11,963 karma · joined August 27, 2008
This is the problem.
I would love to have a product sheet showing what each models strengths an weaknesses are, so that I can have a clear decision tree of "if this kind of work, use model X", or "model Y should be used in ways Z". But they all look the same from the outside and the only way to figure out which might be marginally better at what is to do extensive, time consuming, and perhaps expensive testing.
Hasn’t the Bullet physics engine been used for robotics for over a decade?
I don’t understand this “first game engine for robotics” messaging.
As an aside, this website crashes for me on safari on iOS.
That’s not at all what I’m saying.
I’m saying that in my experience across multiple models, the follow up prompts don’t fix prior underlying issues. They usually patch on top instead, unless you give them significant and time consuming guidance.
I want them to be more useful outside of one-shot uses, but I find that they currently miss the mark.
I’m not saying that you can’t use AI to do it because I believe that with carefully controlled workflows and context management you can, but it’s not a simple prompt away, it’s requires guidance and understanding, and isn’t the speed demon that raw prompting is.
The speed is incredible and fun to see, but the model is rather weak to the point where I’m not sure it’s particularly useful for most people.
Contrast to when Clojure was released: Rich Hickey had spent years thinking about, researching, and refining the concepts. It was easy to understand what the language is. And it shows in the design quality as even now, almost two decades later, the language has changed surprisingly little and is still really good.
I haven’t tried cerebras’ 3000 TPS yet but I did try the demo of that 15,000 TPS model whose name escapes me right now.
I’m not sure if it makes a meaningful difference for my actual work, but it sure is amazing to watch it generate a screen full of text in the blink of an eye.
I do think it’s super useful for rubbing little validation checks like showing it a diff to ensure that the changes are on task, and being able to do those quicker really helps because it means you can do many focused checks without them getting in the way.
According to Wikipedia: “in December 2023, all servers for mirrors edge catalyst were shut down by EA” but that only says online content was disabled.
It’s possible that the game is only unplayable on PlayStation, but still playable (without online features) on PC. But it does seem to still be listed in stores (steam and PlayStation) so I’m not sure exactly what’s going on. I’d have to redownload it to test it again.
That should not be ok. It wasn’t sold with a disclaimer or expectation that it could be switched off.
So what? Terms are reused in different contexts all the time. And most people have moved on from cryptocurrencies anyway, so there’s little chance it’ll confuse anyone.
I’ve tinkered a little in Gleam and Elixir too. Elixir was incredibly enjoyable, and Gleam is a wonderful language that I wish I could work with more, but I don’t really have a use case for it and nobody will pay me to write it…
Back in 2009, I also spent a few months playing with Factor (before switching to Clojure because despite Clojure being niche, Factor was even more so). It was an interesting and somewhat mind bending experience.
Deleting "from my codebase" doesn't imply deleting it from history or backups. Just that the code isn't present for future edits or deployments.
The way you're talking, it sounds like you never delete code from your codebase. Do you just comment it out when you change a line to something else or replace a function with a new one? Just add new files?
I personally now use a mixture of Typescript and Rust for most things, including AI coding. Its been working quite well. (AI doesn't handle Rust as well as TS, in that the code isn't quite idiomatic, but it does ok)
The person said: "deleted 100k+ lines this year already moving them to faster languages"
Are you saying that when you move code to another language/rewrite in another language, you leave the original languages code in your repo?
They didn't say they deleted it from their git history. I delete code all the time (doesn't mean its "gone", just that its not in my git head).
But GLM is good enough for many small tasks, certainly enough to get a taste for Cerebras’ high speeds!
[edit: actually that’s just their general models, I can’t see what Cerebras code offers. It was Qwen-coder when it launched but I don’t know what it is now. I think GLM 4.7 but I’m not completely sure]
Those models aren’t comparable to Opus, or even weaker models like MiniMax, but for certain task (focused context and prompts, strict workflows, single purpose requests) you absolutely can use these models and get insane speeds.
In the OP, there are ten test cases. Some devirtualise. One only on clang, another only on GCC. In Rust, polymorphism is always "devirtualised" unless I say "no, actually, make this dyn", and in many cases, that's actually perfectly fine. It feels like the rational default, you only pay for the dynamic support when you need it. I don't dislike C++, but sometimes it gets exhausting having to remember all the situations where the compiler might do this or that, or I have to write far more complex code via templates or other techniques to get the behavior I want (sure, its been made easier with recent C++ versions, I admit I'm still on C++20 and even then not all of it; originally because compiler support was patchy, now because I just haven't used C++ as much lately). Its that difference that I thought was interesting.