What is Hackers' Pub?

Hackers' Pub is a place for software engineers to share their knowledge and experience with each other. It's also an ActivityPub-enabled social network, so you can follow your favorite hackers in the fediverse and get their latest posts in your feed.

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🌖 我要退掉我的 Framework 16 筆記型電腦
➤ 當維修理念遇上工業設計的現實挑戰
yorickpeterse.com/articles/im-
面對老舊 X1 Carbon 鍵盤故障的窘境,作者在 2025 年尋找理想的 Linux 筆記型電腦,最終選擇了主打高度維修與擴充性的 Framework 16。雖然 DIY 組裝過程極為順暢,且 Framework 對開源社羣的支援令人讚賞,但實際上手後的體驗卻不盡理想。機器過於笨重、工業設計的公差導致組裝感不紮實,加上螢幕色彩飽和度失真,讓這臺售價高達 2000 歐元的筆記型電腦顯得名不符實。作者認為,儘管具備卓越的維修基因,但作為日常生產力工具,其在便攜性與造工細節上的犧牲過大,最終決定退貨。
+ 「Framework 的理念確實吸引人,但在兩千歐元的價位帶,消費者很難忍受這種充滿實驗感的組裝公差。」
+ 「2.2 公斤的重量對於習慣 14 吋筆電的人來說真的太沉了,這已經跨入了電競筆電的範疇。」

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캐논이 RF 28.8급 해상력의 표준 단렌즈를 F2.8 정도로 내주면 좋겠는데, F1.2가 나온 이상 나오더라도 오래 걸릴 듯. 슬슬 캐논이 옛 모습? 다시 보이는데 고민이 된다.

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지금 와서 생각해보면, 마포나 풀프레임이나 판형은 내가 하고 싶은 사진을 찍는데는 큰 차이는 없었다. 다만 마포는 찍을 때 제한이 많아 생각을 더 해야 한다는 것이, 풀프는 장비 크기와 무게가 늘어 귀찮아 진다는 것이 단점들이었다. 가장 큰 차이는 바디의 조작성과 AF 성능이었고, 파나 G9M2가 풀프급 크기/무게여서 캐논 RF로 왔다. 신형 바디도 쓰고 싶었고. ㅋㅋㅋ;

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Weil es mir gerade auffällt:

Bitte versucht euch selbst einzufangen, wenn ihr beginnt, Politikern als Gruppe gemeinsame Eigenschaften zuzuschreiben. Im Sinne von " … alle Politiker sind korrupt …", "… alle Politiker tendieren zu $EINSTELLUNG …". Und zwar in erster Linie euch selbst zuliebe.

Diese Denkweise sieht "Politiker" als definierte, von euch und "normalen Menschen" abgegrenzte Gruppe.

Fakt ist: Jeder kann Politiker werden.
1/5

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Games’ affordance of childlike wonder and reduced burnout risk in young adults

Link: games.jmir.org/2025/1/e84219/
Discussion: news.ycombinator.com/item?id=4

Super Mario Bros. and Yoshi Games’ Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study

Background: Unrelenting pressure and an “always-on” culture can leave no time for genuine rest among young adults. While playing video games has been noted to afford cognitive escapism and relaxation, critical questions remain about the influence of popular video games, such as Super Mario Bros., and their potential effects on young adults’ burnout risk. Objective: This study examined the extent to which, if at all, popular video games such as Super Mario Bros. and Yoshi could foster childlike wonder. It also investigated the potential of these games to reduce burnout risk among young adults. Methods: We used a mixed methods approach. First, qualitative data were collected through 41 exploratory, in-depth interviews (women: n=19, 46.3%; men: n=21, 51.2%; prefer not to disclose sex: n=1, 2.4%; mean age 22.51, SD 1.52 years) with university students who had experience playing Super Mario Bros. or Yoshi. Second, quantitative data were collected in a cross-sectional survey (N=336) of players of Super Mario Bros. and Yoshi to examine the games’ affordance of childlike wonder, overall happiness in life, and burnout risk. Results: Insights from in-depth interviews showed that players appreciated the ability of Super Mario Bros. and Yoshi games to instill childlike wonder, enhance happiness in life, and reduce burnout risk. Quantitative analyses showed that the games’ affordance of childlike wonder positively affected young adults’ happiness (b=0.30, SE=0.04, t=6.80, 95% CI 0.21-0.38; P<.001). In turn, overall happiness significantly reduced the risk of burnout (b=–0.48, SE=0.05, t=–9.55, 95% CI –0.572 to –0.377). Results showed that happiness fully mediated the impact of childlike wonder on burnout, as the direct effect of childlike wonder on burnout risk became insignificant (b=–0.08, SE=0.04, t=–1.88, 95% CI –0.16 to 0.01; P=.06), while the indirect effect of childlike wonder on burnout risk was significant (b=–0.14, bootstrapped SE=0.03, 95% CI –0.20 to –0.09). Conclusions: The findings showed the significant positive effect of popular video games such as Super Mario Bros. and Yoshi on fostering players’ childlike wonder, increasing happiness, and reducing burnout risk. This study was among the first to identify childlike wonder as an emotional pathway through which mainstream video games could enhance well-being and reduce burnout. By moving beyond escapism and nostalgia, it offers a new perspective on how well-designed, globally familiar games can function as accessible, resilience-building digital microenvironments. These findings contributed to research bridging gaming and mental health and have practical implications for game designers, educators, and health professionals interested in promoting mental wellness through everyday play. Trial Registration:

games.jmir.org · JMIR Serious Games

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