AFAIK a nontrivial (5-10%?) fraction of population own a smartphone without any bigger computing device.
HN user
adrian17
I thought bot protection was one of reasons for using Cloudflare in the first place (next to general CDN hosting)? After all, they do show a captcha-like challenge on some websites, so I thought that even without robots.txt, it still would have prevented the automated request by default.
After 15 minutes of confusion, it turned out Cloudflare had put a crazy robots.txt on my site without my consent (Cloudflare, love you guys, but this needs to stop).
Might be the first time I see someone complain about their website being protected from a scraper, instead of the other way around.
Makes sense, they probably don’t want to leak _the_ secret sauce driving the game itself.
I saw some eve-specific logic in Destiny repo, like warp enter condition and warp velocity math, or entity visibility between grids.
(Also, it’s full of std::(unordered_)map/set. Surprised they didn’t try squeeze some more perf there.)
The catch is that it's not really doing anything. It "stores" 16GB of quants by... storing the base 2GB model and quantizing it on user's machine on demand.
The extra diff files are only there because the quantization is not fully reproducible*, and author's 3-line llama.cpp fix PR** supposedly fixes this. With it fixed, then in my understanding the author's tool is literally just a wrapper around llama-quantize.
* I also wonder if this even matters for quant quality. In fact, isn't it possible for contracted FMAs to be more numerically accurate (even if less correct from IEEE pov) than non-contracted math?
** I'd give the PR like 50% chances of not surviving the day, since AFAIK on llama.cpp, vibed PR descriptions usually end up rejected as a rule. Maybe the diff being super trivial could save it from this fate, dunno.
Also side observation, the last HN user to regularly mention b7r6 (with the strong implication that it's them) got banned here several months ago: https://news.ycombinator.com/item?id=47119245
The "dissertation" linked there (https://github.com/b7r6/cassandra-dissertation) is also incredibly interesting; looks like the HN user asked an LLM to prove/validate that they are "right" in their comments more often than not.
In general, these GH accounts and their repos/gists are kind of a rabbit hole.
The GDPR is almost trivial to comply with if you’re not harvesting data willy-nilly.
I buy a VPS. I apt install nginx. Is it okay that by default, opening http://IP/index.html logs the IP address to /etc/log/nginx/access.log? Maybe yes, maybe no, maybe yes but I need a privacy policy (for an empty index.html). Maybe I need to ask a lawyer (who usually errs on side of caution) because people have been arguing about it for 10 years (and please don't answer here). And in the end, even if I didn't need to do anything, it sure is _some_ nonzero drain of my resources to have think about it at all (completely ignoring whether it's justified or not).
Also, as you're using full double/f64-precision all the time, you're leaving a fair bit of performance on the table
There's another issue that popped up on my quick naive profiling run: std::shared_ptr<Material> in the HitRecord/HittableLightSample is assigned/copied and destroyed a lot, and somehow these refcount operations show up as half of all samples on my profile (presumably because even if there's no hit and the pointer stays nullptr, the smart pointer still must check if there's anything to deallocate).
Reading this leaves a weird taste in my mouth, since the author tends to regularly make nontrivial >1k LOC PRs (sometimes several per day) and merge them on the same day with no reviews at all. This is even ignoring the LLM aspect; I don't know what % of them are assisted, but even if it was 0%, this isn't the pace of development I'd be comfortable with.
Yesterday's comment listed suspected commits alongside the issues: https://news.ycombinator.com/item?id=48334270
I think this is 6.3.2.3.7 in C99 about casting between pointer types:
If the resulting pointer is not correctly aligned for the pointed-to type, the behavior is undefined.
However, unless I’m missing something, producing such a pointer from an integer is apparently not insta-UB? 6.3.2.2.5:
An integer may be converted to any pointer type. Except as previously specified, the result is implementation-defined, might not be correctly aligned, might not point to an entity of the referenced type, and might be a trap representation
And later on 6.5.3.2.4:
If an invalid value has been assigned to the pointer, the behavior of the unary * operator is undefined.
Which implies that the invalid pointer must have been obtained without being already undefined, right?
I agree with you, but just a small nit:
First off, templates are the opposite of opaque due to the fundamental requirement that the implementation be visible to every translation unit using a template.
That's not strictly true, you can have an implementation hidden in a separate TU, as long as that TU instantiates the template for all template arguments that the users are going to use.
I've seen people like this 15+ years ago on #learnprogramming on Freenode, I'm guessing LLMs just tend to validate that behavior instead.
I wonder how often this happens in practice - by "this", I mean industry/LLM world not noticing* some research until a bigger player repeats it with louder PR.
(*hopefully I didn't misunderstand the situation)
They released the source (well, currently only the Android version) at https://github.com/google-ai-edge/gallery .
At a glance, I see they do gather analytics about how much the app is used (model downloads, model invocations etc) without message content, pretty much just the model used.
No, only E2B and E4B.
So the repo builds:
- C library
- neovim plugin
- MCP server
But not a plain binary, which is the main way ripgrep is directly used (...at least by humans), and compared with.
Epic did it backwards — they built the game first, then tried to force the infrastructure (EGS) into existence with money.
Didn't Valve push Steam through HL2? It's a different kind of forcing of course, but still.
It already has a fast path, from (I think) 3.11. If you run `object.x` repeatedly on the same type of object enough times, the interpreter will swap out the LOAD_ATTR opcode to `LOAD_ATTR_INSTANCE_VALUE` or `LOAD_ATTR_SLOT`, which only makes sure that the type is the same as before and loads the value from a specified offset, without doing a full lookup.
I saw your documentation PR, thank you!
I also did some reading and experiments, so quickly talking about things I've found out re: refcount elimination:
Previously given an expression `c = a + b`, the compiler generated a sequence of two LOADs (that increment the inputs' refcounts), then BINARY_OP that adds the inputs and decrements the refcounts afterwards (possibly deallocating the inputs).
But if the optimizer can prove that the inputs definitely will have existing references after the addition finishes (like when `a` and `b` are local variables, or if they are immortals like `a+5`), then the entire incref/decref pair could be ignored. So in the new version, the DECREFs part of the BINARY_OP was split into separate uops, which are then possibly transformed into POP_TOP_NOP by the optimizer.
And I'm assuming that although normally splitting an op this much would usually cost some performance (as the compiler can't optimize them as well anymore), in this case it's usually worth it as the optimization almost always succeeds, and even if it doesn't, the uops are still generated in several variants for various TOS cache (which is basically registers) states so they still often codegen into just 1-2 opcodes on x86.
One thing I don't entirely understand, but that's super specific from my experiment, not sure if it's a bug or special case: I looked at tier2 traces for `for i in lst: (-i) + (-i)`, where `i` is an object of custom int-like class with overloaded methods (to control which optimizations happen). When its __neg__ returns a number, then I see a nice sequence of
_POP_TOP_INT_r32, _r21, _r10.
But when __neg__ returns a new instance of the int-like class, then it emits
_SPILL_OR_RELOAD_r31, _POP_TOP_r10, _SPILL_OR_RELOAD_r01, _POP_TOP_r10, etc.
Is there some specific reason why the "basic" pop is not specialized for TOS cache? Is it because it's the same opcode as in tier1, and it's just not worth it as it's optimized into specialized uops most of the time; or is it that it can't be optimized the same way because of the decref possibly calling user code?
That's not true. I mean: it's true that it has little to do with OOP, but most imperative languages (only exception I know is Rust) have the issue, it's not "Python specific". For example (https://godbolt.org/z/aobz9q7Y9):
struct S { const int x; int f() const; }; int S::f() const { int a = x; printf("hello\n"); int b = x; return a-b; }
The compiler can't reuse 'x' unless it's able to prove that it definitely couldn't have changed during the `printf()` call - and it's unable to prove it. The member is loaded twice. C++ compilers can usually only prove it for trivial code with completely inlined functions that doesn't mutate any external state, or mutates in a definitely-not-aliasing way (strict aliasing). (and the `const` don't do any difference here at all)
In Python the difference is that it can basically never prove it at all.
I think CPython already had tier2 and some tracing infrastructure when the copy-and-patch JIT backend was added; it's the "JIT frontend" that's more obscure to me.
I'm been occasionally glancing at PR/issue tracker to keep up to date with things happening with the JIT, but I've never seen where the high level discussions were happening; the issues and PRs always jumped right to the gritty details. Is there anywhere a high-level introduction/example of how trace projection vs recording work and differ? Googling for the terms often returns CPython issue tracker as the first result, and repo's jit.md is relatively barebones and rarely updated :(
Similarly, I don't entirely understand refcount elimination; I've seen the codegen difference, but since the codegen happens at build time, does this mean each opcode is possibly split into two (or more?) stencils, with and without removed increfs/decrefs? With so many opcodes and their specialized variants, how many stencils are there now?
The drop"-in" compatibility claims are also just wrong? I ran it on the old test suite from 6.0 (which is completely absent now), and quickly checking:
- the outputs, even if correctly deduced, are often incompatible: "utf-16be" turns into "utf-16-be", "UTF-16" turns into "utf-16-le" etc. FWIW, the old version appears to have been a bit of a mess (having had "UTF-16", "utf-16be" and "utf-16le" among its outputs) but I still wouldn't call the new version _compatible_,
- similarly, all `ascii` turn into `Windows-1252`
- sometimes it really does appear more accurate,
- but sometimes it appears to flip between wider families of closely related encodings, like one SHIFT_JIS test (confidence 0.99) turns into cp932 (confidence 0.34), or the whole family of tests that were determined as gb18030 (chinese) are now sometimes determined as gb2312 (the older subset of gb18030), and one even as cp1006, which AFAIK is just wrong.
As for performance claims, they appear not entirely false - analyzing all files took 20s, versus 150s with v6.0. However, looks like the library sometimes takes 2s to lazy initialize something, which means that if one uses `chardetect` CLI instead of Python API, you'll pay this cost each time and get several times slower instead.
Oh, and this "Negligible import memory (96 B)" is just silly and obviously wrong.
FWIW, I don't think there's even a room for interpretation here, given the commit that created the README (and almost all commits since the rewrite started 4 days ago) is authored by
dan-blanchard and claude committed 4 days ago
I'm talking about the .fla (XFL) format, not .swf (which is documented well - though that doesn't mean its exact behavior its understood well)
(note: I'm one of Ruffle's maintainers)
AFAIK the .fla format was never fully documented or reverse engineered by anyone (FFDEC has an exporter, but not importer), so this alone would be a bold claim.
Hi, one of Ruffle maintainers here. AFAIK, we do have most of NetConnection API implemented; but direct socket connections are just impossible in browsers. The games should (hopefully) work and connect when run via the desktop player. We also implemented socket emulation in the browser via WebSockets, so they should also start working there if you put a WebSockify proxy on your server (no need to touch the game server code).
And no-one cares.
Probably because there's no (public) disclosure and no CVE. From what I've googled, there's literally nothing about this aside from the tweet.
Because the neighbor's formerly quite street turns into a parking lot before people "can't find parking." The people who have quiet streets will also see that and fight to keep a shop from opening near them.
This doesn't feel like a realistic scenario at all. A "suddenly very popular coffee shop" or "several shops opening close to each other" over here wouldn't significantly affect parking/traffic for several reasons. 1. a coffee shop's capacity (as in: seating, queue times) is already much smaller than parking space nearby; 2. of people in the queue, most will be locals already; 3. "it's hard to park nearby" by itself acts as a filter that naturally pulls people either to shops closer to their location, or to public transport.
There's just no such thing as "people from outside my neighborhood going out of their way to drive to the local XYZ". And places that _do_ want wider audience like fancier restaurants or wholesale won't pick a middle of the neighborhood to set up even if they were allowed to.
Also, we may be having different definitions of a quiet street. If anything, traffic in a mostly-residential area should decrease since locals could do things like small groceries without using a car?