412 karma · joined August 5, 2019
I guess I don't really blame them. I also really want GCP to enter China. It would make it so much easier to launch truly global services. I hate that "World except China" and "China" overhead.
(Maybe GCP needs to get slighly disconnected from the politicized part of Google - like Search and News?)
I think this concept could eventually be a success just because it has the potential to be a lot cheaper than a fully automated/mechanized solution.
Just like the Scanman was a lot cheaper compared to the very expensive flatbed scanners of the 80s. Smaller, lighter, zero/minimal amounts of moving parts, etc. Perhaps not good enough for professional use, but the pro market was kinda small anyway.
I guess the endgame is that high-end 3d scanning functionality gets built into regular smartphones.
> The Taiwan News claimed that Cathay Pacific CEO Rupert Hogg's decision to resign last week came after he refused to name names to the Chinese government when he was asked to provide a list of employees who were involved in the Hong Kong protests.
> China's Civil Aviation Administration ordered Cathay to provide a list of employees who were involved in a recent protest. He was also ordered to suspend the employees. According to the Taiwan News, Hogg provided the list—but it included only one name: his own.
> His resignation was first announced by CCTV, China's state-run television station, 30 minutes before Cathay Pacific announced Hogg had stepped down.
Gene Amdahl ran this; geeze, no surprise they got funded.
Do you happen to know how many "compute units" this chip was designed to handle?
https://en.m.wikipedia.org/wiki/Trilogy_Systems
> These techniques included wafer scale integration (WSI), with the goal of producing a computer chip that was 2.5 inch on one side. At the time, computer chips of only 0.25 inch on a side could be reliably manufactured. This giant chip was to be connected to the rest of the system using a package with 1200 pins, an enormous number at the time. Previously, mainframe computers were built from hundreds of computer chips due to the size of standard computer chips. These computer systems were hampered through chip-to-chip communication which both slowed down performance as well consumed much power.
> As with other WSI projects, Trilogy's chip design relied on redundancy, that is replication of functional units, to overcome the manufacturing defects that precluded such large chips. If one functional unit was not fabricated properly, it would be switched out through on-chip wiring and another correctly functioning copy would be used. By keeping most communication on-chip, the dual benefits of higher performance and lower power consumption were supposed to be achieved. Lower power consumption meant less expensive cooling systems, which would aid in lower system costs.
Edit: '"Triple Modular Redundancy" was employed systematically. Every logic gate and every flip-flop were triplicated with binary two-out-of-three voting at each flip-flop.' This seems like it should it should complicate things quite a bit more dramatically.. they were doing redundancy at a gate-level, rather than a a CPU-core level.
Again, for casual readers: Chinese people in the US who don't support squashing democracy fighters in HK (I think/hope that's the vast majority of them - maybe more hope now that I'm being downvoted) are awesome.
Anyway, if you end up reading this: I really enjoyed so many of your dadhacker posts, years ago. Thanks.
With this many cores it seems like the probability that a core dies during a multi-hour job (or in case it's used for inference, during a very long-lived realtime job) is pretty high, so the software in all layers would need to handle this kind of exception. They probably don't, today, since we haven't seen a 400k core chip before.
Using google was awesome before SEO.
I never really used Encarta deeply - I bought my Misumi CD-ROM reader in like 1994, without a bundle.
That said, nostalgia is fun sometimes.
But at this scale?
I wonder if they figure that out every time the CPU boots, or at the factory. At this scale, maybe it makes sense to do it all in parallel at boot. Or, even dynamically during runtime.
There may be edge case cores that sort of work, and then won't work at different temps, or after aging?
> But Cerebras has designed its chip to be redundant, so one impurity won’t disable the whole chip.
This sounds kinda clever to a semi-layperson. Has this been attempted before? Edit: at this scale. Not single-digit cores CPUs being binned, but 100k+ CPU core chips with some kind of automated core-deactivation on failure.
"Plastic-bag ban led to hep A health crisis?"
https://www.sandiegoreader.com/news/2017/sep/08/stringers-pl...
Figure out what to do, figure out what not do (10x more work), handle hiring/firing (both are really hard, but in different ways), handle random human situations with employees, motivate the team, get people to grow (give them incrementally larger individual responsibilities over time), get developers to focus on stuff that actually matters, manage the technical debt, plot a clear plan forwards. Feed developers with tasks, suitably small or large depending on their XP level. Learn exactly what kind of tasks each individual can handle. Pre-chew medium-hard tasks so that the can be handled by junior devs. Follow up on tasks, especially those that have an architectural impact. Create product progress. Manage issue tracking. Be on top of devops. Do some random small dev tasks yourself so you don't lose track of the code. Run regular team meetings. Etc. It's an exercise in time utilization/fragmentation.
Edit: a suggestion: you should have an index somewhere with a year-by-year list of the games. Maybe create an index github repo with some static HTML/markdown?
Robotron: 2084 (1986) by Vid Kidz for the Atari 7800
https://github.com/videogamepreservation/robotron-7800
Galaga (1987) by Namco Limited for the Atari 7800
https://github.com/videogamepreservation/galaga-7800
Dig Dug (1987) by Namco Limited for the Atari 7800
https://github.com/videogamepreservation/digdug-7800
Centipede (1987) by Atari, Inc. for the Atari 7800
https://github.com/videogamepreservation/centipede-7800
Asteroids (1987) by Atari, Inc. for the Atari 7800
https://github.com/videogamepreservation/asteroids-7800
Ms. Pac-Man (1987) by General Computer Corporation for the Atari 7800
https://github.com/videogamepreservation/mspacman-7800
Commando (1989) by Capcom Co., Ltd. for the Atari 7800
https://github.com/videogamepreservation/commando-7800
Prince of Persia (1989) by Jordan Mechner for the Apple II
https://github.com/videogamepreservation/princeofpersia
Hovertank One (1991) by id Software, Inc.
https://github.com/videogamepreservation/hovertank3d
Wolfenstein 3D (1992) by id Software, Inc. for DOS
https://github.com/videogamepreservation/wolf3d
DOOM (1993) by id Software, Inc.
https://github.com/videogamepreservation/doom
Rise of the Triad: Dark War (1994) by Apogee Software, Ltd.:
https://github.com/videogamepreservation/rott
Beneath a Steel Sky (1994) by Revolution Software.
https://github.com/videogamepreservation/bass
Heretic (1994) by Raven Software
https://github.com/videogamepreservation/heretic
Gravity Force 2 (1994) by Bits Productions
https://github.com/videogamepreservation/gravityforce2
Descent (1995) by Parallax Software Corp.
https://github.com/videogamepreservation/descent
Hexen: Beyond Heretic (1995) by Raven Software
https://github.com/videogamepreservation/hexen
Abuse (1995) by Crack dot Com
https://github.com/videogamepreservation/abuse
Duke Nukem 3D (1996) by 3D Realms Entertainment, Inc.
https://github.com/videogamepreservation/dukenukem3d
Descent II (1996) by Parallax Software Corp.
https://github.com/videogamepreservation/descent2
Quake (1996) by id Software, Inc
https://github.com/videogamepreservation/quake
Quake II (1997) by id Software, Inc.
https://github.com/videogamepreservation/quake2
Postal (1997) by Running With Scissors
https://github.com/videogamepreservation/postal
FreeSpace 2 (1999) by Volition, Inc.
https://github.com/videogamepreservation/freespace2
Homeworld (1999) by Relic Entertainment
https://github.com/videogamepreservation/homeworld
Aliens versus Predator (1999) by Rebellion Developments Ltd.
https://github.com/videogamepreservation/avp
MechCommander 2 (2001) by FASA Studio
https://github.com/videogamepreservation/mechcommander2
DOOM³ (2004) by id Software, Inc.
https://help.archive.org/hc/en-us/articles/360017876312-How-...
It should be a matter of time until someone figures out the DRM, and this is the right place for these historical artefacts to be.
(And if you do manage to rip them yourself, please upload the images to their cdrom collection (https://archive.org/details/cd-roms)!)
There's obviously a great deal of outsourcing to chinese and taiwanese manufacturers going on here, but they seem to be very competent in the customer role.
I love my IKEA Eneby BT speaker from last year. (This one, with the add-on battery: https://www.ikea.com/us/en/catalog/products/00357636/)
I would love for IKEA to go into the standalone analogue speaker segment with a fantastic living room speaker, just to piss off those (often) European and quite pretentious speaker brands. Take on B&W and the likes!
What struck me when reading it was that the Cray 1 that Seymor Cray designed alone in his cabin.. when it went for sale in 1977 for $7.9 million it was a 64-bit single core computer running at 80 Mhz, with 8 MB RAM. This computer could probably have run Quake! In 1977! At a respectable resolution/framerate! In 1977! :)