access to a massive userbase of people that the rift is not targeted towards, which people might feel is a very bad move.
Almost everyone at Oculus is a gamer, and virtual reality will certainly be led by the games industry, largely because it is the only industry that already has the talent and tools required to build awesome interactive 3D environments. In the long run, though, there are going to be a lot of other industries that use VR in huge ways, ways that are not exclusive to gamers; the current focus on gaming is a reflection of the current state of VR, not the long term potential. Education, communication, training, rehabilitation, gaming and film are all going to be major drivers for VR, and they will reach a very wide audience. We are not targeting social media users, we are targeting everyone who has a reason to use VR.
What we fear is not that Oculus will be partnering with Facebook, but that you are selling out the company to Facebook and no longer retain control over Oculus. I can say that I, personally, support Oculus because I believed in the goals and visions that you had.
This acquisition/partnership gives us more control of our destiny, not less! We don't have to compromise on anything, and can afford to make decisions that are right for the future of virtual reality, not our current revenue. Keep in mind that we already have great partners who invested heavily in Oculus and got us to where we are, so we have not had full control of our destiny for some time. Facebook believes in our long term vision, and they want us to continue executing on our own roadmap, not control what we do. I would never have done this deal if it meant changing our direction, and Facebook has a good track record of letting companies work independently post-acquisition.
If I ever need a Facebook account to use or develop for the Rift, I'm done. - You will not need a Facebook account to use or develop for the Rift.
If I ever see Facebook branding on anything that's not optional, I'm done. - Not really reasonable in a literal sense, but I get your drift.
If I ever see ads on anything that I've already paid for, I'm done. - That is a developer decision, not our decision. If someone wants to sell a game with built-in ads, they will have to deal with the natural consequences.


I'm just wondering if OR will go public and about how kickstarters don't actually get shares in the startup ... I know some kickstarters already feel betrayed, screwed over and that OR sold out.


Update: More interesting articles -
From a VR non-believer
A positive spin on things (or devil's advocate =P)

Sunday, March 23, 2014

The rise of Linux

The Downfall of Windows (xP)

So I just read (or re-read) some news about ISS laptops being changed to Linux last year (2013) as Windows XP nears its EOL in April this year with no more security or technical updates. With Windows 8 being hard to use and the UI being unfamiliar, that's prompted me to write this post instead of sneaking it in a section within another post like I normally do =P
By the way, all those Windows XP users, it's a great time to switch to Ubuntu 14.04 LTS, since Win 8 users will have to familiarise themselves with a new UI anyway. WinXP/7 users would probably want to use Kubuntu/Xubuntu to have a familiar desktop environment (you can set the UI up to be almost exactly like Win XP/7). You want LTS versions because they're supported for 5 years, although you're free to upgrade to different versions anytime when they're out. (LTS versions happen every 2 years, and non-LTS versions are supported for 9 months now, instead of 18 months previously.)


The adoption of Linux in the world

So why use Linux anyway?
  • It's free - as in financially and in the sense of free speech. You can freely modify and customise it to suit your needs and use it however you like!
  • It's stable and reliable - updates and patches happen quickly as it's open sourced, and won't fall into the traps of things like the Mac OS/iOS SSL bug. Security by obscurity is wrong in an OS context.
  • It's efficient - My Linux (Kubuntu 12.04) is pretty fast and does things faster than my Windows 7 HP 64bit, even with KDE, which is a relatively intense DE compared with things like XFCE and GNOME/forks.

In Science:


Used by people and places like:
CERN
Experiment Platforms
NASA
-MSL (Curiosity Rover)
-ISS (probably almost everything since the move to Linux on desktop laptops).

Linux in Space

United Space Alliance, a NASA contractor that supports the laptops on the ISS used the Linux Foundation to train their devs to migrate and port apps over to Linux.
Apparently they have over 140 laptops with 80 online at any time; they chose Debian 6, it being Google's choice of distribution too. They also have Scientific Linux and RHEL/CentOS on some computers already on the ISS. Robonaut R2 uses it and the ISS has used it since Linux started, but rarely on the desktop PCs.
We migrated key functions from Windows to Linux because we needed an operating system that was stable and reliable — one that would give us in-house control. So if we needed to patch, adjust, or adapt, we could.
ZING! Apparently they have faced a few random crashes (probably BSODs lol) and in 2008 had some virus infect the ISS LAN.

Consumer Devices:

Android (kernels are being merged, and hopefully completely in a few years)
Tesla Model S

So why is adoption important at all? I think it's especially important in gaming where the catch 22 can clearly be seen - 'everyone' uses Windows to game, so game devs only build for Windows and so 'everyone' has to use Windows to game. So when devs have this alternate option instead of being locked into Windows (and perhaps DirectX), they can build for it and the Linux gaming community can back them and get rid of this catch 22 problem. Things like the humble bundle clearly show the Linux community is ready to throw money at devs who make games for Linux.

In Gaming:

Wow, GDC 2014 just prompted announcements of Linux support everywhere!
And look, someone else did a great article about the rise of Linux gaming! =)
While Phoronix downplays (or is disappointed by) the interest in Linux at GDC, it's a great improvement, from having 0 Linux announcements at GDC to having a Linux presence with SteamOS, CRYENGINE, AMD, etc. Valve's SteamOS and Steam for Linux official release announcements were only last year, so AAA devs haven't had time to announce and demo Linux games at GDC yet - but we've already seen heaps of indies get onboard. Like a Phoronix forum user said:
We have gone from "it would be cool to have a game on Linux" to "omg the next-gen CryEngine with its OpenGL 4.3 renderer might not be perfectly ported".
Game Engines: Unity,
Unreal (announced 19/3!),
CRYENGINE (dev tools, CrySDK coming to Linux),
Source & Source 2,
Leadwerks (and the editor/IDE is on Linux thru Kickstarter too!)

Game Publishers: Steam On Linux (on a sidenote, Valve wants to move from Greenlight to a more easy self-publishing system where any dev can post something),
Desura,
 GOG.com (announced 18/3) 

Consoles/Hardware:
SteamOS, Ouya/Android, Oculus Rift

Games & Devs: Steam Library Catalogue, Upcoming games on Steam,
Devs liking OpenGL and freedom of Linux and hating Windows restrictions.
Recent announcements of games on the PC usually announce on Linux in addition to Windows.
GabeN also said devs like Linux! =)

Valve: check out these awesome vids at Steam Dev Days 2014 (where there are a whole lot more Linux and VR related stuff including):
Getting started on Linux (incl Myth-busting),
Valve seriously supporting and working on moving to OpenGL exclusively,
Modern OpenGL reducing Driver Overhead (by nVidia which looks like their portion of the GDC talk below).

Vendors: nVidia, AMD, Intel @ GDC "Approaching Zero Driver Overhead", nVidia sponsored video posted in the future. There'll probably be more news from them with the GPU tech conference in the next few days as well.
AMD plans to open-source kernel space driver support, while keeping user-space binaries for their Catalyst driver (so they can keep their "secret-sauce" optimisations away from prying eyes of nVidia). AMD roadmap/info summary from GDC here; I'm not feeling as much love as I was hoping, but tbh I mostly just care about GFX performance and that means high performing nVidia drivers, even if they're binary blobs. 


On a related note, check out all the awesome vids from Steam Dev Days (click for PDFs, etc.)! They have at least 4 talks related to Linux and OpenGL (including debugging hehe)!

Updated: 24/3 to include links to latest Phoronix wrap-up articles. 

Wednesday, March 12, 2014

BREAKING: CryEngine on Linux Officially CONFIRMED (and therefore Star Citizen =P)

Yes, after years of speculation, Crytek has announced that CRYENGINE will finally officially build natively for Linux.
Here's the excerpt pertaining to Linux:
During presentations and hands-on demos at Crytek's GDC booth, attendees can see for the first time ever full native Linux support in the new CRYENGINE.  The CRYENGINE all-in-one game engine is also updated with the innovative features used to recreate the stunning Roman Empire seen in Ryse – including the brand new Physically Based Shading render pipeline, which uses real-world physics simulation to create amazingly realistic lighting and materials in CRYENGINE games.
I first learnt about his when someone posted to the Star Citizen forums of a thread I was following. 
Obligatory Phoronix post

My speculation history to date:
Just recently Star Citizen advertised Kingdom Come: Deliverance which utilised the same CRYENGINE and promises a Linux port.  It's triply funded on Kickstarter now!
Remember in this post I talked about that Linux programmer position they were hiring for Frankfurt (Crytek HQ) as proof of "almost fully official" Linux builds? Filled.
Or that time Chris Roberts said in the 24 hour livestream for Star Citizen that they can't say anything about non-Windows builds yet but Linux (and Mac) users will be "pleasantly surprised"?
And then me wondering about it here?
And these posts were a year after I read Phoronix' article back in 2012 where I first speculated about CryEngine on Linux. Of course, at that time I thought the more the merrier, but in 2013 Star Citizen changed that thought into "Come out on Linux already!"

Linux is complete with gaming rant
Yes, you're getting another (slightly reworded) one ;P
With Valve's SteamOS, Steam on Linux and Source, Unity, Unreal and CRY Engines being native on Linux, games ARE moving en-masse to the Linux OS. This is welcome news, since gaming, and atm, only one particular game -Star Citizen- is the only thing holding me back from never booting Windows on my laptop.
Games I also like and play on Linux are: Dota 2, KSP, Guns of Icarus Online, L4D2, TF2, X-series, Bastion, Killing Floor, Gemini Rue, Dust, Monaco, Surgeon Simulator, and an ever increasing amount of games, indie and big-publisher alike. I find if I'm looking at a game purchase/Humble Bundle, availability on Linux is a deciding factor. I also find I can usually get a good old game on Windows that wasn't built for Linux working on Wine. Especially with WineHQ database and PlayOnLinux. =P

The past year has been - and the next few years will be - very interesting for Linux =)

_________________________________________________________________

Star Citizen Update!

So they just reached $40 million and every backer who pledges/pledged before the $42million mark will get a special Galactapedia (Hitch Hiker's Guide, if you will) viewer. They'll also get a TOWEL! HAHAHAHAHA!!!! xD

Also, since I've done an SC update on this blog, a lot of things have happened - they're at patch 11.1 with OR support in the Hangar Module; check out the stretch goals, which are just examples of the ways SC improves with the money and were usually planned long ago.
Also check out their new monthly reports (link to Feb 2014) for those of us who don't have time to follow every website post.

And they now have 3 update videos every WEEK:
  • Monday - 10 for the Chairman where Chris Roberts answers 10 questions from subscribers (monthly pledgers of $10/$20).
  • Wednesdays - Wingman's Hangar (now moved to Wednesdays; the original development update show). 
  • Fridays - The Next Great Starship, a kind of reality TV show featuring a competition for teams to make the next starship in Star Citizen with the judging and feedback of some folks from CIG (Cloud Imperium Games, RSI's real-world company name)!

Also Jump Point print copies are available, they look gorgeous! They're also a great example of how the folks at CIG tend to over deliver on promises and are always looking for the good of the game and the players - they promised 4-6 full colour pages of magazine format development updates for monthly subscribers and now they're averaging 50 pages a month! They've released some past Jump Point sections  to everyone before, check it out on their website (link goes to all slideshows in Comm-Link)! Check all their WIPs and Jump Point stuff at the link.

Can't wait to try the Dog Fighting Module after PAX East in mid-April!


Last Updated: 2014-03-16 06:39:53 AM AEDT; corrected Jump Point frequency to "monthly", added a few links.

Wednesday, February 5, 2014

GLXP (Google Lunar X Prize) $420 million?!

So as far X Prizes (suborbital plane, tricorder, lunar, etc.) go, I'm pretty sure I've already intimated they were all cool.

I have been following GLXP - my favourite - for a while now and talked/planned how to participate with Lunar Numbat as part of White Label Space (now "Hakuto") team.

Anyway, the purpose of this post is to point out and critique shoddy reporting which doesn't verify its sources as two outlets say Google is offering $420 million in prizes. Since the first prize is $20 million, I'm assuming someone accidentally pressed another '4' after pressing 'shift-4' which is '$' on US keyboards. Then it got thru QA and was published as $420 million instead of $20. Well there is a total of $40 million in prizes, but not even NASA is spending that kind of money in 'prizes' unless you go through all milestones of a CCDev1&2.

Thursday, January 30, 2014

KSP: Multiplayer and Squad's backstory


So at Porygron or Polygon, they had a really well written and good insight into the company that is Squad and how KSP came to be. Obligatory iframe:


or just click here: http://www.polygon.com/features/2014/1/27/5338438/kerbal-space-program

Go dreams, crowdfunding (thru early access model), doing what you love, and space! Also, do what NASA wants to do with asteroids in KSP (coming soon)!


So still no multiplayer announcement I can see, but NASA project confirmed:
http://kerbaldevteam.tumblr.com/post/74888946036/devnote-tuesdays-the-almost-forgot-to-title-this

Dev blogs on tumblr ... hmm... anyway, I have a tumblr too in case you were wondering, check out the "about me" page.

Sunday, January 26, 2014

Oh how wonderful blogs and forum posts that solve your problems/issues

Here is a post dedicated to all the wonderful blogs and forum posts that solve your problems/issues. That feeling you get solving the issue after the frustration of the problem is quite invigorating.
... Until the next problem appears.

Today it was a quick google search and I found the solution and solved my simple problem of a cached sources list getting corrupted. That Skype one plagued me for months (also mostly because I worked around the problem and my initial search didn't yield the solution)!