EarthLaunch
"If the crashes stop, the factory overclock is marginal; run a small negative offset."
This looks like it's saying: "If the crashes stop then we know the factory overclock is marginal." (This makes no sense.)
What it's trying to say is: "If the crashes stop then we can run a small negative offset, because the factory overlock is marginal."
What I would write: "If the crashes stop, we can avoid crashes by underclocking slightly. The speed difference between that and factory clock is marginal."
The people who can fix them are not in control. The org must be very top-down. But Steve Jobs had a top down style, so what's the difference? Its: Using and caring about the product.
It's top down direction with the people at the top not using/caring about the product. Presumably they're concerned with other things like efficiency, stocks, clout.
https://softwarecrisis.dev/letters/llmentalist/
Plus there's a gambling mechanic: Push the button, sometimes get things for free.
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In my research I recall some potential tradeoffs with SSE [1], but even there I concluded they were minor enough to consider SSE vs WS a wash[2] even for my uses. Looking back at my bookmarks, I see that you were present in the threads I was reading, how cool. A couple WS advantages I am now recalling:
SSE is one-way, so for situations with lots of client-sent data, a second connection will have to be opened (with overhead). I think this came up for me since if a player is sending many events per second, you end up needing WS. I guess you're saying to use UDP, which makes sense, but has its own downsides (firewalls, WebRTC, WebTransport not ready).
Compression in SSE would be negotiated during the initial connection, I have to assume, so it wouldn't be possible to switch modes or mix in pre-compressed binary data without reconnecting or base64-ing binary. (My game sends a mix of custom binary data, JSON, and gzipped data which the browser can decompress natively.)
Edit: Another thing I'm remembering now is order of events. Because WS is a single connection and data stream, it avoids network related race conditions; data is sent and received in the programmatically defined sequence.
0: https://news.ycombinator.com/item?id=43657717
1: https://rxdb.info/articles/websockets-sse-polling-webrtc-web...
- What makes load balancing easier with SSE? I imagine that balancing reconnects would work similar to WS.
- Compression might be a disadvantage for binary data, which WS specializes in.
- Browser inspection of SSE does sound amazing.
- Mobile duplex antenna is way outside my wheelhouse, sounds interesting.
Can you see any situation in which websockets would be advantageous? I know that SSE has some gotchas itself, such as limited connections (6) per browser. I also wonder about the nature of memory and CPU usage for serving many clients on WS vs SSE.
I have a browser game (few players) using vanilla WS.
The practical solution: Manually toggle it.
My favorite solution: Start the comment with a curse word.
I'm a game dev and often need to avoid situations where I'm using '.map' to iterate an entire array, for performance reasons. It would feel odd to use the concept, knowing it wasn't really iterating and/or was using an index. Is that how it works?
> But how do people feel about these topics
I find it notable that tokens don't necessarily express people's feelings. Put another way, tokens aren't how people feel, they're how they write.
Samstave mentioned in this thread that Twitter is a 'global sentiment engine'. I'm sure that's literally true. Sentiment measurement is only accurate to the degree that people are expressing their real feelings via tokens. I can imagine various psychological and political reasons for a discrepancy.
If you did sentiment analysis of publicly known writings of North Korean administrators, would that represent their feelings?
I think the interplay with free speech is interesting here: In a setting where people feel socially and legally safe to express their true opinion, sentiment analysis will be more accurate.
Here someone did some calculations [0].
> The International Commission on Non-Ionizing Radiation Protection's Guidelines of limits of exposure to broad-band incoherent optical radiation (0.38 to 3 µm)[1] states:
> "To avoid thermal injury of the cornea and possible delayed effects on the lens of the eye (cataractogenesis), infrared radiation (780nm < > λ < > 3μm) should be limited to 100 W m⁻² (10 mW cm⁻²) for lengthy exposures (> 1000 s)"
0: https://docs.eyetrackvr.dev/getting_started/led_safety#about...
1 (pdf): https://docs.eyetrackvr.dev/safety/ICNIRP_optical_radiation....
One reason for switching and trying is a fascination with finding the next amazing thing, always hunting for something new and better. Usually it's only slightly better, or not better. But sometimes you find Elixir, Laravel, or Deno. And it's more fun and productive, plus you're ahead on the resume.
For small to medium web projects, the benefits of having JS across the stack has kept me from using Laravel again. That doesn't apply to all projects, though, and I still love it.
Waiting for the next thing. Toying with Deno Deploy (no association).
51-83 GB/s for current Surface Pro 9 with Intel Core i7-1265U (3200-5200 MT/s). [0]
100 GB/s for current Macbook Air 13/15" M2/M3. [1]
0: https://www.intel.com/content/www/us/en/products/sku/226258/...
Or maybe this is inherent to continuation?
The behavior reminds me of the human subconscious, which doesn't say no, just raises up what it can.
The entire industry has been twisting itself in knots trying to solve ops problems that Erlang/OTP solved in software long ago.
I'm trying Deno Deploy though, because it seems like an attempt to combine those benefits with the JS ecosystem. That has advantages in: Language usability, frontend/isomorphic, libraries, and serverless.
So far it feels like the future. Something like this will be, though I'm almost expecting a new language for it.
And that has already happened since forever, which is why you have to ask if there are politicians threatening this. It's all already tied together.
Luckily I can still find yesterday's article about credit cards rewards at the top. I think there's a perverse incentive around flagging.
There's always something 'wrong' with Git because it's incredibly complex. Most developer flows don't require that complexity, but have to pay for it anyway. That's the article.
When I have significant changes, I copy the directory before messing with Git beyond regular commands, because it's so easy to nuke code with it. Someone could tell me I'm doing it wrong, but an LLM could generate that comment at this point, so don't bother.
Not sure why I can't downvote articles, ah well.
Sticking to a network will limit the variety of people you get to meet, everything else the same. Local maxima.
It also isn't practical in some circumstances; if I travel for work or move cities every few years, the local network for mechanics gets lost. The cost of keeping the network would be staying in one place.
So, these are all options.
Also, going to /r/facebook doesn't load, heh, there must be per-subreddit load issues?