Off-and-on trying out an account over at @tal@oleo.cafe due to scraping bots bogging down lemmy.today to the point of near-unusability.

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Joined 3 years ago
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Cake day: October 4th, 2023

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    1. Lamplighter

    Lamplighters were responsible for lighting and extinguishing gas street lamps in towns and cities before electric lighting became standard. They typically carried ladders and torches to perform their duties. The job was crucial for maintaining public safety during the evenings. However, with the introduction of electric streetlights, the need for manual lamp maintenance disappeared, leading to the decline of this occupation. Lamplighters are now part of history, representing a bygone era of urban infrastructure.

    The lamplighters themselves were machine operators that replaced earlier professions.

    https://en.wikipedia.org/wiki/Link-boy

    A link-boy (or link boy or linkboy) was a boy who carried a flaming torch to light the way for pedestrians at night. Linkboys were common in London in the days before the introduction of gas lighting in the early to mid 19th century.


  • https://en.wikipedia.org/wiki/Washerwoman

    A washerwoman or laundress was a person, usually a woman, employed to wash laundry by hand, before the widespread use of washing machines and commercial laundries. The profession existed in many cultures, spanning from antiquity to the early modern period. While the profession has historically been gendered, often associated with women, in some contexts, men also performed laundry labor. It was typically low-paid, physically arduous, and associated with lower social status.

    The occupation began to decline with the rise of commercial laundries. The spread of domestic washing machines and self-service laundries further reduced the need for the independent washerwomen profession. By the late twentieth century, the profession had largely disappeared in industrialized countries.




  • https://en.wikipedia.org/wiki/Filling_station_attendant

    A filling station attendant or gas station attendant (also known as a gas jockey in the US and Canada[1][2]) is a worker at a full-service filling station who performs services other than accepting payment. Tasks usually include pumping fuel, cleaning windshields, and checking vehicle oil levels. Prior to the introduction of self-starting vehicle engines, attendants would also start vehicle engines by manually turning the crankshaft with a hand crank.

    In the United States, gas jockeys were often tipped for their services,[3] but this is now rare as full-service stations are uncommon except in New Jersey, 16 “urban” counties in Oregon, 4 cities in Massachusetts, and the town of Huntington, New York, where there are laws or restrictions against letting customers pump their own gasoline.




  • Magewell Pro Capture card

    I’ve been kind of shifting towards use of USB devices over internal cards.

    All of the USB devices that I have still can be connected to computers. Ditto for DE-9 serial ports, though I might need a USB adapter.

    But I’ve seen ISA->PCI/AGP->PCIe obsolete a lot of old hardware that I’ve had sitting around, and that’s just on the PC. That includes my video capture hardware.


  • I would guess that when there’s a problem, there are a lot of people working concurrently, all of who have access to the data.

    I would guess that someone who is responsible for monitoring systems on the ground and isn’t at risk of losing oxygen and blacking out and isn’t having to get into a spacesuit is probably the principal person involved with assessing the condition of the station in an emergency.

    I’d also expect that the person who makes the big calls is on the ground.

    searches

    It sounds like there is a person aboard the ISS who has ISS command, but normally, it’s a person on the ground who makes most of the calls:

    https://en.wikipedia.org/wiki/List_of_commanders_of_the_International_Space_Station

    This is a chronological list of commanders of the International Space Station. A pre-decided inhabitant of the ISS assumes command upon departure of the previous commander, at the end of an expedition, in a small hand-over ceremony. Their responsibility is defined by the ISS Code of Conduct, which states that the ISS commander has some authority over the operations of the ISS, but should ultimately defer most decisions to the Flight Director.

    https://en.wikipedia.org/wiki/Flight_controller#Flight_director

    Flight director

    Leads the flight control team. Flight has overall operational responsibility for missions and payload operations and for all decisions regarding safe, expedient flight. This person monitors the other flight controllers, remaining in constant verbal communication with them via intercom channels called “loops”.

    Apparently the (older) Russian modules had been leaking air. The leakage rate was manageable, but the cause of concern was that the total rate of leakage abruptly doubled. Might be that they were worried that there might be some kind of progressive failure occurring.


  • Sorry for the delay in getting back to you.

    I hope I ran the vkgears test correctly?

    Yeah, that’s fine.

    Both of those should be using hardware rendering, at least based on my understanding of the text. You have the name of your video card where “llvmpipe” would show up, right above “64bit”, which is what happens on my system when using hardware rendering.

    But…for some reason, you’re consuming a ton of CPU time when rendering using OpenGL, despite doing hardware rendering. That’s not what happens on my system. I don’t know what would cause that.

    One would want it fixed either way. For Steam, one can force Proton to use OpenGL rather than Vulkan as a Direct3D backend by setting the environment variable PROTON_USE_WINED3D=1, which will cause many Windows apps to use OpenGL…but your problem is the opposite. Vulkan looks fine.

    thinks

    The only thing that comes to mind would be that there’s an Nvidia mechanism on systems where you have multiple GPUs — this can happen when you have an integrated on-CPU GPU and a discrete GPU on a laptop, say – to render on one and then copy to the other. I don’t know what text would show up as the renderer in that case, and I don’t have Nvidia hardware, much less Nvidia hardware plus an integrated GPU to test. I don’t think that that’s probably what’s going on here, but I don’t know what mangohud reports in that case. I would think that mangohud would be smart enough to actually display the renderer being used, but…maybe it’s not. But if you want to try it, you could give this a shot. I’m taking a stab in the dark rather than really analyzing it:

    $ __NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia MANGOHUD_CONFIG=full mangohud glxgears.x86_64-linux-gnu
    

    If the CPU usage when you run the above command goes from ~20% (as is currently the case for glxgears in your above screenshot) to ~4% (as is currently the case for vkgears), that might be what’s going on. If it is, then I’d try running your game with the __NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia environment variables set. I wouldn’t bet much money on it working, but I guess it’s not hard to try.

    EDIT: If anyone else with an NVidia card wants to run the MANGOHUD_CONFIG=full mangohud glxgears.x86_64-linux-gnu command and report whether their system uses a ton of CPU time on all cores, that’d be a useful data point; I can’t, as I don’t have the hardware. I guess it’s possible that that the CPU usage could be normal — this is going through xwayland, and maybe something there causes that. I don’t want to flag it as something abnormal on OP’s system if it’s not. But it’s not the way my AMD system acts.


  • If you live in a big, brightly lit city and you feel like allergy season just never ends, you might be right: New research shows that light pollution prompts plants to shed pollen longer, increases the growth of notoriously allergenic ragweed and makes our bodies more prone to allergic reactions, from runny noses to asthma.

    But on the flip side, there are also going to be fewer trees in a city. That is, one might have more pollen in a city with a lot of nighttime lighting than one would relative to a less-lit city, but I doubt that one has more pollen in a city than outside cities.


  • I noticed today that the CPU usage jumps to ~98% as soon as I start WoW. Even just in the main menu. I had previously started CS as a test to see how it behaves there. In CS, the CPU load stays around 25% even when playing against bots (so not just in the main menu) and with significantly higher graphics settings. So it seems there might be some kind of problem with the CPU?!

    It’s probably not anything physically wrong with the CPU. It just means that the WoW binary is trying to do something in a loop and not getting anywhere (at least not quickly). It’s consistent with falling back to software rendering, which is what I guessed the problem might be, but other things could also cause that.

    For Counterstrike, assuming that that’s what you mean by “CS”, I’d guess that the game’s engine probably uses about four threads, and it looks like you have 16 cores.

    If you haven’t done the vkgears/glxgears stuff that I mentioned above to make sure that you can render using hardware acceleration using Vulkan and OpenGL, I’d do that. Given that you’ve said that you also get slow rendering performance with some other games, I’d be suspicious that that’s your problem, since that’s the behavior I’d expect to show up if you were falling back to software rendering — very slow rendering performance.

    pokes around

    It sounds like World of Warcraft switched to a 64-bit binary some time back, so probably no need to check that hardware rendering works for 32-bit binaries — just 64-bit, both Vulkan and OpenGL.

    If you’ve already done the vkgears and glxgears stuff that I mentioned above and those work using hardware rendering without issues, then the underlying Linux 3D rendering stuff should be okay. That means that whatever’s at issue is probably in Proton or World of Warcraft. If you’re wanting to troubleshoot further, I’d probably try launching Steam from a virtual terminal (like, probably Konsole in your case) and then launching WoW and seeing if WoW prints anything there.

    If nothing comes up there and you just get a black screen…well, let’s see. All of the important state should be on the WoW servers, so you could try uninstalling it and reinstalling WoW and see if that resolves whatever’s the issue. Take some time to download the game, but it’s not human time, so…shrugs it’d probably be the next thing I’d try.

    But I wouldn’t recommend doing any of that until I’d done the vkgears/glxgears test I mentioned and confirmed that you’re rendering using your 3D hardware.


  • There are three major DRAM chip manufacturers: Micron, in the US, and Samsung and SK Hynix, both in South Korea.

    Micron has two new fabs coming online in Boise, Idaho. The earliest one is scheduled to start operation in the first half of 2027 (they recently announced that they’d moved that timeline up from the second half of 2027) though it’ll take time to ramp up; it will not be doing output at full capacity immediately when it first starts up.

    https://www.micron.com/us-expansion/id

    They announced late last year that they were going to do a second Boise one as well for more capacity.

    They also have New York fabs that they’re doing:

    https://www.micron.com/us-expansion/ny

    For the South Korean manufacturers:

    https://koreajoongangdaily.joins.com/news/2026-03-12/business/industry/Samsung-and-SK-are-expanding-fast-but-why-is-memory-still-in-short-supply/2540153

    Samsung

    This year, Samsung is prioritizing the conversion of its lines to memory chips at its Pyeongtaek campus in Gyeonggi and the acceleration of new facility construction at the site.

    At the P4 plant, the company is upgrading dynamic random-access memory (DRAM) production to its latest 1c process, which will be used for high bandwidth memory (HBM) and advanced DRAM chips. Samsung aims to secure 1c capacity of more than 200,000 wafers per month by the end of the year through line conversion and additional equipment installation.

    Construction of P5, which had previously been delayed during the semiconductor downturn, resumed this year with a timeline accelerated by roughly six months compared to earlier plans. The chipmaker is bringing in tens of thousands of new workers to construct the megafab, capable of producing HBM, DRAM, NAND flash and potentially foundry chips. Construction is expected to be completed in the first half of 2027, with equipment installation beginning shortly afterward and mass production targeted for the latter part of 2028.

    Construction of the last Pyeongtaek facility, P6, is currently expected to start in the third quarter of 2028.

    SK Hynix

    SK hynix is currently concentrating short-term investment on expanding capacity at its M15X fab in Cheongju, North Chungcheong, while also upgrading older lines.

    The company is adding 1b DRAM capacity at M15X, while accelerating 1c node conversions at its M14 and M16 fabs for production of HBM and server DRAM. After hitting a capacity of 10,000 wafers per month last year, it is expected to expand capacity by up to 70,000 wafers per month this year.

    For a new greenfield project, SK hynix is advancing construction at the Yongin semiconductor cluster in Gyeonggi, one of the largest semiconductor manufacturing projects globally. The cluster will ultimately host six Samsung fabs from Samsung and four SK hynix facilities, and the latter is moving ahead first.

    Construction of the first fab, Y1, is expected to be completed in February of next year, earlier than previously planned. Equipment installation is scheduled to begin in the second quarter of 2027.

    Y1 will be built in six cleanroom “phases,” a unit used in fab construction for the capacity expansion stage. Each phase adds more floor space and related equipment for wafer capacity expansion. The first three phases are expected to begin operation within the same year, providing a capacity of 150,000 wafers per month, with the remaining phases adding another 150,000 wafers per month once fully operational.

    The second fab in the cluster, Y2, is expected to begin construction around the third quarter of 2028.


  • So, two points.

    First, new memory fabs start coming online in 2027, and there are more being constructed that will be coming online in subsequent years.

    But, second…I think that some perspective is in order. Set new production aside. Let’s imagine a world where that didn’t happen. In fact, let’s imagine that not a single additional memory chip was going to be produced. Video games were around when I played games on an Atari 2600, to pick an early video game console. I had fun with it. It didn’t have the latest, real-time rendered photorealistic graphics. But…the Atari 2600 had 128 bytes of memory. Not gigabytes, not megabytes, not kilobytes. Bytes.

    There are people building microcontrollers right now that have onboard memory, and those aren’t impacted by this. It’s just the high-density dedicated memory chips that go on DIMMs that are seeing all that demand.

    According to Wikipedia, there were 30 million Atari 2600s made. The CPU I currently have in my desktop has a little over 145MB of onboard cache. Twenty-six of those CPUs, looking just at their onboard cache, no external memory from Micron/Samsung/SK Hynix, have more memory than all of the 30 million Atari 2600s ever manufactured, combined.

    Like, don’t get me wrong. I enjoy using all this memory that we have had available in recent years. But…video games are here to stay and would be even if no dedicated memory chips were around.



  • They’re building out. The first ones are going to be mid-late 2027, but those aren’t expected to be at full production until about 2028.

    searches

    Hmm. Micron says that they’re aiming to move up their first fab becoming active to the first half of 2027, now:

    https://www.idahostatesman.com/news/business/article314253330.html

    Micron CEO Sanjay Mehrotra says the company is pushing up its timelines for opening its first semiconductor fabrication plant, or fab, into the first half of 2027, instead of the second half. His announcement in a Dec. 17 earnings call came months after the chipmaker unveiled plans to start construction on a second fab in 2026, eyeing a 2028 ribbon-cutting.

    They also have a second fab in Boise, Idaho, and some in New York that theylre building.

    Both Samsung and SK Hynix have fabs in South Korea that they’re building.




  • The attack targeted a wide range of sensitive credentials typically found in developer and CI/CD environments. Aikido’s analysis shows the malware attempted to collect GitHub Actions tokens, AWS, Google Cloud, and Azure credentials, HashiCorp Vault tokens, Kubernetes service account tokens and kubeconfig files, npm and PyPI publishing tokens, SSH private keys, Docker registry credentials, GPG keys, and .env files.

    This doesn’t solve the problem of people storing credentials where credential-stealers can steal them, but it’s not a bad idea to periodically invalidate your credentials and generate new ones, even if you don’t know that they’ve been compromised, just on the off change that someone has grabbed yours and has them stored up, ready to use them at some point in the future.

    That’s especially true if you develop or package software (and thus users of your software trust you to keep their systems secure) or have administrator access to any networks or multiuser systems (and thus your users trust you to keep their data secure).

    I’d personally rather like to see external hardware keystores used where possible. YubiKey-type things aren’t perfect — they don’t have a display, so you can’t use trusted hardware to visually validate whatever you’re signing — but at least they’re relatively cheap and keep someone who compromises a computer from grabbing credentials.