1,575 karma · joined September 8, 2010
https://www.realworldtech.com/crusoe-intro/
To my knowledge the foreshadowed followup was never released.
Decriminalization is removing criminal penalties - there may still be fines or other non criminal penalties.
It’s long but a great read if you’re interested in this part of history.
- Rewrite B compiler in B (generating threaded code)
- Extend B to a language Ritchie called NB (new B). This compiler generated PDP assembly There is no version of the NB compiler known to exist.
- Continue extending NB until it became the very early versions of C.
You can read the longer version of this history here:
https://philip.greenspun.com/wtr/livewire.html
You can see that the current JavaScript tooling complains are nothing new under the sun:
So what used to be a few keystrokes in Emacs or Netscape
Gold now requires three steps:
edit the .html file
recompile the .web file
restart the LiveWire app from the appmgrhttps://www.folklore.org/StoryView.py?story=Calculator_Const...
I've often dreamed about doing this with a keyboard shortcut ala switching layouts in a tiling WM (or 'real' kvm switches from the CRT + ps2 era).
Is there a good usb hub that supports switching outputs via software?
From the parent link: https://github.com/microsoft/pxt/
[0] https://github.com/shinh/maloader [1] http://shinh.skr.jp/slide/ldmac/000.html
* Access to our network, giving your players protection from attack, 100% reliable NAT traversal, and improved connectivity.
* Tools for instantly estimating the ping between two arbitrary hosts without sending any packets.
* A high quality end-to-end encrypted reliable-over-UDP protocol.
>> Second, clients can select a route that gets off of the public Internet and onto our dedicated links as early as possible. On our backbone we can ensure that the routing is optimal, since we have peered with over 2,500 ISPs. We also prioritize the latency-sensitive game traffic over HTTP content downloads, which we can afford to do because game traffic makes up a relatively small percentage of our overall bandwidth utilization. And on our backbone, a sudden surge of traffic unrelated to gaming won’t degrade the experience.https://steamcommunity.com/groups/steamworks#announcements/d...
They started using it in some of their games a couple of years ago (Counterstrike Global Offensive and Dota2 if I recall correctly).
It's been kept up to date and it's interesting to see how the project evolved along with the language:
We've started adopting the `s/` method described here by Chad Austin: https://chadaustin.me/2017/01/s/.
It means you always know where to look and it's easy to see what scripts exist.
A lot of console (and iphone) exploits tend to share similar webkit exploit code. This ps4 exploit uses a ROP strategy from an earlier iOS exploit.
This is a pretty good overview (though from 2016) of the techniques used in the browser based exploits:
Here's some slides from the author (from last week) with a more in depth explanation: