Prototype 2 Not Launching Windows 10

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Mahmod Ohner

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Aug 5, 2024, 2:58:23 PM8/5/24
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Dueto security restrictions, we are not allowed to use Axure Cloud. Instead we are using the workaround of exporting the prototype as HTML files and sharing the .zip with users. This works on Windows/Mac but how do we get this to work on mobile phones? We are testing this method currently on an iPhone and clicking on the .html file opens up a text document instead of launching the prototype like it does on PC. Does anyone have any experience with this? Any help would be appreciated!

Hi, thanks for your response! This is a good solution, I will keep in mind for the future. I forgot to mention in my post that we will be testing remotely. However this solution will not work for remote testing right?


And it nearly happened. But less than 2 seconds before liftoff, just after 5:30 p.m. EDT (2230 GMT and 4:30 p.m. local Texas time), SN8 detected something abnormal with one or more of its three Raptor engines and automatically aborted the flight.


It's unclear at the moment when SN8 will get its next chance to fly; that depends on what caused the abort and how difficult it will be to fix. But there are launch windows available on both Wednesday and Thursday (Dec. 9 and Dec. 10), SpaceX representatives said.


SpaceX is developing Starship to take people and cargo to the moon, Mars and other distant destinations. The transportation system consists of two elements, both of which are designed to be fully reusable: a 165-foot-tall (50 meters) stainless-steel spacecraft called Starship and a giant rocket called Super Heavy.


The final Starship will sport six Raptors and be powerful to launch itself off the moon and Mars. It will need Super Heavy, however, to escape Earth's much deeper gravity well. (Super Heavy, which will be powered by about 30 Raptors, will land back on Earth shortly after launching Starship to orbit.)


So space fans have been very much looking forward to SN8's big hop, which is much more demanding. And SN8 is far more complex than any of its predecessors; it has a nose cone and orientation-stabilizing flaps, for example, whereas Starhopper, SN5 and SN6 resembled flying silos.


Mike Wall is the author of "Out There" (Grand Central Publishing, 2018; illustrated by Karl Tate), a book about the search for alien life. Follow him on Twitter @michaeldwall. Follow us on Twitter @Spacedotcom or Facebook.


Michael Wall is a Senior Space Writer with Space.com and joined the team in 2010. He primarily covers exoplanets, spaceflight and military space, but has been known to dabble in the space art beat. His book about the search for alien life, \"Out There,\" was published on Nov. 13, 2018. Before becoming a science writer, Michael worked as a herpetologist and wildlife biologist. He has a Ph.D. in evolutionary biology from the University of Sydney, Australia, a bachelor's degree from the University of Arizona, and a graduate certificate in science writing from the University of California, Santa Cruz. To find out what his latest project is, you can follow Michael on Twitter."}), " -0-10/js/authorBio.js"); } else console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); Mike WallSocial Links NavigationSenior Space WriterMichael Wall is a Senior Space Writer with Space.com and joined the team in 2010. He primarily covers exoplanets, spaceflight and military space, but has been known to dabble in the space art beat. His book about the search for alien life, "Out There," was published on Nov. 13, 2018. Before becoming a science writer, Michael worked as a herpetologist and wildlife biologist. He has a Ph.D. in evolutionary biology from the University of Sydney, Australia, a bachelor's degree from the University of Arizona, and a graduate certificate in science writing from the University of California, Santa Cruz. To find out what his latest project is, you can follow Michael on Twitter.


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As Windows 10 rolled out a month ago, most reviewers reacted positively to it mainly because Microsoft fixed what it had broken, namely the start menu. Long story short, more than 20 years ago, Microsoft revolutionized the user interface paradigms of the time with the start menu, a simple button interface that hid most of the complexity of finding and launching stuff on a computer. Just look at it:


The paradigm was that pushing a button, the user could easily discover their PC. Years of user interface design were compressed to a single button that was new but felt familiar. Thus, the transition to Windows 95 from a interface point of view, was pretty painless.


This was supposed to be the next user interface paradigm for Windows. It flopped. Badly. So much so that today, three years later, the start menu has once again been reinstated as the primary starting point in Windows 10.


There's a very fun and easy challenge that pushes creativity, innovation and teamwork called "The Marshmallow Challenge". The goal of this challenge is to build the highest possible structure with spaghetti, string and tape that can hold a single marshmallow at the top. Sounds easy but its extremely challenging and gives us a powerful lesson in how risk and rewards are correlated and how important it is to prototype and test. Build a tall structure, and it might not be stable for more than a few seconds, build it too short and you are sure to lose.


Why do I bring this up? Because this challenge could have avoided what happened with Windows 8. When Microsoft defined the challenge for its user interface in Windows 95, it had a clear goal in mind: How can we build something that is completely new but feels so familiar that users of previous versions of Windows as well as new users will feel comfortable? The goal was based on the fact that Microsoft's drive was "a computer on every desk and in every home".


In stark contrast, the goal for the Windows 8 user interface was a mashup: a need to make the experience "touch-first" and the need to unify user interface around Windows Phone's newly minted interface.


In hindsight, the results were obvious, in Windows 95 there were thousands of user-tested prototypes that finally converged into the familiar start menu. On the other hand, for Windows 8 there was an intense focus on how to incorporate the Windows Phone interface on a PC. On the second case, although it was thoroughly tested with users, a very strict set of restrictions was put in place.


After Windows 8 was launched, the results made themselves clear. Windows 10 is then the result of Microsoft understanding that innovating based on a narrow set of goals is not a good practice. This correlates with the Marshmallow Challenge findings regarding which structures are more prone to failure: those that have a single master plan and leave testing as an afterthought.


At the end of the day, the simple lesson to learn out of all of this is that no matter what you do, prototyping is key, Fail fast, fail cheap and never see these kind of small failures as defeat but just as another key element that helps refine your ideas in order to make them successful.


I am a total amateur when it comes to working on MacOS. I made some efforts to gain some knowledge and was able to port my MonoGame game project to mac by working on the Monterey OS (latest) on a MacBook Air 2017 and so far so good.


So, my next efforts were concentrated on installing Big Sur on a stick and boot from that. Unfortunately, I was unsuccessful with Big Sur and Catalina. After the first restart, the boot takes forever and not really going anywhere.


Macos is still a pain to do anything in, including its endless certificates, which barely ever work, annual extortion fees and the fact that you have to buy their hardware to even compile anything. Plus, since the arm macs are out, you need to essentially support TWO platforms! Yay!


So, those two resulted in me spending a Sunday afternoon checking to at least assess how long it would take to port my existing project to Mac, if only for this guy to also play it, but also as a learning experience for me.


Eventually, I made a nice batch script that prepares my files for mac each time I build my project under windows, so that cuts down on time for me to get a mac version ready to 10 minutes. The fact that I make another prototype release every month or so, keeps me well in control of eventual dramatic changes that could require some refactoring to work on mac. But, so far, 2 consecutive releases and NO mac problems.


Again, I very much trust my story and game mechanics, but at the end of it all, it might be a fail. Offcourse, I keep all learnings and quite a lot of reusable code, but I have to keep in mind that this particular title might fail.


Side note. I think if someone really wants to, they can circumvent the need to republish for each title (thereby only paying for one single year) if they are able to produce an architectural software design that is able to take scripts from resource files and implement a large gaming logic using that. That would require publishing once and then simply compiling different scripts as different games.


First of all, I am not biased. I am experienced. I own two Windows Boxes, 2 Macs and have previously owned over two dozen DOS and Windows boxes along with a Sun Sparc Workstation, Amiga 500, Commodere 64 and a Radio Shack Color Computer 2. In addition, I use a Windows machine for development at my day job. On a typical day, 75% of my computer work is done on a Windows machine, but when I get home and work on my own projects, I prefer to do it on a Mac.


The images were published on the Lizhecome site on Friday, with no explanatory information other than the subject 'What's this?'. They show a Sony Ericsson device running an early version of the Windows Phone 7 OS, with a slide-out Qwerty keyboard, and a 'Prototype -- Not For Sale' message slapped on the bottom edge.

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