Today, I’m proud to announce Homebrew 7.0.0.
The most significant changes since 6.0.0 are faster installations, stronger sandboxing, native macOS app, vulnerability checks, advisory database, end of macOS 10.15 support and Intel Macs to Tier 3.
https://t.co/LGnA62Bqd0
Pro tip for iOS developers:
1. Run Xcode Instruments
2. Do a deep copy of the time profiler
3. Paste in your agent with prompt:
"Here's an export from Xcode Instruments' time profiler. Use it to analyze and plan performance improvements as a Staff iOS Engineer"
This week we show off a @Table macro that instantly unlocks a powerful, new SQL builder syntax. It allows you to build complex queries that are checked for correctness at compile time.
Check it out in this week's (free!) episode: https://t.co/HcXIlYnz6k
We released gta San Andreas 20 years ago. October 26, 2004.
Game releases were different back then.
It took 6 weeks for the DVDs to be produced, boxed and distributed. Patches over the internet were not yet a thing.
For us, all of the stress had happened at the cut-off point, 6 weeks prior. No big issues had come up.
Most devs had taken a holiday and we were already thinking about our next project.
Digital distribution didn’t exist yet. Games were typically released on a Tuesday/Wednesday in the US and Fridays in the UK. Same for SA.
The internet was crap and apart from a couple of trailers, gamers didn’t know too much about the game.
For big games, stores would open at Midnight before release day so that pre-orders could be picked up.
I only later found out, the publisher has to pay the stores to make these late openings happen.
I went to the biggest store near the R*North offices, which was HMV on Princess Street, Edinburgh. Even though it was a drizzly night, the line meandered all through the store and spilled out onto the street.
It was mind-blowing to see all those people so excited, going home to play the game all through the night.