https://en.wikipedia.org/wiki/Nuclear_power_in_France#Operat...
https://en.wikipedia.org/wiki/Load_following_power_plant#Pre...
3,137 karma · joined December 3, 2009
https://en.wikipedia.org/wiki/Nuclear_power_in_France#Operat...
https://en.wikipedia.org/wiki/Load_following_power_plant#Pre...
As far as I can tell, this blog post is only mentioning the company's Android developer account being disabled. It in fact shows evidence that other access to the account is still available (e.g. screenshots from the account security checkup tool, which wouldn't be accessible if the whole account was disabled). This does seem limited in scale.
(Disclaimer: I work at Google, but not on anything related to this.)
https://github.com/dolphin-emu/dolphin/blob/master/Source/Co... is the actual code which collects most of the information. We do multiple things to avoid being able to track user activity too much -- for example, while every instance of Dolphin has a unique ID so we can do things like unique counts, events that happen within a play session are associated to truncated_hash(unique ID + game ID) and not directly with the unique ID. This means that we can only correlate events from the same user playing the same game, but not* two events from one user playing different games.
* Our implementation is a bit weak given that the set of all gameids is small and enumerable. We could probably do better there.
- We found out by looking at the distribution of software version that we had a strong holdout on one specific revision. It turns out we had a regression in a niche feature which was very important to a sub-community of our users, and users were basically telling each other to just use that old version. No bug report was filed until we found out via analytics and asked.
- We have a "game quirks" mechanism where the emulator reports weird edge cases that happen very rarely. Current list: https://github.com/dolphin-emu/dolphin/blob/master/Source/Co..., example usage: https://github.com/dolphin-emu/dolphin/blob/ffdc8538a162b1ca... . We used this to find games that use currently unimplemented or stubbed features.
- The list of popular games being played on the emulator was extremely surprising because it turns out there's a huge disconnect in what most NA/EU players are playing and what JP players are playing. This led to us adding a bunch of new games to the list we regularly test for performance and stability regressions. Would you have guessed that Inazuma Eleven GO: Strikers 2013 is in the top10 of emulated games on Dolphin?
That's probably not what's happening though -- more likely, this is 1-4 different chips with aggressive yield management and some cores being fused off for the most entry level SKUs.
That's ~32Mbps.
By construction, yes. You're only looking at their commits that were merged into Linus's tree.
So no, "because of the salary" doesn't explain any of it, and you should read the blog post before posting insulting comments like these.
https://chromium.googlesource.com/chromium/src/+/master/docs...
https://chromium.googlesource.com/chromium/src.git/+/master/...
https://chromium.googlesource.com/chromium/src.git/+/master/...
This seems to indicate the authoritative source of truth is EasyList. On my current machine, the list seems to be stored in "~/.config/google-chrome/Subresource Filter/Unindexed\ Rules/9.22.0" and should be easily inspectable.
I don't know if I've missed some documentation pointers related to this.
It's likely the wine WMO implementation is getting a much more significant increase in performance than 4%, but the patch description doesn't provide numbers.
Please read the full comment (or preferably, the standard) before spreading FUD.
That's not the case, contrary to what Hacker News wants you to think with this massive opt-out campaign. FLoC cohort computation is only planned to include websites that themselves request cohort information. Unless your page calls document.interestCohort, it is not included in cohort computation [1]. The opt-out header does nothing unless you use FLoC.
There is an exception to this made for the pilot phase (aka. right now), where in order to bootstrap the system Google is extending cohort computation to include "all websites that show ads" [2]. My guess is that this is necessary so that early testers get useful data. This is not something that seems to be planned past the pilot. The standard also restricts this to only "while 3rd party cookies are still a thing".
Disclaimer: I work for Google, but not on advertising or Chrome. This is all from public information I researched in my own time.
[1] https://wicg.github.io/floc/#compute-eligibility §7.1.1 "By default, a page is eligible for the interest cohort computation if the interestCohort() API is used in the page."
[2] https://wicg.github.io/floc/#adoption-phase §7.1.4 "at the adoption phase, the page can be eligible to be included in the interest cohort computation if there are ads resources in the page, OR if the API is used."
Anyone who has experience working on emulation and reverse engineering of Nintendo games can tell you that Nintendo keeps doing basic technical mistakes when shipping production games. Dolphin's wiki has a whole category for "games that shipped with debug symbols". Pikmin has a freakin' mostly-working PC port of an early version of the game on the GameCube disc. There's also no evidence that other N64 launch titles had the same idiosyncrasy of compiling in -O0, and the whole SDK is compiled in -O2 as he even mentions in his video. How does that fit with the "early toolchain" line of reasoning?
TL;DR: Actually forgetting to build with optimizations enabled is completely in line with what emulation developers and game reverse engineers have seen from Nintendo in the past 20 years. MVG just states his own theory as fact, without the Nintendo console hacking / RE / emulation experience, and with very little evidence which doesn't even match his own claims.
EDIT: See also [1] hidden in the 2nd page of YT comments on that SM64 video, from someone who was involved with the SM64 decompilation project.
Example: he claimed in [1] that a Nintendo leak contained "the entire source code of IOS" (IOS being the Wii operating system) and "the Verilog for the entire Nintendo Wii". Both of these claims are completely wrong and have been refuted by both console hackers and emulator developers for the Wii. I told MVG on Twitter, he replied saying approx. "oh it's not my fault I just read what was written online and haven't looked at the details myself" [2]. To this day the video is still up, there is no errata either in the description or in comments. This is not the only example, just the freshest one in mind and one I was directly involved with.
[1] https://www.youtube.com/watch?v=n8G7eq0GlQs [2] https://twitter.com/ModernVintageG/status/125820871313715200...
> Let the new complicated juggernaut software be deployed and configured by the users, according to developers' instructions, using whatever modern mechanism they prefer
I'm not sure what "they" refers to here (developers or users). The existence of packagers is proof that some subset of users "prefer" that software "be deployed and configured" via distro package managers.
You're going from one extreme to the other. You could for example require Apple to provide access to their spare parts supply chain (replacement batteries, screens, maybe some key ICs that regularly fail, etc.) to independent repair shops. This would greatly increase the repairability and decrease electronics waste. Right now, many repairs aren't possible simply because you can't find parts, or because customs will block your parts from entering the US, or even because Apple has decided that only they can have the tools to pair a new home button with your current device.