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A failure is something which doesn't succeed in achieving its goals. We often approximate this by looking at how widely used something is. For an API, this measure seems reasonable.

It has nothing to do with your views on vendor lock-in.

Direct3D also causes lock-in. That doesn't make it a failure.



Failure applies here to cross platform availability. Vendor lock is is a failure by default.

> Direct3D also causes lock-in.

It does indeed. That's why it also fails to be the proper portable graphics API.


https://news.ycombinator.com/item?id=7838196

I already spelled out for you what the word 'failure' refers to, but fine, I'll try again.

"Failure" does not mean "failure to please shmerl". That simply isn't the way the term is commonly used.

Direct3D fails to make me a coffee, too. So what? Portability to non-MS platforms was never a goal. Neither was my coffee.

It is clear that you are being deliberate obtuse to avoid conceding the point.


Failure means failure to be a portable API. Whether it's pleasing me or not is irrelevant. I explained the context of what I was discussing above.




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