I think it's like this: if your game is not on Steam, you won't sell many copies. Publishers fight to make sure the game is on Steam.
If your movie isn't on Steam, the company doesn't care. No one goes to Steam for movies. So Valve has to fight to get the rights to distribute (and compete with streaming services).
In NZ we would talk annual salary, rent per week, and we just don't talk about mortgage payments because it's easier not to.
I think we probably do annual salary because there isn't consistency with how people are paid. Weekly and fortnightly are probably the most common, but monthly is pretty normal too and I've seen some being paid twice monthly.
The (orginal) idea of a target of 1-3%ish (depending on country) is that you want inflation small so businesses can ignore it for their planning. A business will avoid spending and possibly lay off people if they are expecting big increases in costs coming up.
"Good" inflation is driven by demand. Company doing well -> expand -> need more staff -> not enough people in job market -> have to raise prices to pay higher salaries to attract staff = inflation.
Bad inflation is more like: sales down -> cut staff to save costs -> less people have disposable income because they are losing their jobs -> sales down even more -> have to charge more per item because low sales remove economy of scale benefits = inflation
Deflation is a sign that the second one is starting. Sales down, so companies cut prices to try to get their sales up, they then have to cut jobs to stay afloat with lower prices, then those people cut don't have disposable income so sales fall further.
You may have noticed the problem, which is that issues with inflation impact employees. Deflation is bad for employees. Inflation is bad for employees. Most larger companies are fine either way.
Oh for sure. I don't think this advice applies to projects that already have a following. But many, perhaps most, projects don't have much of a following even if you intended for others to use it. If you have a pet project that a reasonably small number of users, you might find you get occasional pull requests but they never meet the code standards, or you ask for changes but they never happen and the pull request sits there, or you reject them because you wouldn't have structured it like that - well consider accepting the pull request and merging as is. Then you can follow up with changes to fix code quality with your own changes.
This approach shows you appreciate the contribution, even though it's not perfect. If you find the same person contributing often but making the same errors, then for sure mention it in a way that's easy for them to understand how to resolve it. But if you're rigid then you probably won't get so many contributions as people will think they aren't up to your standards.
I'd also argue that merging then fixing up yourself later would be more time efficient than reviewing code and providing feedback on changes to be made 😆
😆 I don't think you're supposed to take it literally. And it's advice for everyone's pet open source projects that no one else ever seems to contribute to, not really good advice for software that holds up civilization.
Lemmy has a system whereby admins talk to each other and share details of ban evaders, but different instances decide what is a bannable offence and not all of the 1000+ instances are involved.
I've heard some people take the approach of "merge everything". Whatever people contribute, merge it. People like to feel like their time is valuable, and that their work is valued.
You can follow up the merge with polish or tweaks but if you merge contributions you're more likely to see more.
If I Had $1000000
We wouldn't have to walk to the store
If I Had $1000000
We'd take a limousine 'cause it costs more
If I Had $1000000
We wouldn't have to eat Kraft Dinner.
(But we would eat Kraft Dinner. Of course we would, we'd just eat more.
And buy really expensive ketchup with it.
That's right, all the fanciest Dijon Ketchup. Mmmmmm.)
I think performant is probably the key thing here. There were ad blockers before and there are alternative ones now, but the thing that sets unlock Origin apart is how light weight it is.