There are cheap, generic scopes (Sprague-Rappaport types) that are very sensitive but the double tube also causes a lot of noise. There are knock-offs of the Littmann scopes in the market. Then there are the scopes doctors usually buy, which are Littmann, Harvey (made by Welch-Allyn) and Heine, and a few smaller makers. No marketer of a high-quality scope wants to sell it at a $30 or less price point, and if you're going to go higher, might as well place it in the same market as the Littmann ($115+). I'll be honest, for emergency medicine use, the Littmann lightweight scope is good enough and cost about $45 when I bought it. But if I actually want to hear the subtleties in a chest, I'll use my personal scope (a Littmann Cardiology IV). Why choose this one? I already know it and they are very consistent. It doesn't feel cold to the patient and it has the right level of sensitivity without much noise. It is a little heavy. If a dog is bucking around, it can go flying and hurt if it hits someone.
I have a littmann cardiology 3 I bought in 2010 and the diaphragms wore out in 2019. By that time, they stopped selling official kits for the 3, so I repaired it with an off brand kit and was given a 4 for Christmas. The off brand diaphragm lasted only a couple years. My colleague has had the rubber tubing wear out. They say if you wear a collared shirt it lasts forever hanging on your neck but if it sits on your skin it wears out, and she always wears scrubs.
My first stephoscope lasted about 10 years until the tubing became brittle and started cracking. It's the oil on your skin that does it apparently. It went through a couple diaphragms and I lost an ear piece but used a replacement one.
Fair enough. My medical classmates regularly used stethoscopes that were purchased by their parents for the parents' own studies but I understand there may be differences in build quality.
It's a little more complicated, and I would argue that the court got it wrong, but you cannot patent a gene as it exists and rests in nature. You can patent the cDNA (reverse-transcribed mRNA) genetic code after intron removal, which they argue is not a natural thing, but I think they misunderstood the science, really the triviality of the "invention".
> The model has completely ignored Lindbergh (1927), the first England-Australia flight (1919, Alcock and Brown's Atlantic crossing),...
Which is funny to me that Claude chastises it about a fact it (Claude) gets wrong by attributing the England-Australia flight (Smith brothers) to Alcock and Brown, somehow getting there by crossing the Atlantic.
We don't need to give up streetlights to make huge progress. 20 to 50 percent of outdoor lighting is wasted. Just shielding streetlights would go a long way.
It seems to often make it hard to get back where you were, like you go west and then east and end up in a different place. I don't know enough about z-machines to tell why.
It has been a while since I've played interactive fiction, so I can't make a specific suggestion, but modern games seem to be better at keeping the directions consistent (or at least providing clues when they are not). As others have noted, older games broke directionality to serve as puzzles -- failing to acknowledge that some people have a sense of direction while following twisty paths!
Newer games also tend to follow some quality of life rules in their design, things like avoiding arbitrary deaths and avoiding situations where the player cannot progress because they missed something earlier in the game.
Anything Non-Zork. Even Adventure from Don Woods was half-consistent in some places. But having an "odd" geometry matched perfectly the environment of a cave.
Not ZMachine related, not even with Inform6, where n_to, s_to and w_to e_to are pretty much self-explanatory. It's just that Dungeon/Zork/Zork-I-II-III were made that way.
This was never a technical oddity. This was generally a tool of verisimilitude: the real world isn't built on a clean square grid. You might have a diagonal hallway or a road that curves or a passageway between two "rooms" with a strange incline.
On the one hand, you could encode the hallway itself or the road curve or the passageway as their own weird segments in the grid. But then maybe you bog the player down in a lot of liminal spaces that don't really add much to the game. On the other hand, you could ask the player to bring or build their own map and pay attention to descriptive text like "to the north is a passage that seems to bend to the east" or far more subtle variations of such.
Zork and many other IF games were built on the premise that people would map things and getting lost or confused by grid breaks was part of the fun. (Going back to, as neighboring comments point out, the original Adventure which was modeling caves and caves have always had strange three-dimensional twistiness that doesn't fit a square grid. Part of the fun was discovering that disconnect between the game mechanics using square grid compass terminology and the digraph of the game spaces being more confusing than that.)
It makes sense then. I haven't played zork for over 35 years. The last couple infocom games I played (Hitchhikers, LGOP) had more regular geometries, in my memory.
Oh yeah, Zork itself especially is meant to be a weird place and the geometry intentionally silly at times. Some of the geometry was built to be logic puzzles for fellow MIT students. It's impressive it was ever commercialized, much less successful enough that we are still talking about it today.
I can understand why. In the 50s-60s, tech was highly military, or corporate. The NASA people came from building ICBMs to the space program and joined a similarly staid, regimented culture. The IBM guys were notoriously square. Silicon valley was also started and funded by these types (e.g. Shockley from Bell Labs), but then at the same time there was the LSD-influenced counter-culture developing around Stanford and Berkeley. Eventually these people, with desires of consciousness-expanding, world-changing, even revolutionary outcomes, started to populate the labs and develop new companies. Apple wasn't alone among companies that thought they were doing something with counter-cultural and utopian ideas. "Digital Research" of CP/M fame was originally called "Intergalactic Digital Research". Many of these types were highly influenced by science fiction and probably had a little adjacent experience with the hippies.
Many people envisioned a future where there wasn't a phone company intermediating a long-distance call, where you could participate in a virtual economy without government interference, and where many more products were not much affected by capital and scarcity. After all, once you have the computer, the software possibilities are unlimited, even if the hardware might not be ready yet. People could extrapolate from dial-up modems to neural linkages and participation in a virtual or holographic universe which was free from physical constraints.
What we have in the 2010s and beyond is people coming to terms with the reality that what they developed is actually a more effective straight-jacket than the previous constraints of physicality, and at the same time it is hollowing out traditional human relationships and social constructs. The fact that things like MAGA, Qanon, Ziz, and 764 are transnational and transcultural now is bizarre. These are all disappointing developments from the dystopian side of 70s-80s science fiction, not what people thought they were building when they were creating the first addictive smartphone apps.
Seems a little sus. AT&T basically created the cellular mobile phone, and built up an analog, then digital system (D-AMPS/TDMA). AT&T sort of sold out the mobile business in 2004 to Cingular (BellSouth) because TDMA was a dead end. They then bought BellSouth back in 2006 and carried on with CDMA.
Those old phones had a long range. It was hard to make small ones because the old AT&T towers were much farther apart, up to 40km. Meanwhile, their competitors focused on smaller coverage areas (e.g. 2km or less for PCS) and better tech (CDMA), and it seemed to pay off.
Early cell phones were so limited it's sort of amazing they gained adoption. They were big (literally the size of a brick), heavy, and expensive. Battery life was poor. The EM radiation was possibly harmful. Due to all of that most mobile phones were permanently installed and could only be used in a car. Plans were either pay-by-the-minute or had pre-paid minutes with expensive charges if you went over. Roaming off your local network was crazy expensive... somthing like dollars per minute. Texting wasn't even a thing at the time; most phones only had a 10-character display. Voice quality was poor and calls often dropped or would not connect.
It wasn't until phones shrank and service got cheaper, that consumer adoption took off. Businesses and early adopters will pay even if the product is inconvenient and costly to use, as long as the benefit exceeds the cost.
Payphones were everywhere though. And if you were somewhere that didn't have a payphone, you probably were out of cell phone coverage also. They were a bit more convenient, you could use them without stopping, and you didn't need to have a pocketful of coins (but most people did carry some coins in those days, too). And they were a status symbol.
I remember an absurd ad where a pushcart hot dog vendor was taking orders on the cell phone and I'm like $0.99/min for a $5 or less sale? Yeah the ad was for a service that charged by the tenth of a minute or something but it was still crazy. It was mostly doctors and traveling salespeople that had them.
I love the scene in the beginning of Twin Peaks: Fire Walk With Me with the car phone.
This is a minor detail, but the "AT&T" that bought BellSouth in 2006 was the AT&T formerly known as SBC which bought the husk of Ma Bell and rebranded itself, i.e. the AT&T we have today.
Yes, AT&T was hollowed out because long lines was the family jewel and it became commodified in the late 90s/early 2000s by overinvestment in competitors.
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