The problem with German is here that it concatenates words without any indication what the break is :)
Your translation is for BauernFängerEi ("farmer catching egg", which doesn't make too much sense), while this is BauernFängerei ("farmer catching/trapping"). "...erei" is similar to "...ery" in English.
I guess the saying comes from the prejudice that farmers are not the smartest people, and therefore people trying to catch/trap/trick/prey on stupid people are called "farmer/peasant catchers".
Why is the law that way? A lot of places in the world have way higher density and they're doing just fine (maybe even better - you can't get anywhere in the valley without a car and it's really a nuisance).
They're so right about that.
As a frontend dev, I don't care about that extra 1-2% of bugs that, say, ownership types could catch if it kills my productivity by having to annotate everything.
However, if I can figure out what a method actually returns and click through to it in the IDE, that's the real gain from types for me. Type analysis has to be fast to be able to do that.
My impression of research in academia is that it's disproportionately focused on even stronger types that are even harder to compute. Not everyone builds spaceships.
They pivoted a lot in that direction. Dart's strong mode is statically typed and sound and all that, except that you can say "dynamic" if you really need to.
This is the latter. There are a lot of reasons you would not want this for accurate simulation, one being that you basically prime your simulation on your training data. The other one being that SPH is already quite an approximation of Navier Stokes.
But for real-time animation, this is very nice. The problem with particle fluid simulations is that everything scales linearly, but only in the number of operations per particle per simulation timestep. But the more particles you have, the smaller the timestep needs to be in order to not let the simulation explode. And this is a real problem, because you want multi-million particle simulations for realistic water, but then the number of steps you need to compute per frame increases.
They managed to do a single simulation step per frame.
This looks more like a misunderstanding than somebody being purposefully ignored. Probably the language barrier played a role and the guy at facebook didn't understand what he was trying to say.