

The videos aren’t from their channel and they probably won’t be able to get the rights to rehost them all.
Just a dorky trans woman on the internet.
My other presences on the fediverse:
• @copygirl@fedi.anarchy.moe
• @copygirl@vt.social
The videos aren’t from their channel and they probably won’t be able to get the rights to rehost them all.
To be fair, that’s why they said
in terms of security.
Yeah, it should not be part of the text just like line numbers shouldn’t be part of the code on a code hosting site, yet it can be visible, no? Later it does recommend using to distinguish command and output. Is it now okay for a beginner to be confused about what it means?
Is providing a number of commands to use that require user input really that bad? When people start tinkering with the command line, first of all they shouldn’t trust just anything on the website blindly, which at the very least requires a basic understanding of how to enter commands, and respond to the terminal asking for input. The following “bad” example…
sudo apt update
sudo apt install software-properties-common
sudo add-apt-repository ppa:deadsnakes/ppa
sudo apt install python3.9
…is instead turned into this single command with even more confusing syntax for beginners:
sudo apt update && \
sudo apt install --yes software-properties-common && \
sudo add-apt-repository --yes ppa:deadsnakes/ppa && \
sudo apt install --yes python3.9
Sure, it’s convenient, but if you just throw blocks of code at people to run, are they really learning anything?
A better approach would be to have a quick tutorial on how to use the terminal and what the and
#
symbols mean (though they could be CSS decorators that can’t be copied), what sudo
is and warning people about running untrusted commands on their system. Then you just link to that at the top saying something along the lines of “if you’re unfamiliar with running commands, and the following seems confusing, check this quick summary”, behind a question mark icon connected to each block of commands, or similar.
ECS already makes it a hundred times easier for me to conceptualize game mechanics, modify and extend them. Giving AI the ability the ability to create data separate from systems that use them will make it much easier for it to build a game. I don’t believe for a second it will be able to write functioning object-oriented game code for example. It will likely be best if it avoided coding via a text-based language altogether, and use visual scripting or another system based on chaining logic blocks together. But that still counts as the “system” part of ECS.
There is a possibility something like this will be possible in the future, but it’s not going to be an achievement of AI, it’s largely going to be the achievement of regular developers creating a general-purpose game engine that can be used to put together a game block by block, which can be utilized by both human game designers and AI. (Likely to better effect by the former.) I can imagine Entity Component Systems will play a big part of that.
One of the biggest blockers for AI making games is going to be testing it to select for better performance. With text it’s relatively easy to see if some text an AI produced is plausible. Images are also plentiful, but that’s a lot more subjective. With both of these it would also not take a massive amount of time to add a human element. It’s quick to check if a paragraph or image looks like it is a good response to the input promt. A game, however? How long do you need to play it to see if it’s fun? At best, perhaps, you can write an AI to control a bot character to see if it’s technically playable.
I don’t want to even think about the electricity that wlll be wasted training such models.
Could you please provide some sources for that? I’d like to know more.
First of all though, there is no such thing as a “hostile fork”. Being able to fork a project, for any reason, is the entire point of open source. And to be fair, not wanting to continue working for a for-profit company for free is a very good reason.
And yeah, when you suddenly turn a FOSS project that’s been developed with the help of a bunch of contributors, into a for-profit company, without making a big fuss about it beforehand and allow the contributors and community to weigh in, then yeah, that’s a hostile takeover of sorts, at least in my opinion. Developers gotta make money, but they could’ve done that by creating a new brand instead of taking over that of a previously completely FOSS project. Forgejo is preventing that exact thing from happening by joining Codeberg (a non-profit).
There’s been a hostile takeover at Gitea and it’s now run / owned by a for-profit company. The developers forked the project under the name Forgejo and are continuing the work under a non-profit. See also: Their introduction post and a page comparing the two projects. Feel free to look up more, since I haven’t familiarized myself with the incident all that much myself. Either way though, maybe consider using Forgejo instead of Gitea.
What I’m saying is that Microsoft is, in fact, being hostile by limiting OSS builds such as Codium in the ways I’ve mentioned above. I guess that’s how they try to get people to keep using their proprietary build instead.
except for visual studio code
But also:
Though I’ve been very happy about the direction .NET and C# have been going, especially the licensing.
Not to be pedantic but I think the headline is fine.
If you simulated a fire in a building for training purposes and upon activating the fire alarm, it got broadcast to emergency services when it shouldn’t, you did accidentally broadcast the fire alarm, simulated or not.
The “accidentally” already implies it was done in error, suggesting it was not an emergency. On the other hand, if it was a real emergency, and just wasn’t meant to be publicly broadcasted, I feel like the headline would’ve looked different.
Elon was able to buy Twitter because it’s public, and it wasn’t making money.
Valve is a privately owned company, and I have a feeling they care a little about what they’re doing.
I don’t have the time to watch it all, but I remember that the Steamworks Development channel on YouTube had recently-ish released this video about how games get surfaced to players and it also talks about what parts of the store are personalized and which aren’t.
In the video I can only see the small ad on the left side about the Steam Deck. You’re talking about the big banner ad that appears somewhere inbetween the sections? I can only guess they put it there for everyone, or maybe just every region that can purchase a Deck, for simplicity.
You’re right, I misremembered! I tried US-International, and because of that exact issue you mentioned switched to EurKEY. In my case it wasn’t part of the layout selection, so I had to change it in a config file.
A friend gifted me a laptop with US layout. One day I figured I really needed those German characters. I did the same as @okiloki@feddit.de, except I ended up picking the US-International layout, and removed the old layout since I didn’t need it anymore.
Shonk.
Well at least here he chose something different.
Doesn’t each separate .exe you add as a non-Steam get its own proton prefix? That is, each of them end up with their own [random numbers] folder that doesn’t match another?
and chose the C:/Program Files (x86) as the install location
This might be the problem, but I’m not sure. When you choose C:/
as the install location in the installer, that C:/
is inside the proton prefix of the installer executable. I believe you’ll want to choose a place outside of that. For example Z:/home/deck/Games/Genshin Impact
or the SD card like the guide was showing.
I’m guessing when you deleted the installer.exe from your games list, it removed the proton prefix for it, deleting the game you installed in there alongside it? Either way, from a quick glance that’s what I could see you did differently from the video guide.
On Mastodon, when you follow another user on another instance, your instance will send a request to the other, to be notified of new posts made by that user, as well as posts they’ve boosted. When such a new post arrives, a copy will be created on your instance so it can be displayed without nagging the original instance again for the post’s content and such.
Lemmy is similar of course, since it uses the same underlying protocol (ActivityPub). Think of communities as “special users”. Whenever someone creates a post or reply, the community will boost it, so it ends up on every instance where a user has subscribed to that community.
This part I’m not entirely sure on but I believe it’s how things work: The other way to send messages around other than subscription is obviously to send messages directly. In ActivityPub there’s a field that specifies the recipients of a message. When such a message is created, it is pushed to the instances of the recipients. On Lemmy, the recipient is the community you’re posting to. On Mastodon, the recipients are filled with all the users that you @-mention in the contents of the message. So for a Mastodon user to post to Lemmy, they have to mention the community, which is why you see some posts that contain the community’s handle.
Because you can’t follow / subscribe to users on Lemmy, the posts of Mastodon users that don’t involve Lemmy never end up being “federated”, meaning Lemmy instances don’t get notified of these posts, so they don’t end up being “copied”. This is the same on Mastodon by the way. Unless your instance sends out a request to fetch posts from an unknown user, it doesn’t know about their posts, since nobody so far has cared about them.
This makes sense because if you were to try and store all the content from the fediverse you would need a LOT of storage for little gain. Similarly it would be bad to never store the content and always fetch it, because that would generate a bunch of additional traffic, which especially small instances would suffer from.
To summarize: Lemmy doesn’t display Mastodon posts because it doesn’t have a mechanism to subscribe to those users.
Sweeeeet! Can they be embedded into the article?