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	<title>Comments for Antipode</title>
	
	<link>http://www.antipode.ca</link>
	<description>Allen Pike on gidgets and gazmos.</description>
	<lastBuildDate>Tue, 16 Mar 2010 14:53:02 +0000</lastBuildDate>
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		<title>Comment on Array.sort browser differences by Alain Saint-Etienne</title>
		<link>http://feeds.antipode.ca/~r/antipodeComments/~3/Z6if4lwLGLQ/</link>
		<dc:creator>Alain Saint-Etienne</dc:creator>
		<pubDate>Tue, 16 Mar 2010 14:53:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipode.ca/?p=762#comment-4142</guid>
		<description>David Flanagan's "JavaScript, The Definitive Guide" (O'Reilly, 3rd Edition, 1998(!)) states that the custom sort function should return 0 (zero) if a and b are equivalent, "a number less than zero" if a should appear before b, or "a number greater than zero" if a should appear after b.

It seems to me the issue is not different implementations across browser, as they all seem to behave as expected if a number is returned.

I'm afraid we developpers just got accustomed to coding by the browser implementations (and their specific shortcuts, like accepting that function returning a boolean), rather than coding by the book.

It's a nice outcome that renewed browser competition pushes us back to reading the specs, and coding in a little more... standard-compliant way.
We can't expect browser vendors to provide standard-compliant code, if they have to deal with non-standard web developer code, can we ?</description>
		<content:encoded><![CDATA[<p>David Flanagan&#8217;s &#8220;JavaScript, The Definitive Guide&#8221; (O&#8217;Reilly, 3rd Edition, 1998(!)) states that the custom sort function should return 0 (zero) if a and b are equivalent, &#8220;a number less than zero&#8221; if a should appear before b, or &#8220;a number greater than zero&#8221; if a should appear after b.</p>
<p>It seems to me the issue is not different implementations across browser, as they all seem to behave as expected if a number is returned.</p>
<p>I&#8217;m afraid we developpers just got accustomed to coding by the browser implementations (and their specific shortcuts, like accepting that function returning a boolean), rather than coding by the book.</p>
<p>It&#8217;s a nice outcome that renewed browser competition pushes us back to reading the specs, and coding in a little more&#8230; standard-compliant way.<br />
We can&#8217;t expect browser vendors to provide standard-compliant code, if they have to deal with non-standard web developer code, can we ?</p>
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		<title>Comment on Altering Time retired by dazmax</title>
		<link>http://feeds.antipode.ca/~r/antipodeComments/~3/WQbb3GqgbSc/</link>
		<dc:creator>dazmax</dc:creator>
		<pubDate>Wed, 10 Mar 2010 14:39:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipode.ca/?p=1561#comment-4137</guid>
		<description>I had a lot of fun on Altering Time. Thank you, and good luck going forward.</description>
		<content:encoded><![CDATA[<p>I had a lot of fun on Altering Time. Thank you, and good luck going forward.</p>
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		<title>Comment on Altering Time retired by zeek</title>
		<link>http://feeds.antipode.ca/~r/antipodeComments/~3/qFsLbEoFhEE/</link>
		<dc:creator>zeek</dc:creator>
		<pubDate>Wed, 10 Mar 2010 07:15:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipode.ca/?p=1561#comment-4136</guid>
		<description>RIP AT, there were many a good times to be had. The game beta parties were a blast.</description>
		<content:encoded><![CDATA[<p>RIP AT, there were many a good times to be had. The game beta parties were a blast.</p>
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		<title>Comment on Altering Time by Antipode - Article – Altering Time retired</title>
		<link>http://feeds.antipode.ca/~r/antipodeComments/~3/OIWubvtucsE/</link>
		<dc:creator>Antipode - Article – Altering Time retired</dc:creator>
		<pubDate>Wed, 10 Mar 2010 06:39:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipode.ca/?page_id=1500#comment-4135</guid>
		<description>[...] some great people, and it’s sad it couldn’t last forever. In its memory I recorded the story of Altering Time, along with the stories of the games it was home to, Asylum and Faith. I also preserved the Halls [...]</description>
		<content:encoded><![CDATA[<p>[...] some great people, and it&#8217;s sad it couldn&#8217;t last forever. In its memory I recorded the story of Altering Time, along with the stories of the games it was home to, Asylum and Faith. I also preserved the Halls [...]</p>
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		<title>Comment on More JSLint, less JSWTF by Allen</title>
		<link>http://feeds.antipode.ca/~r/antipodeComments/~3/3lg2vxtBuek/</link>
		<dc:creator>Allen</dc:creator>
		<pubDate>Tue, 23 Feb 2010 18:35:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipode.ca/?p=1408#comment-4128</guid>
		<description>Nigel: Indeed. The trailing-zero-means-octal is a lot more dangerous when you're using strings though, since they can be user input like a credit card expiry year. I guess the confusing part is:

"09" == 9; // true
parseInt("09") == 9; // false

Andy: The nice thing about it running on save is that it can pop up if there's a problem, and be silent if not. Pretty nice.</description>
		<content:encoded><![CDATA[<p>Nigel: Indeed. The trailing-zero-means-octal is a lot more dangerous when you&#8217;re using strings though, since they can be user input like a credit card expiry year. I guess the confusing part is:</p>
<p>&#8220;09&#8243; == 9; // true<br />
parseInt(&#8220;09&#8243;) == 9; // false</p>
<p>Andy: The nice thing about it running on save is that it can pop up if there&#8217;s a problem, and be silent if not. Pretty nice.</p>
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		<title>Comment on More JSLint, less JSWTF by Andy Lumb</title>
		<link>http://feeds.antipode.ca/~r/antipodeComments/~3/kxIfyrDgZ-Y/</link>
		<dc:creator>Andy Lumb</dc:creator>
		<pubDate>Tue, 23 Feb 2010 16:44:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipode.ca/?p=1408#comment-4127</guid>
		<description>JSLint / Javascript Lint have saved my ass a bunch of times. I also use them for syntax checking. IE will give you "expected }" on the last line of the file... JSLint will give you a reference to where the problem actually is. I wrote a how-to on getting them running in Notepad++ here: http://stackoverflow.com/questions/1046810/using-jslint-in-notepad/1046826#1046826 . I hooked those scripts up to "F9" and run that before I even switch to the browser.</description>
		<content:encoded><![CDATA[<p>JSLint / Javascript Lint have saved my ass a bunch of times. I also use them for syntax checking. IE will give you &#8220;expected }&#8221; on the last line of the file&#8230; JSLint will give you a reference to where the problem actually is. I wrote a how-to on getting them running in Notepad++ here: <a href="http://stackoverflow.com/questions/1046810/using-jslint-in-notepad/1046826#1046826" rel="nofollow">http://stackoverflow.com/questions/1046810/using-jslint-in-notepad/1046826#1046826</a> . I hooked those scripts up to &#8220;F9&#8243; and run that before I even switch to the browser.</p>
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		<title>Comment on More JSLint, less JSWTF by Nigel</title>
		<link>http://feeds.antipode.ca/~r/antipodeComments/~3/0V6B3ciTtkk/</link>
		<dc:creator>Nigel</dc:creator>
		<pubDate>Tue, 23 Feb 2010 07:51:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipode.ca/?p=1408#comment-4126</guid>
		<description>Even as a total non-Javascript-programmer I've been enjoying it, though the gigantic "I see what you did there" image at the top of every single freakin' page is starting to get on my nerves a little. 

I'm not sure exactly what octal's deal is, but Javascript is not the only language that has succumbed to its charms. C/C++ do a little better, GCC (at least, probably others, I'm not rebooting into windows to check MSVC) will validate individual digits for you so you can use that EXACT example, but...

        printf("%d\n", 012); // prints '10'</description>
		<content:encoded><![CDATA[<p>Even as a total non-Javascript-programmer I&#8217;ve been enjoying it, though the gigantic &#8220;I see what you did there&#8221; image at the top of every single freakin&#8217; page is starting to get on my nerves a little. </p>
<p>I&#8217;m not sure exactly what octal&#8217;s deal is, but Javascript is not the only language that has succumbed to its charms. C/C++ do a little better, GCC (at least, probably others, I&#8217;m not rebooting into windows to check MSVC) will validate individual digits for you so you can use that EXACT example, but&#8230;</p>
<p>        printf(&#8220;%d\n&#8221;, 012); // prints &#8216;10&#8242;</p>
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		<title>Comment on An ode to split screen by Nigel Brooke</title>
		<link>http://feeds.antipode.ca/~r/antipodeComments/~3/LX4u32KNQ-o/</link>
		<dc:creator>Nigel Brooke</dc:creator>
		<pubDate>Sat, 13 Feb 2010 18:48:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipode.ca/?p=1219#comment-4122</guid>
		<description>OTOH, I'd rather play an 8 or 12 player deathmatch than an only 4 player one, even if it means putting up with a few 14 year olds. I agree 256 is probably overkill though. Halo, GoldenEye et al. were fine in their day, and definitely introduced a lot of people to multiplayer shooters, but they WERE released on platforms that didn't have online multiplayer support. I don't have any hard numbers, but I have it on reasonably good authority that these days a LOT more people play competitive multiplayer online than same console (though co-op is a bit more of a toss up).

Shooters might just be a bit of an outlier here, most other genres do have a heavy emphasis on same console multiplayer, and have been very successful because of that. But the culture of shooters seems a lot more centred around online, most likely due partially to historical reasons (quick, name a PC shooter with split screen multiplayer), and partially to the sweet spot for a fun match (particularly a fun team match) just being &gt;4 players.</description>
		<content:encoded><![CDATA[<p>OTOH, I&#8217;d rather play an 8 or 12 player deathmatch than an only 4 player one, even if it means putting up with a few 14 year olds. I agree 256 is probably overkill though. Halo, GoldenEye et al. were fine in their day, and definitely introduced a lot of people to multiplayer shooters, but they WERE released on platforms that didn&#8217;t have online multiplayer support. I don&#8217;t have any hard numbers, but I have it on reasonably good authority that these days a LOT more people play competitive multiplayer online than same console (though co-op is a bit more of a toss up).</p>
<p>Shooters might just be a bit of an outlier here, most other genres do have a heavy emphasis on same console multiplayer, and have been very successful because of that. But the culture of shooters seems a lot more centred around online, most likely due partially to historical reasons (quick, name a PC shooter with split screen multiplayer), and partially to the sweet spot for a fun match (particularly a fun team match) just being &gt;4 players.</p>
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		<title>Comment on An ode to split screen by Chris</title>
		<link>http://feeds.antipode.ca/~r/antipodeComments/~3/6ASVVkd6HYg/</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Fri, 12 Feb 2010 21:59:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipode.ca/?p=1219#comment-4121</guid>
		<description>This is actually a great discussion. I agree with Dan about the intent of the manufacturers and I'm sure there are metrics published about graphics/immersion vs gameplay. But, I tend to side with Allen more on the split-screen and playability.

Nearing the top of the gamer target demographic for age, I find myself getting games that my friends and I can play in the same room. Mario Kart Wii is one as well as Smash Bros. It's also nice that I can play against them and them only if I choose online. Because like Allen said, it's no fun being destroyed by hordes of 14 year olds. And the joking/eating/drinking is what makes up part of the fun.

Also, I would gladly play Perfect Dark or Golden Eye on N64 over MAG any day of the week.</description>
		<content:encoded><![CDATA[<p>This is actually a great discussion. I agree with Dan about the intent of the manufacturers and I&#8217;m sure there are metrics published about graphics/immersion vs gameplay. But, I tend to side with Allen more on the split-screen and playability.</p>
<p>Nearing the top of the gamer target demographic for age, I find myself getting games that my friends and I can play in the same room. Mario Kart Wii is one as well as Smash Bros. It&#8217;s also nice that I can play against them and them only if I choose online. Because like Allen said, it&#8217;s no fun being destroyed by hordes of 14 year olds. And the joking/eating/drinking is what makes up part of the fun.</p>
<p>Also, I would gladly play Perfect Dark or Golden Eye on N64 over MAG any day of the week.</p>
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		<title>Comment on An ode to split screen by Allen</title>
		<link>http://feeds.antipode.ca/~r/antipodeComments/~3/PSZcc4pOKNU/</link>
		<dc:creator>Allen</dc:creator>
		<pubDate>Fri, 12 Feb 2010 07:19:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipode.ca/?p=1219#comment-4120</guid>
		<description>Fascinating. I'm curious what kinds of metrics publishers have on these kinds of things. I imagine they at least think they have formulas to predict the success of a game based on genre, features, etc. I also imagine that focusing on gameplay and innovation is riskier than graphics: it's a lot easier to measure prettiness than it is to measure fun.</description>
		<content:encoded><![CDATA[<p>Fascinating. I&#8217;m curious what kinds of metrics publishers have on these kinds of things. I imagine they at least think they have formulas to predict the success of a game based on genre, features, etc. I also imagine that focusing on gameplay and innovation is riskier than graphics: it&#8217;s a lot easier to measure prettiness than it is to measure fun.</p>
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