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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for Howler</title><link>http://disqus.com/by/Howler/</link><description></description><atom:link href="http://disqus.com/Howler/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Tue, 06 Oct 2015 13:49:36 -0000</lastBuildDate><item><title>Re: Why I recommend EmberJS over AngularJS</title><link>http://blog.yodersolutions.com/why-i-recommend-emberjs-over-angularjs/#comment-2293257258</link><description>&lt;p&gt;I know that this article is a bit old, but it has made me want to go and give Ember a test drive.&lt;/p&gt;&lt;p&gt;I've also used Dojo Toolkit a bit in the past, can anyone comment as to how Ember compares to Dojo (using its framework)? I thought that Dojo Toolkit was rather cool. I'm just curious.&lt;/p&gt;&lt;p&gt;Thanks!&lt;br&gt;John&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Howler</dc:creator><pubDate>Tue, 06 Oct 2015 13:49:36 -0000</pubDate></item><item><title>Re: Arduino Uno vs BeagleBone vs Raspberry&amp;nbsp;Pi</title><link>http://makezine.com/2013/04/15/arduino-uno-vs-beaglebone-vs-raspberry-pi/#comment-1457298445</link><description>&lt;p&gt;I'm looking to build a water testing system for a saltwater tank. The goal is to have ph, salinity, calcium, and a few other sensors (provided I can locate some that are of reasonable price) connected to one of the aforementioned devices, and on a regular schedule, connect to a server to transmit the data for storage into PostgreSQL.&lt;/p&gt;&lt;p&gt;I like the idea of having an easy to use board like Raspberry Pi and BeagleBone for ease of use for wifi, but at some point, I would like to also make an automated dosing system for the tank.  I know they can easily be two projects, but I would like to be able to combine the two units so that the readings can dictate when the tank is dosed, and when it is dosed, that information is also logged back at the server.&lt;/p&gt;&lt;p&gt;Any suggestions on which of these boards would be a better fit or would it be a combination of boards?&lt;/p&gt;&lt;p&gt;Any assistance for this noob would be greatly appreciated.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Howler</dc:creator><pubDate>Fri, 27 Jun 2014 10:24:06 -0000</pubDate></item><item><title>Re: The Game That Shaped a Genre, Part 2</title><link>http://www.eqhammer.com/article/game-shaped-genre-part-2#comment-1449909851</link><description>&lt;p&gt;I have to agree with you. One thing that I've noticed that has been removed from modern games, is the whole Risk/Reward hook. One thing that really kept me coming back to EverQuest was risk/reward. I had to be smart, I had to be careful in what I did and where I went. If I died, I would lose XP and possibly de-level (been there, done that after my wizzie got his level 30 Cazic teleport and my buds failed to clear the portal)&lt;/p&gt;&lt;p&gt;Games today, do not have a real death penalty. I'm not suggesting that games re-instate corpse runs, but there should be more of a penalty than just paying some amount of in game currency to have your gear repaired. As frustrating as it was to lose xp, it was also the hook for me. No other MMO since the original EQ has hooked me and I've played a vast majority of the MMOs out there.&lt;/p&gt;&lt;p&gt;Basically, I would like to see some very challenging content where the player really has to consider if they wish to fight a mob because if they die, the penalty could be steep.&lt;/p&gt;&lt;p&gt;I don't care if the game is cartoony or grimdark. (Though I must admit, I like the attitude of Wildstar-Online.) Just make the game more of a challenge upfront and keep up the pressure all the way through end game.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Howler</dc:creator><pubDate>Mon, 23 Jun 2014 10:50:16 -0000</pubDate></item><item><title>Re: Gummy ROM Brings Android 4.4 KitKat to the Verizon LG G2</title><link>http://www.intomobile.com/2013/11/22/gummy-rom-brings-android-44-kitkat-verizon-lg-g2/#comment-1147449441</link><description>&lt;p&gt;Any chance that the 4.4 update from LG will be a stock Kit Kat 4.4? I assume it will have all of the LG overlays and such.&lt;/p&gt;&lt;p&gt;Would it be better to put the clean 4.4 on this unit or wait?&lt;/p&gt;&lt;p&gt;Thanks&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Howler</dc:creator><pubDate>Mon, 02 Dec 2013 11:18:57 -0000</pubDate></item><item><title>Re: Writing an Ember.js App From Scratch (Part 2)</title><link>http://drewschrauf.com/writing-an-ember-js-app-from-scratch-part-2/#comment-669619455</link><description>&lt;p&gt;Hi Drew,&lt;/p&gt;&lt;p&gt;Great follow up to your first article. I'm currently looking into ember to get my rather sizable Spring MVC app's UI under control.&lt;/p&gt;&lt;p&gt;I do have one question, and perhaps this will be explained in your part 3. I would like to know how you break up and organize the templates.  It seems to me that ember by default expects your templates in one large file.  I assume there is a way to break this apart and organize it but I've not really seen anything out there. Perhaps you could elaborate?&lt;/p&gt;&lt;p&gt;Thanks,&lt;br&gt;John&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Howler</dc:creator><pubDate>Wed, 03 Oct 2012 10:55:52 -0000</pubDate></item><item><title>Re: The PS3&amp;#8217;s Full Potential: A Breakdown</title><link>http://thepowerreview.com/blog/2009/05/21/the-ps3s-full-potential-a-breakdown/#comment-9796881</link><description>&lt;p&gt;I guess the real question here is, do mutiplat devs really have the time or the knowledge to get the most out of the PS3? It could be that they simply do not have the time.&lt;/p&gt;&lt;p&gt;Large companies like EA have a demanding release schedule. I am not blaming anyone, but just think, that perhaps bigger companies are not giving enough time to the devs to really juice the PS3. Also, its dependent on the devs. No, I am not going to call the devs, "lazy" as I really don't think thats true in most cases.  I just think that perhaps its takes a bit more planning to really use the SPEs in the PS3 efficiently than it does to use the "normal" threads of the 360.&lt;/p&gt;&lt;p&gt;However, with that said, I think that if devs were interested and had the time, that they would be all over it. I mean, no dev wants to release a crap game after all.&lt;/p&gt;&lt;p&gt;I too am a bit disappointed in some of the multiplat games for the PS3.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Howler</dc:creator><pubDate>Fri, 22 May 2009 11:31:07 -0000</pubDate></item><item><title>Re: The PS3&amp;#8217;s Full Potential: A Breakdown</title><link>http://thepowerreview.com/blog/2009/05/21/the-ps3s-full-potential-a-breakdown/#comment-9796859</link><description>&lt;p&gt;I guess the real question here is, do mutiplat devs really have the time or the knowledge to get the most out of the PS3? It could be that they simply do not have the time.&lt;/p&gt;&lt;p&gt;Large companies like EA have a demanding release schedule. I am not blaming anyone, but just think, that perhaps bigger companies are not giving enough time to the devs to really juice the PS3. Also, its dependent on the devs. No, I am not going to call the devs, "lazy" as I really don't think thats true in most cases.  I just think that perhaps its takes a bit more planning to really use the SPEs in the PS3 efficiently than it does to use the "normal" threads of the 360.&lt;/p&gt;&lt;p&gt;However, with that said, I think that if devs were interested and had the time, that they would be all over it. I mean, no dev wants to release a crap game after all.&lt;/p&gt;&lt;p&gt;I too am a bit disappointed in some of the multiplat games for the PS3.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Howler</dc:creator><pubDate>Fri, 22 May 2009 11:30:28 -0000</pubDate></item></channel></rss>