Johnatan56
Honorary Master
Problem is our operators, patch for it was released ~8 months ago: https://www.sammobile.com/2017/09/25/samsung-rolls-security-patches-fix-blueborne-vulnerability/I've used SwiftKey many times before, but I'm a lefty. I've thrown out the predictive text before, whereas Google Keyboard does a better job of recognising what I'm trying to type. I always switch back once or twice a year to see how SwiftKey might have improved. I'm also going to try out the Blackberry keyboard to see how that does.
1) No, you're right, they don't do that. However, a significant number of Android devices, over a billion of them in fact, will never get patched against the Blueborne vulnerability, will never see Spectre patches, and are vulnerable to a smorgasbord of security flaws that get exploited daily. By contrast, every iPhone from the 5s to the X was patched against vulnerabilities and continues to receive security updates. And the 5s was a September 2013 release. My Xperia Z1 Compact, one of Sony's flagships, only saw one Android version upgrade, and remains vulnerable to Blueborne. My Galaxy S7 is still on Android 7.0, has not been patched against Blueborne, and will likely not see the new Spectre updates on time.
There have been ~3/4 updates since then that have also been rolled out. My LG K10 2017, a budget phone, even received a patch for it a while ago, latest security patch being Feb 2018 (Telkom Mobile).
You can't really complain about 1 billion devices, Android is from low end to high end with a multitude of devices, iOS is a handful where's it's possible to have a dev team for each one within reasonable costs. My iPad 2 won't get a Specter patch, neither will my 4 year old LG G3 S.
This also annoys me with Premiere Pro, besides the lack of VP9 support and the only plug-in is not compatible with CC.3) Integrating QuickSync into Premiere Pro gives it a big speed boost for laptops which don't have discrete graphics, and it's coming closer to the speed of Final Cut's export times. Final Cut is a big pain in the neck for Adobe.
I usually export in H.265 and convert to relevant formats with Handbrake.
Haven't really had a problem running MacOS in a VM?4) I won't debate the Visual Studio argument with you, because while you have a good point, you're not understanding the point that I'm trying to make here. "Literally no point in having an Apple computer unless you are actually developing for that environment" is further proof that you're not getting it. If you develop a program and start on MacOS, you can easily test your software for MacOS, iOS, and Android, and then testing it on Windows and Linux through virtual machines is dead easy and simple to set up. Now try going in the opposite direction on the other two platforms. The workarounds are clunky, the integration is less elegant, and MacOS doesn't really like being in a virtual machine instance.
You mean the feature that never worked on MacOS?And on the Autodesk thing, maybe you should ask Microsoft why Autodesk had to drop support for 3DS Max on Windows 10 through Parallels, because they're the reason why support is now broken.
Why is 3Ds max not supported in Mac OS? Is this an issue from Microsoft, Apple or Autodesk?
It is most probably Autodesk’s decision not to build a version for the Mac. If you ask why, apart from having acquired Maya which already runs on the Mac, Autodesk is actually having hard time fixing the vast number of bugs in 3DS Max software. Even if they ever intend to create such a version, I don’t think it will be before they turn 3ds Max software into a more reliable package, and yet they’re far from it.
https://www.quora.com/Why-is-3Ds-ma...his-an-issue-from-Microsoft-Apple-or-Autodesk
You do realize that he said it's for his specific workflow which is quite a normal one in the graphic design/animation/architecture/etc. industry? I have friends in it as well, very few are working on Macs. Funny thing is that a lot of software devs are moving to Macs, personally I don't like it but if the company would want me to use it I'll adjust my workflow, though they'll have to live with a hit to productivity for a bit as I find the MacOS way of doing the same thing, which could be faster or the same or slower than Windows. Same for the other way around.There are probably iOS-only studios out there but why do you want to know who they are? There are definitely iOS-only games, but how does that prove your point?
Aside from the fact that I know GIMP works on MacOS and I've used it on OSX in the past, I see a conflict between "I could use a Mac alternative software to replace the Windows base app" and "Macs simply isn't practical in the close and protected environment it operates in", because that's total ***. You're literally pulling out some thumbsucked, bull**** excuses to make an inane point about why MacOS isn't suitable for YOUR workflow and needs. I'm pragmatic in my choice of platform, and I simply use what's best for my needs. For you, that's clearly Windows. For someone else, that might clearly be MacOS by a wide margin. By and large the platforms can do similar things and sometimes MacOS does something better than Windows.
That's no reason for you to go ****ting on a decent platform that you won't personally use. Your biases are pushing you to putting forth stupid arguments, and the dumb logic coming out of your brain right now is astonishing.
I'd protest if I didn't get an external keyboard and second screen though.