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With batched parallel requests this scales down further. Even a MacBook M3 on battery power can do inference quickly and efficiently. Large scale training is the power hog.

I was daydreaming of a special LLM setup wherein each token of the vocabulary appears twice. Half the token IDs are reserved for trusted, indisputable sentences (coloured red in the UI), and the other half of the IDs are untrusted.

Effectively system instructions and server-side prompts are red, whereas user input is normal text.

It would have to be trained from scratch on a meticulous corpus which never crosses the line. I wonder if the resulting model would be easier to guide and less susceptible to prompt injection.

apparently this is the source: https://youtu.be/1L2ef1CP-yw

The fan increases air speed at the centre of the rotor, creating a low pressure zone which then sucks in surrounding air. So it helps to place the fan away from the window (roughly far enough that the wind cone "fits" the opening).

Compared to google translate of yore, it’s gotten way more fluent thanks to transformers. Good translation relies heavily on context of course. Voice recognition and text to speech quality have increased dramatically. And near real-time (or as real-time as is possible given a pair of languages) is becoming feasible.

Use of server reconciliation makes me think client-side reconciliation would be tricky… how do you preserve smooth editor UX while applying server updates as they arrive?

For example, if your client-sent request to insert a character fails, do you just retry the request? What if an update arrived in the intervening time? (Edit: they acknowledge this case in the “Client-Side” section, the proposal is to rewind and replay, and a simpler proposal to block until the pending queue is flushed)

From a frontend vantage I feel like there may be a long tail of underspecified UI/UX edge cases, such that CRDT would be simpler overall. And how does the editor feel to use while riding the NYC subway where coverage is spotty?

DLSS artifacts are pretty obvious to me. Modern games relying on temporal anti aliasing and raytracing tend to be blurry and flickery. I prefer last-gen games at this point, and would love a revival of “brute force” rasterization.

Lua as a language is pretty warty, with some obvious omissions. But it’s widespread as an embedded language, and has been around a long time, and I think that tends to give it a nostalgic halo effect.

I would like to see more minimalist scripting languages with modern sensibilities replace it.

Sounds neat but very minimal:

Node.js-style callback-based programming - everything happens in one efficient thread with no I/O blocking or unnecessary guest-side context switching.

No race conditions. Delegated IRQ handling makes race conditions in “userspace” “impossible”. …unless you implement threads yourself (you have the access) or we do.