[1]: https://cloud.google.com/storage/pricing-announce#network
512 karma · joined December 16, 2016
[1]: https://cloud.google.com/storage/pricing-announce#network
Maybe this will improve with the adoption of passkeys, where browsers are actually trying to integrate with the system passkeys API (a neighbor to autofill).
[1]: https://strongboxsafe.com/updates/macos-big-sur-autofill/
There are also rule-based PII removal methods as used by Sentry minidump processing and described at [3].
[1]: https://news.ycombinator.com/item?id=37063459
[2]: https://crash-stats.mozilla.org/documentation/protected_data...
[3]: https://docs.sentry.io/product/data-management-settings/scru...
As an alternative approach, https://github.com/mstange/samply processes data streamed from perf and unwinds it in realtime. The unwinding overhead is surprisingly low: it only takes around 1% of (single) CPU per CPU profiled. Solving the disk waste alone has been a tremendous improvement of profiling experience. As a bonus, the unwinding and symbolization works reliably while I frequently had postprocessing not terminating when using the perf CLI directly.
https://twitter.com/affinitybyserif/status/15903262690314649...
Unfortunately it looks like the maintenance state of the pieces around Rellic isn't very good, and it's quite rocket science to get it building. It doesn't have as much UI/GUI as Ghidra either so it's a bit far from accessible right now.
Can't relate. Tailwind works fine with anything that supports PostCSS. I run it with Vite and there's zero issues.
> the state management ecosystem is fractured between vuex and pinia
This is also just not true. Pinia is officially replacing Vuex as the recommended store library for Vue [1]. They're also vastly similar in how they do things, so the knowledge transfer over from Vuex to Pinia. And Pinia just address most of the design goals mentioned in the article in the most simple way.
As for Vue 2 -> 3 transition, lots of the larger UI frameworks in the ecosystem is struggling to migrate, despite lots of efforts on the compat layer to smooth the transition, which is a bummer. But as long as you're not doing those sophisticated things, Vue 2 examples should work out-of-box on Vue 3 as well. There are surely less resources for the composition API, but the official introduction guide has been good enough in my experience.
Carbon components are also the most accessible component set I have seen, and they go through great lengths doing automated and manual accessibility testing.
The library though, is a bit lackluster. It’s tailored for IBM’s internal need, and is still a bit far from a complete framework. So you need to be prepared to write some CSS as well as designing your own components when you need one.
Well, that does say something about the dominance of Chrome...
Input lag is the time between you perform the action and the computer shows that on screen. It depends on your frame rate, refresh rate, and peripheral polling rate, as well as how good the game schedules things (which is what LatencyFleX tries to optimize).
Network ping on the other hand is often hidden away. Whether you are on 2ms ping or 100ms ping, the bullet always goes where you aim at: this is done through rollback netcode [1], which rewinds the server state to the time the action has been performed. I'm not saying that having low ping is pointless, it has an effect on things like peeker's advantage, but the effect of network ping is drastically different from the effect of input lag.
Looking at their README [1], it looks to be texture filtering done a little more properly (many implementation cheaps out with bilinear interpolation, I guess). It does get rid of the aliasing artifacts, but it's still very blurry, and the look is a bit underwhelming.
What I really look forward to is getting text and vector rendering done directly in the perspective transformed space, something Pathfinder [2] has demonstrated before.
[1] https://github.com/SimulaVR/Simula#text-quality [2] https://blog.mozvr.com/pathfinder-a-first-look/
Images are relatively well handled with GPUs, and with a precomputed mipmap they can be rescaled very quickly, unlike vector graphics which needs to be re-rendered each time zoom level is changed.
Also, human ears tend to be more sensitive to amplitude than to the phase. Especially if the same filter is applied on both channels, which leaves the phase difference unchanged.
But the rest of the post feels so off. Constantly nagging yourself to close social media? Reminding yourself that social media is a waste of time by asking whether the time is “well spent”? No thanks. These are just dark patterns but flipped to the other side. I want control over what I do, not a random program deciding what I should do.
I also have never found Screen Time restrictions to be effective; either I unlock the restrictions by myself, or I just find other ways to waste the time. The reason people waste so much time with social media, I think, is because they simply don’t have anything else to do, or they’re not motivated enough to do what they should do.
Also, I'm not sure if I agree with this claim regarding partition of unity:
> This remarkable property, that prevents “beat” artifacts across a resized image, is not shared by any other practical kernel that I am aware of ...
Lanczos is surely a weird filter having many less than desirable properties, but IIRC cubic polynomial filters like Mitchell-Netravali and Catmull-Rom satisfies partition of unity, and both of them are popular in today's image processing. Even the bilinear filter, which can be box or triangle filter depending on whether one is minifying or magnifying, satisfies the partition of unity property. Did I get something wrong?
Edit: the bilinear filter actually does not satisfy partition of unity because it's scaled down, but a properly scaled box filter or triangle filter satisfies partition of unity.
[1] http://bigwww.epfl.ch/publications/blu9903.pdf [2] http://hhoppe.com/proj/filtering/
What is more practical is some form of adaptive supersampling: a lot of pixels are filled by only one path and don't require supersampling. There's also some more heuristics that can be used: one that I want to try out in piet-gpu is to exploit the fact that in 2D graphics, most pixels are only covered by at most two paths. So as a base line we can track only two values per pixel plus a coverage mask, then in rare occasions of three or more shapes overlapping, fall back to full supersampling. This should keep the cost amplification more under control.
What I want to say is that we already have precise timers usable on modern hardware; as for why Windows doesn't use that properly, I have no idea, but I can guess that's some technical debt in the scheduler.
[1] https://www.kernel.org/doc/ols/2006/ols2006v1-pages-333-346....
I've been using Notion for a while, and the commands/block mechanism has been bothering me the most. I don't think it's the way forward for WYSIWYG markup editors.
On the other hand, the excessive margins are making the page less functional as it should. The download section also lack emphasis, and given that using the same amount of space for all the distros/platforms that is not at all proportional to the amount of users using them, I would say that's a poor design.