I've been considering a very similar but distinct idea for a while now. I want my subscribed feed to be based on user weightings. Give subscribed community a default weight of 100. Then if I see too much from worldnews, I can scale it down to 50 and see half as much from that community in my feed. The goal being that I can adjust the proportions of different contents types without blocking users or unsubscribing entirely.
It does take s little practice but not too much. The awkward positions are easy enough after a few weeks.
I chose binary for two reasons. First, it is occasionally useful to count that high on one hand. Second, the education when he's older. I hope this will give him a note intuitive understanding of different bases. And binary is specifically useful for understanding comported and software development. I dont intend to push him toward a career in software but I think there's a fair chance he chooses that anyways.
Plus we've made it into something fun 🙂
I'm glad I'm not the only one. My son is a year and half old. I've been teaching to count on his hand in binary since day 0. He goes wild and celebrates when we reach 31 🙂
Yes, unity costs money to develop and a fee is reasonable. But I think the are a few risks with this model.
How do they track installations? Metrics from steam and other platforms? Connecting to a license server at install time? Or maybe at runtime? I don't know the answers but they all seem to have implications for users regarding privacy and/or offline gaming.
It's also a variable fee to game developers. A single user can install a game on multiple devices despite buying the game once. Similarly, a game can be installed repeatedly over time. This is a financial risk to game development companies. I could see them mitigating this risk in several ways. First, they can pass the fee to the end user. So every install costs the user $0.20. Secondly, they can limit the number of installs per user. You want to install more than 5 times ever? Buy the game again! Thirdly, they could simply shut down the download service after a certain amount of time, making new installations impossible. None of this is good for a gamers.
And what happens to games made by companies that shut down entirely? Today, games remain available through steam, etc. But with this new pricing model, Unity based games will continue to cost money over time. Who pays the bill after the company is gone? This reminds me of Worlds Adrift, a game that used a licensed library. When the developer company shutdown, they were unable to release their server source code because the third party couldn't can't send bills to the open source community. Thus, the servers were destroyed and running the client today (still vailable via steam!) just gives the user an error message about license issues or something. Users paid for a game that they are now unable to use.
Oh awesome. Glad that worked for you!
Sounds like some kind of initial processing needs to run outside of vscode before it works normally. Might be worth reporting on github!
Cool. Where does this succeed and where does it fail?
E.g. Works in powershell outside of vscode but fails in vscode's embedded powershell
Edit: Also, how do you trigger the original error? Are you clicking in vscode's UI? Using the command pallette? Using the embedded terminal?
I used to use the bottom tab bar feature with apollo. It was both great and annoying at the same time. Great because it's much easier (for me) to touch the bottom of the screen rather than the top. Annoying because I would often trigger this by accident. I'm not sure if I want it back or not 😅
I would recommend it as a user option
Which terminal are you running in vscode? I think the default is powershell but I'm not sure
Whatever it is, try running that terminal outside of vscode and executing the FSI command. Do you see the same error?
If not, then the problem is with vscode and the embedded terminal.
If yes, then it's something else. You could try running FSI in other terminals like cmd.exe
So the port forwarding feature looks very convenient. But here's a snippet from the documentation.
If you haven't logged in with GitHub before, you'll be prompted to sign in. Then, enter the port you'd like to forward; the default port using the above command is port 3000. Once you do, the port forwarding system starts and the Ports view updates to show the port you forwarded and its Forwarded Address.
Unfortunately, I don't have good info for you. But in my opinion, this is a fine place to ask the question!
A few thoughts.
Actually. I don't think I would want it presented as a probability from a usability perspective. If everything has to add up to 100, then increasing one means lowering all the others and vise versa. Similarly, those numbers will all change when I (un)subscribe to a community. This sounds extra confusing for users. Want to see half as much? Divide by 2. Let the computers do the math and turn it into probabilities.
Agreed that it might be an over engineered solution. But I think it would make a very good experience for users. And if a user doesn't want to bother with it, they can easily ignore the feature.
While I do think better sorting algorithms are good to explore, I see that as a separate initiative. Yes, weighted subscriptions and better sorting algorithms can address the same problems but they can also be implemented separately. And they can work together to improve the user experience.
My big concern is performance. These are all assumptions but here are my expectations: Giving every user a distinct sort will send memory usage crazy high. Thus, you have to apply the weights dynamically when a client gets data. Can it be done fast enough to not slow down those calls? How much extra cpu will this cost?