622 karma · joined April 16, 2016
This supports static verification of queries, your code doesn't need to run to validate the type is correct.
I don't care to argue either way for tests vs static types (I write both frankly), just want the distinction to be clear.
It's also not a requirement. The binary still exists, you can run it standalone.
I just have to say this has not been my experience at all. A lot of developers want nothing more than to come in and write whatever lines of code they're told to and get paid. Ownership is often the last thing they want.
So yeah, you can tag it.. if you exit your current app, find Omnivore in your launcher, open the app, find the entry you just made, then edit it, then add tags.. but that's a terrible UX.
I noticed development had stopped weeks ago. Sort of figured something like this was going to happen. Unfortunate, but I'll be happy on Wallabag again. I'd been just waiting for a push to do migrate back.
Useful capabilities for tracing today that could translate well for logs too. So long as everthing is stitched together, which is what these tracing libraries are responsible for.
Also, they proceeded to ask her for rights just 2 days before they demoed the Sky voice. It would be pretty coincidental that they actually didn't use her voice for the training at all if they were still trying to get a sign off from her.
If you're storing 1080p h265 MP4s in R2 and the client can only support 480p h264 it'll request that but you need to "appropriately transcode" for them.
The alternative is a service that does this for you, like Cloudflare Stream. Upload source video, service handles transcoding and integrates easily with standard video players with HLS or Dash.
Just in case: I am not OP
This is an important component to decoupling packages from specific underlying implementations like Guzzle.
You can even use the auto-discovery package to have whichever conforming HTTP client is installed (like Guzzle for example) be utilized, or allow via dependency injection an existing HTTP client to be passed in.
This would be a great enhancement since the PHP community has done a great job with these shared standards, it is a common expectation across packages to utilize them.
The conversion of kilograms, mass, to pound-force, weight, relies explicitly on the given acceleration of Earth's gravity, ~9.8 m/s².
Since Mars has a gravity with acceleration ~3.7 m/s², for two things that weight the same on Earth and Mars the latter would need to be larger in mass to weigh the same in pound-force.
The biggest issue though, and something I will say even having been through multiple physics courses myself I don't recall having had literally explained, is that even though "pounds" can refer to force and not mass, they are not equivalent. 1 pound-mass ≠ 1 pound-force.
It is actually converted using the Earth's standard gravitional field's force, so 1 pound-mass ≈ 9.8 pound-force.
Thus, the amount on bench's is the pound-mass amount, say 66 kg or 145 pounds-mass, which is not 145 pounds-force but actually *1421*.
It's also true even that the gravitional force can change up to as much as 0.5% depending on where on Earth you are due to the shape of the Planet.
While the joke made _me_ laugh, but it seems as you dig further there isn't often reference to pounds as a force as much as I had thought, so I even learned something from it too!
Lots more information on Wikipedia[0] around these that is particularly useful if you for any reason want to know more:
Similar goal, but is working more directly upstream with Red Hat[2] as opposed to the (as I last had read) undisclosed and non-open approach that Rocky Linux has taken.
1: https://www.redhat.com/en/blog/furthering-evolution-centos-s...
> We've also laid down a solid foundation for upcoming improvements such as multi-platform support
The old UI may have been terribly written to support anything other than macOS. A rewrite is the right play if you identify that.
This was never true. You could do _either_ to access the platform.
Just like you pay extra for Netflix, high bandwidth 4K and HDR content was part of the $10/mo subscription.
If you bought a game, you owned that game, no monthly fee required to play it at FHD anytime and anywhere (with Internet, of course).
There was the additional benefit of the $10/mo subscription also giving you new games monthly, without buying them at full price (as you were saying, spending $60 per game). You would have access to these games so long as you maintained a membership.
You could have only ever paid $10/mo and had access to a wide array of games over time.
Conversely you could never pay for the subscription and just enjoy PS4-level gaming through your phone, laptop, or Chromecast for the games you bought a la carte. Pay $60 for one game, one time, and put in as many hours as you'd like, no console purchase necessary.
The failure of their marketing is pretty obvious, since as an early adopter you're still saying things like NEEDING to do both.
Would someone be able to tell me more about this?