OD_
Actually, yes, by definition a javascript app written with gobjects is native to a Gnome desktop. It fully integrates with the standards of the system be it text boxes, keyboard shortcuts, general behavior and widget look. The most important, even more than our personal little preferences, is that a native app can be accessed by things like screen readers which is the only way for a person with a disabled sight to use a computer. Anything not written with GTK on Linux is going to be a black box for Orca. In fact webapps would be less of a pain than a compiled app that uses a random crappy cross platform toolkit. While the web's accessibility could do with some improvements, it's still better than the absolute nothing that cross platform toolkit represents.
Sometimes devs put extra effort into making cross platforms apps accessible but they're the exception rather than the norm : https://www.parhamdoustdar.com/2016/04/03/tools-of-blind-pro...
The reason being is that native apps get "most of the work" done for them for free when they use the native tools to make apps, while cross platform apps require a severe amount of work to get them to talk to screen readers correctly.
Android Studio seems to be gaining on that side despite the original platform being pretty poor. And of course Sublime Text is absolutely unusable in that scenario.
Some apps do crossplatform the right way, although they're rare: they have have a platform-specific GUI rather than use a generic cross toolkit. Transmission is a solid example :
The app has a Cocoa, GTK, Qt, TUI and Web end user interface. It's native on all the officially supported OSes. There's a non-native, Qt-using windows port but it's a third party fork and not supported by the main devs.
Cross platform toolkits, be it proprietary, one-off like Sublime's, or things like Qt, GTK, WxWidgets, Java Swing, were NEVER considered native. Just because an app is written in C or C++ doesn't make it platform native.
Textmate is a native editor for MacOS. Sublime is not.
Apple never had a usable entry level desktop computer tower. Something with high performance on consumer class CPUs, rather than Xeon and ECC ram. The Mac Mini was always crippled to keep it from competing with the iMac and cheese graters among people who want something better performing.
The iMac is popular because it's the best performance to price ratio. Not because the form factor is any good. For the longest time the entry level MBP (and unibody Macbook before then) was also Apple's best selling laptop and they only recently cut it out from their line-up and replaced it with the Air as their entry level offering. The Air will also exist for as long as they keep selling the current Macbook at those prices because most people are not willing to spend 1449 euros on a machine that barely performs better.
I will not make the mistake of putting any worth to suse's words again. Doing it again with btrfs shows they really have a knack for going edgy with filesystems while absolutely no other linux distribution is willing to recommend btrfs.
I trust the Red Hat guys to show more care and this is what they had to say only a year ago about btrfs:
https://www.reddit.com/r/linux/comments/37l2mf/i_am_matthew_...
"The btrfs developers keep telling us that it's not ready, so we're following that. (From one of our storage exports: "Btrfs will be ready in two years. The problem is, that's also going to be true next year, and in two years....") We try to be first where we can, but not at the cost of data loss for users.
-- Matthew Miller, Fedora Project Lead"
Doesn't look good to me.
As long as RH or Debian do not start recommending btrfs one cannot give it consideration in good conscience.
Fire Emblem also traditionally had home console releases alongside portable gamesystems, but the Wii U flopped too hard for niche games to have much room. Concentrating developer efforts on a single console that does both portable and home, large screen play is a smart move for Nintendo.
> The list of Super NES enhancement chips demonstrates the overall design plan for the Super Nintendo Entertainment System, whereby the console's hardware designers had made it easy to interface special coprocessor chips to the console. This standardized selection of chips was available to increase system performance and features for each game cartridge. As increasingly superior chips became available throughout the SNES's vintage market years, this strategy originally provided a cheaper and more versatile way of maintaining the system's market lifespan when compared to Nintendo's option of having included a much more expensive CPU or a more obsolete stock chipset.
https://en.wikipedia.org/wiki/List_of_Super_NES_enhancement_...
As far as graphical capabilities were concerned, the SNES ecosystem was definitely more powerful. By the time Sega considered the idea of extending the Genesis with the 32X it was already too late into the console lifecycle to matter and flopped (very close to the release of the Sega Saturn and 1 to 2 years before the Nintendo 64, depending on your region [NA, EU, JP]).
There was also the Sega CD but all it did is enable a library of not-games pseudo-interactive movies.