230 karma · joined April 6, 2013
That being said, I'm a software engineer, and that's a really fortunate occupation to be passionate above due to the breadth of its applicability (e.g. allowing one to work more closely on my topic of interest) and salary potential.
† Typed these on mobile, of course. Android, in case you're wondering.
1st derivative = velocity
2nd derivative = acceleration
3rd derivative = jerk
4th derivative = snap
5th derivative = crackle
6th derivative = pop
I just learned the last 3 due to this discussion and Wikipedia[1][2].
[1]: https://en.wikipedia.org/wiki/Fourth,_fifth,_and_sixth_deriv...
CodeWeavers[1] has done amazingly for the Linux gaming scene via
- Steam's Proton (Steam pays CodeWeavers for development, and I happily throw my money at Valve for that) and
- their own CrossOver product which I use for non-Stream games. (I paid for their lifetime subscription[2] because I wanted to support them so much.)
Stream's Proton works well for many games that don't officially support it (one can check others' reports in protodb). Examples of games I've played recently that don't officially support Proton include Iron Danger and Horizon Zero Dawn. The latter runs surprisingly smoothly given what I'd heard about its PC performance issues from when it first came out. Granted, I'm playing both of these 1 year after their PC release, but I've already got a long Steam backlog of games to play, so that's not bothered me.
For reference, I run PopOS on a System76 Thelio with an 8-core AMD processor and Radeon RX 580.
"If Leah had taken the drug alone, she might well have survived. If she had drunk the amount of water alone, she would have survived."
Contrast that to the TGV in France, which zooms around at 200mph and covered one of my trips between Paris and Avignon (~430mi) in ~2.75hrs about a decade ago. US train infrastructure feels extremely behind in comparison. Perhaps it's because of a greater emphasis on highway travel.
Hello world
Run it with `cat`. ;)> k = x³ + y³ + z³ is what number theorists call a Diophantine equation — a kind of algebraic structure whose properties have fascinated mathematicians for millennia. “They’re rich enough to encode [other mathematical] statements that have nothing to do with Diophantine equations,” said Browning. “They’re rich enough to simulate computers.”
More specifically, equations of such form come up in a proof of Godel's first incompleteness theorem. That being said, yeah, this effort is mostly a mathematical curiosity, mapping out the domain of knowledge of mathematics increasingly more completely. Sometimes an application comes about where either the solution or novel techniques used to arrive to the solution can become useful, but pure math research isn't typically driven by any existing applications as much as a "because it's there" attitude.
- At first, the site looked like a slideshow with prominent prev/next at the top and a title content that takes the entirely of my desktop monitor. So, naturally, I hit the keyboard right arrow (like most slideshow web pages) to get to the next slide for content, and nothing happened.
- Then at the bottom left, there's a down button. So I scrolled down to find the content there. I read it, and still subconsciously hit keyboard right for the next slide...oops, I mean, page...because of the prev/next at the top (sure, pebkac and all that; but it's also expectations-setting).
- Then I clicked on "next" to get another page that again takes the full monitor for the title, requiring scrolling down to get to the content, all of which can easily fit on a single screen. It seems unnecessarily "distracting", in a sense, since the expectation is that the user would actually go through the content and not just the titles which themselves are not very informative.
- One way I tried to improve ergonomics was to hitting page-down to read the content and then tab a couple times to get to the next button (almost automatic). However...the focus indicator for the "next button" has been removed in CSS, which is another usability nono.
Of at least tangential relevance here are Doherty Threshold (slide 2) and Jakob's law (slide 5). Just my 2c.
Huh, TIL. Branch prediction is normally about predicting which branch an `if` would take. But apparently this applies to indirect jumps as well: https://stackoverflow.com/a/26240197/1082652
let x = vec![1, 2, 3];
process(std::mem::replace(&mut x, Vec::new()));
x.push(4);
https://doc.rust-lang.org/std/mem/fn.replace.html img.assign(w*h, color);
myself. - Vec<T> implements IntoIterator<Item=T>
- &Vec<T> implements IntoIterator<Item=&T>
- &mut Vec<T> implements IntoIterator<Item=&mut T>
and consequently, - vec.into_iter() implements Iterator<Item=T>
- (&vec).into_iter() (or vec.iter()) implements Iterator<Item=&T>
- (&mut vec).into_iter() (or vec.iter_mut()) implements Iterator<Item=&mut T>