ace

joined 1 year ago
[–] ace@lemmy.ananace.dev 15 points 5 months ago

It's somewhat amusing how Itanium managed to completely miss the mark, and just how short its heyday was.

It's also somewhat amusing that I'm still today helping host a pair of HPE Itanium blades - and two two-node DEC Alpha servers - for OpenVMS development.

[–] ace@lemmy.ananace.dev 1 points 5 months ago

Now that's one hefty changelog.

[–] ace@lemmy.ananace.dev 6 points 5 months ago (1 children)

Going to be really amazing to play Factorio again without knowing how to solve everything.

[–] ace@lemmy.ananace.dev 1 points 5 months ago

In general, browser benchmarks seem to often favor Firefox in terms of startup and first interaction timings, and often favor Chrome when it comes to crunching large amounts of data through JavaScript.
I.e. for pages which use small amounts of JavaScript, but call into it quickly after loading, Firefox tends to come out on top. But for pages which load lots of JavaScript and then run it constantly, Chrome tends to come out on top.

We're usually talking milliseconds-level of difference here though. So if you're using a mobile browser or a low-power laptop, then the difference is often not measurable at all, unless the page is specifically optimized for one or the other.

[–] ace@lemmy.ananace.dev 8 points 5 months ago (1 children)

There's a bunch of extensions that allow you to switch user-agent easily, I personally use this one, it includes a list of known strings to choose between as well.

[–] ace@lemmy.ananace.dev 5 points 5 months ago

They used to also use the unreleased version 0 of shadow DOM for building the Polymer UI, which - being a Chrome-only prototype - understandably didn't work on Firefox, and therefore instead used a really slow Javascript polyfill to render its UI.

I haven't checked on it lately, but I imagine they must've changed at least that by now.

[–] ace@lemmy.ananace.dev 19 points 5 months ago (3 children)

One thing you can test is to apply a Chrome user-agent on Firefox when visiting YouTube. In my personal experience that actually noticeably improves the situation.

[–] ace@lemmy.ananace.dev 1 points 5 months ago

The EU AI act classifies AI based on risk (in case of mistakes etc), and things like criminality assessment is classed as an unacceptable risk, and is therefore prohibited without exception.

There's a great high level summary available for the act, if you don't want to read the hundreds of pages of text.

[–] ace@lemmy.ananace.dev 2 points 5 months ago (2 children)

They couldn't possibly do that, the EU has banned it after all.

[–] ace@lemmy.ananace.dev 4 points 6 months ago* (last edited 6 months ago) (3 children)

To quote Microsoft themselves on the feature;

"No content moderation" is the most important part here, it will happily steal any and all corporate secrets it can see, since Microsoft haven't given it a way not to.

[–] ace@lemmy.ananace.dev 33 points 6 months ago

Go has a heavy focus on simplicity and ease-of-use by hiding away complexity through abstractions, something that makes it an excellent language for getting to the minimum-viable-product point. Which I definitely applaud it for, it can be a true joy to code an initial implementation in it.

The issue with hiding complexity like such is when you reach the limit of the provided abstractions, something that will inevitably happen when your project reaches a certain size. For many languages (like C/C++, Ruby, Python, etc) there's an option to - at that point - skip the abstractions and instead code directly against the underlying layers, but Go doesn't actually have that option.
One result of this is that many enterprise-sized Go projects have had to - in pure desperation - hire the people who designed Go in the first place, just to get the necessary expertice to be able to continue development.

Here's one example in the form of a blog - with some examples of where hidden complexity can cause issues in the longer term; https://fasterthanli.me/articles/i-want-off-mr-golangs-wild-ride

 

Another bunch of really nice quality of life improvements, Factorio 2.0 is looking like it's going to be quite a lot of fun to play.
Not to mention the DLC itself.

 

More interesting ideas being brought in, I love the built-in item void of the lava.
And that big drill looks quite sexy as well.

Also a big fan of molten metal handling, always liked that parts of Angel's Smelting modpacks.

 

You can never go wrong with a whole lot of volcano.

A bit late with this one, but didn't see it posted so here we go.

 

Always love reading about the technical work they do, there's lots of really interesting tech underpinning Factorio in many places.

 
 

Lots of more interesting work with the circuit network, really liking the look of the new decider in particular - and the actual numbers on signals is going to make a lot of things much nicer to work with.

1300
Almost a shitpost. (lemmy.ananace.dev)
 
 

And the quality of life improvements just keep on coming.

I find it really interesting how they're focusing on space as a completely player-hostile environment, going to be a lot of fun to see how this is going to expand.
And logistics groups sound absolutely amazing as well.

433
Warp NaCLs (lemmy.ananace.dev)
 

I will not be taking any questions.

 

I just love the very Factorio way to get rid of surplus - just toss it over the side.

 

Just continuing with all those quality of life improvements, absolutely loving what I'm seeing.

view more: ‹ prev next ›