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For what it's worth, I like Microsoft and I like the idea of a store - I worry about the idea of downloading random code from the internet and paying for it, although I have done both. The problem is that the Windows store is a wasteland of under-designed and poorly thought out applications. If possible I would prioritize a web application. That said, a well designed and well marketed app in the Windows Store could really be a differentiator. Rudy Huyn makes pretty decent money producing windows apps.
I recently published my app (a UWP) on the Windows Store and I think there are big advantages compared to traditional MSI installers:
- People will be less hesitant to install an app from the store (bc it has a stamp of approval), which is better if you're a small time developer with no recognition
- You don't need to mess with installers or code signing certificates
- You can easily push updates (mandatory if you want) to all your users instantaneously (I've found that updates are generally processed and made available overnight)
- You can get analytics on installations, usage and crashes
Yes there is a cost (MSFT takes a cut of your revenues) but I think it significantly simplifies distribution
I could sort of see it being used if you have to type in the URL (but even then...typing gobbledygook correctly is not all that much easier than typing real words), but why use it for links someone is just going to click?
Especially when a lot of systems have all sorts of "sensing" software on the network, and you don't know what you're going to be caught trying to access until after you click and the You're A Bad Boy screen pops up.
We won't sit down.
We won't shut up.
We won't go quietly away.
In those cases it's so you won't know where you are going, and will maybe click on it to find out.
Doesn't work with me, but it does with enough to make it worth doing apparently.
Are you more likely to click on "tinyurl.com/a1723erw" or "nigerianprinceneedsyourbankaccount.com"?
Bad command or file name. Bad, bad command! Sit! Stay! Staaaay...
Twitter is one, but it arrived before that mainly for mobiles, its still not as easy as it should be to quickly easily transfer a link to/from mobile to other devices, a 6/8 character URL is far easier to type than some of the monstrosities that appear.
Finally some sites still seem to embed War & Peace in the URL, so even ignoring mobiles, URL shorteners are useful.
There was an XKCD (I think) where a kid was asking his dad; "Dad, why is the internet full of broken links" and he replied "Because in the old days we thought url shortening services were a good idea".
As everyone has said, it is twitter and a big reason is because any link you post inside a tweet gets automatically shortened by twitter.
The one place that a shortened url might be nice is in a printed book, then you don't have to type a long url in to get to something you are reading.
I don't trust shortened URLs though, as most of us here don't.
No. The index buffer defines the triangle faces of a 3D object. For some reason the vertex buffer (which is indexed by the index buffer) may contain no more than 32000 vertices. For most uses this may be enough. Rendering too many objects with 32000 vertices and a corresponding number of faces is a slow affair. On the other hand, this decreases the size of the buffers, so that you can load more 3D objects at the same time. Video memory has always been precious.
"I don't know, extraterrestrial?"
"You mean like from space?"
"No, from Canada."
If software development were a circus, we would all be the clowns.
Vertex count is limited to 32 bits (per draw call / buffer). If you're using 16-bit index buffers then you can only reference up to vertex 65535, but you can still have up to 4294967295 indices in your buffer, though I've never actually tried.
If there's a 32768 limit on buffer sizes it's in their game code, it's nothing to do with the graphics card (except having enough video memory to store everything you need).
Last Visit: 31-Dec-99 18:00 Last Update: 22-Aug-17 18:54