determinant
Working hard is definitely a must, but I think market timing, number of competitors, and other features have more of an impact on success than whether you put in another 4-5 hours a day. In some new markets, there are so few competitors or such a huge distance between the leader and the laggard that hours worked doesn't even matter.
In some cases, capturing mind-share does enough to get you further resources and that alone buys you luxuries that free you from 14 hour days.
If it isn't asking for too much, I wonder if you could list a few job ads that would be the sort of thing worth applying for. You seem like someone who has experience sifting through non-sense.
Education research could happen in developing nations instead of developed countries. If the alternative is no education or jobs that are dangerous, this approach might make a lot of sense.
In one case, I started with the back-end because I figured that, to make money with the product, I could coast with a minimal front end for quite some time. Then, in another project, I thought the front-end was the selling point so I went with a minimal back-end.
I think you have an interesting idea, though.
Maybe it would be better for poker teams to transfer chips to each other in between hands as a two-player mechanic instead. If there is a tournament and both team members are seated at different tables, then the optimal strategy might be to allocate more chips to the table where both players think they have a larger edge. However, by moving chips to the other table, that becomes a signal to other players that would could cause them to shift gears.
I think there is something to your rough concept though, and it could be a lot of fun.
You always have to play your hand to the best of your abilities, even if you get dealt life's equivalent of 7-2 off-suit.
Now: a digital watch/alarm clock/iPad with time showing
Future: A robot (maybe with an iPad for a head)/terminator coming out of a portal.
To get the thing to run Linux properly, you have to disable some bios settings, create a software raid device, and play some games with a recovery CD to get the installation to boot properly. It took me a week to figure it out. I wish it weren't so painful, but the hardware is so light and thin that it was worth the pain.
Highly recommend!
With iOS, ignore older tutorials and always start with the most recent stuff. If you find code that's from, say, pre-2013 even, you'll find non-ARC stuff, people going through all kinds of hoops, a resistance to use storyboards, and in some cases, you'll be solving problems Apple already solved.
I think there is some online Stanford course that is pretty good that'll take you 2-3 days to get through to not feel so "hello world."
Also, one last note: Don't read everything and then try to make something. It's painfully boring. Try to build something complicated right off the bat and read to make that happen. A lot of iOS stuff is painfully boring to read about, but crazy fun to rip apart and break in XCode.
It's a helpful book, perhaps maybe even more so than your typical self-help book. I would have liked for such a book to have existed when I was a teenager.
I feel like people are A-players when the environment around them lets them shine. To date, I have not found a single person who hasn't impressed me in some specific domain. Of course, sometimes it takes me longer to figure out what domain a person is an "A-Player" in.
You can essentially choose and manage how you want to deal with memory by virtue of how you choose between native and managed types, as well as control the behavior of the garbage collector itself.
(This is a serious question.)
When you're sitting around in a room at 3AM in the morning in front of the glow of a monitor slaving away on code with no paycheck in sight, random inspirational tidbits on the internet make a difference -- particularly from people on the side of success. Even with funding, sometimes those 3AM silent moments can be scary.