1,798 karma · joined March 24, 2019
Personally, I suspect good writers will adapt in due time, not because they don't want to sound like AI, but because they don't want to sound cliche. Even the ones stubbornly holding on to their em-dashes.
The ones hit hardest will be the mediocre writers, who have always relied on cliches. Their writing will become indistinguishable from reading chatbot output.
At least that's my prediction.
Hmm I don't think that would be enough. I'd expect that would only make the modifications themselves copyrightable, but not the whole modified work including the AI parts.
Compare for example the case where the US copyright office ruled that, when assembling AI-generated images and human-written text into a comic book, only the human-made elements themselves (text, arrangement) get copyright protection, but not the images.
E.g. if you generate an AI photo and color grade it, i expect only the color grading would be protected (if that is even significant enough to be protectable), not the rest. And someone else could re-color-grade the same image without infringing your copyright.
We don't care. We don't have to. We're the phone company.
Although from a security point of view it's still very bad. Every compiler / JIT has bugs, and bugs that let you write to random or arbitrary memory adresses are a rather common kind.
Doesn't really matter for a hobby project though
I also feel there's a second dimension to the politics, where Rust is the "woke" language and C / Zig / Odin are now the "anti-woke" languages. At least, going by their most vocal online communities.
I'm sure offline there's still engineering decisions being made (I hope).
The OpenGL API with its binding-based approach is also very confusing for beginners, but the replacement Direct State Access API came too late (after Apple already decided they would deprecate OpenGL, so it never got supported on macOS).
And the fact that the GLSL parser and compiler are part of the driver means there are tons of hardware-specific bugs and miscompilations. Intel integrated drivers on Windows are notorious for being especially buggy.
All of those make OpenGL a pretty poor target for learning. Personally, I would recommend WebGPU to people who want to get into graphics programming. It's very similar to DirectX/Metal, and like a more streamlined Vulkan. The WGPU implementation of WebGPU has a C API, which also has C++ headers, and a native Rust API. And you can also use WebGPU in your browser from JavaScript, if you don't know any native languages.
Apple themselves also don't ship a native OpenGL driver anymore, only a layer that translates OpenGL to Metal.
"They fundamentally misalign a user's incentives with the company providing the service"
"Ads plus AI is sort of uniquely unsettling to me, I kind of think of ads as a last resort for us for a business model."
- Altman 2024
Soooo... No? Sort of the opposite, they confirmed they would do it. ;p
A system-wide config file in /etc that changes defaults for every program would break any program that assumes the old defaults.
It also wouldn't solve the problem of having to manually find out what the current recommended defaults are. With editions, you can simply enable the latest one and know you've got the right defaults.
Last time I tried it, you needed a mac if you wanted to:
- use AoT compilation (IL2CPP) instead of JIT
- use any native libraries (or use any assets that depend on native libraries)
- sign your executable
And that was before Apple Silicon, I would be surprised if it's gotten any easier
The old headline was something like "We served GLM5.2 on AMD MI355X at 2626 tok/s/node". They think it's bad to advertise performance numbers like that without specifying how much you quantized the model (Since you can 'cheat' more performance by quantizing more, and not mentioning the reduced output quality)