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Cake day: June 12th, 2023

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  • The exact quote is:

    And this was a debug session from hell, enormously helped by an AI doing much of the grunt-work.

    I’d like to call it my tireless helper, but the AI several times stated flat out that this was impossible and unsolvable and that we should just write a report about it.

    I suspect those things have been trained by people who may not be quite as stubborn as I am.

    But while the AI was ready to give up several times, it did keep adding debug code and analyzing it faithfully when I pushed. So credit where credit is due and I let the AI write the commit message above.

    This is basically a one-liner fixing a bogus “round_up()” to a “round_down()”, but there were 24 patches adding more and more debug information to this, and 18 kernel boot to finally narrow it down to this. - Linus

    That’s a long way short of finding the bug and pointing it out, and instead is just the tedious work of adding checks and then deciding where to add more checks when you have the result of the previous checks. I suspect if we’d spent a trillion dollars on a tool for that, we could have come up with something much more efficient than an LLM.







  • No, don’t use CLAMP, use CLAMP_TO_EDGE. CLAMP is a dumb mode for niche applications that all switched to using shaders around the turn of the millennium. No GPUs have direct hardware support for CLAMP and so they have to emulate it instead. You are throwing performance away for no reason.

    (also, technically, the image is using CLAMP_TO_EDGE as CLAMP is a 50% mix of the border colour and the edge pixel colour, so it would be greyer if the border colour is grey like the first image suggests.)




  • In the UK, it’s because it’s the defence’s job to notice this kind of thing, but paying for a good lawyer is life-ruiningly expensive, and public defenders via legal aid are paid hourly, but have a cap on the number of hours that’s never enough to deal with anything properly, so are either rushing everything and miss things, or are massively overworked and earning well below minimum wage when their unpaid work is included.

    I don’t know if the same problems extend to Canada, but it’s fairly likely, as the adversarial approach just inherently means the defence has to do loads of things that would be someone else’s job or not need doing at all under alternative systems, so you have to have a trained professional doing lots of work, and that’s inherently expensive, but taxpayers don’t like spending money on defending people who probably did crimes.


  • And face/id scanning aren’t as good as the solution that works in the real world for alcohol because they can be tricked by a video game face or a photo of someone else’s real ID. Any solution that works online can either be trivially bypassed or adds an unacceptable level of hassle and risk (e.g. leaks being used for blackmail) for legitimate users.

    The solution for alcohol works really well because very few children have the ability to get a fake ID or convince people it’s real and theirs until they’re close enough to legal age that it doesn’t really matter much if they drink, and parents have the ability to override it on a per-drink basis if they’re okay with children drinking under their supervision, while non-parents can only operate on a very small scale before they risk getting caught. Once people are old enough that they’re obviously adults, they don’t get asked for ID anymore, so it’s only a small fraction of the population that have to deal with any hassle, and a shopkeeper can’t memorise every single ID card they’ve ever seen and then suffer a cyberattack and reveal what alcohol specific people have bought to someone who’ll threaten all of them in case some of them are willing to pay to have it kept secret.

    Preserving privacy means tokens become trivial to share, and then there’s nothing stopping a ten year old watching huge amounts of extreme porn except for things that would have worked without having any system, like having their parent stand behind them. If the new system doesn’t improve things compared to having no system, then there’s no point making it.


  • It’s not as good as the solution for alcohol as one bottle of beer making it to a child gets used up after only giving one child one drink. Once a token leaks, it can be shared again and again and used by arbitrarily many children arbitrarily many times until someone notices that it’s leaked and revokes it (which then means that websites need to actively update a list of revoked tokens instead of just relying on public key cryptography to confirm it was signed by one of a few authorities, or all tokens will need to expire automatically after a short time).



  • It’s not really the intended use case of Lua to be used in things that will be upgraded after they’re released. It’s meant for things that need to work exactly the same way in a decade as they do now, and that’s best served by sticking to a specific version and either only upgrading to bugfix releases, or sticking to one specific commit forever. Those use cases also are better served by sticking to old versions of any libraries they use that are written in Lua (otherwise they might be hit by regressions or turn out to have been reliant on old buggy behaviour that’s been fixed), so probably aren’t upgrading to newer versions. That’s why the article is making the point that it’s not worthwhile for the maintainers of those libraries to keep compatibility with old versions of Lua as the people still using old versions of Lua are probably going to be sticking to old versions of those libraries, too.


  • It’s not that uncommon for games to stutter for 50 ms, e.g. when an async task on a worker thread takes too long and holds up the rest of the game, or when something needs loading. For a Unity-based game, garbage collection can block the main thread for that long if the developer wasn’t careful, too. It’s also only sampling every 10 ms rather than recording every power state change, so a game that takes less than 10 ms to actually do its processing has a decent chance of missing any sampling points for a while.

    The exact quote from the mailing list is:

    The 300 ms decay is sized so that a render thread which is only 50-80% busy from periodic vsync and GPU-fence waits holds the boost across its whole busy period at a couple of CPPC_REQ writes total, while an idle core sheds the boost well before it can matter. The energy exposure of a wide window is small because EPP only influences behavior in C0 and an idle core sits in CC6 regardless. If folks want me to make these tunable I am happy to expose them.



  • AnyOldName3@lemmy.worldto196@lemmy.blahaj.zonespr(ule)ing
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    17 days ago

    You’re injecting your own definition of Lemmy. The normal definitions would be:

    • The software running on the websites and webservers. It’s the same software running on all the websites, so it’s still only one Lemmy no matter how many websites it powers.
    • The subset of the Fediverse that’s accessible via Lemmy software. There’s only one of that (although defederation makes it a little complicated as you can’t access all of Lemmy from any one website).