I wish you had a page listing which vendors you currently integrate with. I was able to find it in the docs though, eventually.
398 karma · joined May 8, 2011
I wish you had a page listing which vendors you currently integrate with. I was able to find it in the docs though, eventually.
But artists have been making "in the style of" works for probably millennia. Fan art is a common example.
I suppose the advent of software that makes it easy to make "in the style of" works will force us to get much more clear on what is and isn't a copy. How exciting.
However, I don't see how the software tool is directly at fault, just the person using it.
I feel like this is the main distinction.
If the artist makes the image very similar to one of the reference photos, it may be a copyright violation. It doesn't matter if the artist used a pencil or software to create the new work.
Current AI image generation does, however, make it easy to unknowingly violate copyright. If it generates an image similar to something else out there you wouldn't know.
I don't know much about copyright law though, am I wrong?
Google also allows many deceptive AdSense ads, I constantly have to block ads that run on my website that are nothing but a big "Download Now" button which lead to some malware.
If the AI is "learning" how it works by studying public code then using its knowledge to create, that's okay.
But if it's just memorizing code and reciting it back, not okay. Just like if a human were doing this.
Of course we don't currently have ways to know the difference [that I know of] since AI is a black box.
Interestingly, current AI is not capable of truly understanding how code works and how it will execute, so it has to learn in it's own way. I suspect it can learn what valid syntax is, but I doubt it is aware of how the code will execute.
It's possible this is just a case of Overfitting. https://en.wikipedia.org/wiki/Overfitting
Or maybe I've been watching too many heist movies...
Similar to "* { box-sizing: border-box; }" has become standard.
If they can't add an official .flatten for backwards compatibility now, we can assume they never will, right?
Speaking of which, what is the license on this? (the electron app)
(I was experimenting with repeating words, which does seem to amplify the effect each repeat with some keywords)
Seed is: 948574399
Maybe it's doing something fancy with the total number of steps, beyond just stopping after the count is reached.
Thought I'd share this for others interested. I've modified txt2img to save an image after each step. (actually quite easy as you can specify an img_callback to sampler)
Interestingly, both of these runs are using the same seed and prompt, yet they yield different final images, the only difference is the number of ddim sampling steps. I'd love to understand why if anyone has any idea.
Would this work as a sort-of wiki, for crowd-sourced documentation and translations? Or is it a bad idea to let the public edit things?
1. Having nested DOM elements in your components. Backbone really wanted you to just have one element per component, and then use jQuery to add children as needed.
2. Adding event handlers and other HTML attributes. JSX syntax means you can basically write HTML in your JS file. Backbone made you add event handlers manually.
3. Nested components. React lets the parent simply specify what children it wants and React automatically creates/reuses/destroys component instances for you. This was all manual in Backbone.
The bigger advantage though, is how the state is typically organized in React apps.
In Backbone, app state was sprinkled throughout the component hierarchy, and often you would have do event spaghetti up and down the hierarchy to update some state held by another component.
Typical React apps use a state container like Redux, the UI is "projected" from the state, and components just send changes to the state, aka "unidirectional data flow".
That said, React is not the best for games. Maintaining 60 fps can be difficult and we've done some fairly heavy optimization to try to keep it smooth.
Note that some games like Checkers have the hand turned off by default.
We use Firebase for Auth and file storage only. Game updates are sent through Socket.io in order to have better control over them, and also Firebase charges per update which is a lot for games.
There's a threshold that objects need to be dragged beyond to start moving, which is different for touch/mouse.
Also, what device/OS are you using?