It can be about any resource. You get it when two concurrent functions access the resource without a queue, atomic operation or wait, and one of them modifies it.
> caveman from 200K years ago would have been just as intelligent as any of us here today, despite not having language
There is evidence to the contrary. Not having language puts your mental faculties in a significant disadvantage. Specifically, left brain athropy. See the critical period hypothesis. Perhaps you mean lacking spoken language rather than having none at all?
Of course I specifically avoided invoking that language's name within the context of kernel programming in fear of summoning a Linus.
And he's so right. I didn't think like that back then, but new/delete (which have to be overloaded for kernel) behind allocators behind containers, vtables, =0, uninitialized members, unhandled ctor errors, template magic, "sometimes rvo", compiler hints, "sometimes reinterpret cast", 3rd party libraries, it would have been a disaster 20 years ago. Now he's being nice to Rust partially to spite that lang I love some more.
Examples in TFA and at least one in the thread. Or say 4-quadrant atan might be simpler or less simple than 2-quadrant atan, depending on what you're doing next. Lots of stuff like that. Is a factored polynomial simpler than unfactored?
Differ all you want. No child will bankrupt a family at a trading card game store. These are physical goods paid in bulk with provisioning and there are laws for returning them.
Another point of contention is the randomness of packs. The way you play is: You save up to buy the entire set of boosters and already get almost all cards you need for competitive or fun play. The rest you need to trade for or buy individually. It is much more of a social interaction than gambling. The value you get from saving up and trading is easily 10x what you get from opening boosters.
That's why you will never see a bunch of kids queued up in front of a counter frothing from the mouth saying "just... one more!"
Allowing trading is a big part of it. Most online games never allow trading the things bought with real money, they get tied to your account. I guess as a way to prevent CC fraud but it still contributes to the issue.
Trading wouldn't work due to online game deflation. They have to set you up in order to retain you. When you open a new account, or are a "returning player" you get a bunch of free/easy to get stuff that took someone else a decade to collect.
It's a double-edged sword. For the seller, the ideal would be getting people just as addicted but not allowing trading, since that increases the average spend required to get a specific desired pull substantially.
You can't return an opened pack of Pokémon cards and more than you can get your money back for a used lottery ticket. It's absolutely gambling. Low stakes gambling maybe, but it's still gambling.
If you want to allow Pokémon cards and not casinos you have to accept that your rule isn't just "kids can't gamble".
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