And there's even more pre-ethernet POTS wiring. But most of stuff built or renovated in the last 30 years has gotten fiber put in. Which is also much more power efficient than the faster ethernet standards over twised pair.
(Also your cat5e should do 10G for the most common short distances, it's not categorically different, just has looser signal integrity specs than Cat6. Just isn't guaranteed over the 100m max specified distance)
> With developer mode enabled on a Microsoft console, it’s possible to install and run UWP apps. When developer mode is enabled, retail games and other services won’t work.
I think I can see why it hasn't been used much, especially given that UWP app framework has been deprecated not that long ago.
I don’t remember with complete certainty, but I’m pretty sure developer mode on the Xbox can be turned back off relatively easily. You can use it like a dual boot and keep your games and data.
Still a pain in the ass, and I never did it because there’s a big button that _does_ erase all your data in the process of switching that you can click by accident.
This should be correct but it probably is less about the "animation being closer to real life" and more about the actual measurement method. A camera measuring at 24 fps is likely going to have exposure times closer to 1/24 and measure an average scene over that time instead of an instantaneous measurement. The oversampling method you suggest would correct for this.
We bundle DLLs in our wheels in such a way that it "just works" for the user but it kind of feels like a hack. First a main DLL library is built completely separately from the wheel. Then a binary wheel is built where the .pyd file basically just directly calls functions from the main DLL. The main DLL is then just manually included in the wheel during the build step. Any dependent DLLs can also be just manually included inside the wheel as well.
If you imagine every molecule in the crystal can be oriented randomly, then there is a very large number of possible global configurations that are equally likely and we say the crystal is "symmetric" with respect to these outcomes. If the orientations become ordered in some fashion as the article is saying we say the symmetry is broken.
In terms of numerical computing I don't think this is going to be a battle of core language speed, Python has already lost here. The question is going to be what are the advantages of a language designed with a focus on number crunching vs a multi-purpose language with some number crunching extensions.
I mostly do scientific computing but I really enjoy the toolchain of an extremely popular multi-purpose programming language (Python) + C extensions where necessary for speed. The reason is that many tasks these days are not just pure number crunching. If I need to start up a quick web server, do some web site scraping, basically anything can be done easily from Python. It's unlikely Julia will ever be able to catch-up in these areas.
I have had this happen a few times too. I have found the best way to minimize this is to install nothing in the base environment except for conda and make sure you use a different environment for everything else.
Secondly, the vast majority of solutions offered by the many people who face similar issues don't work for me or, apparently, for other people reading the solution as well.
I always love seeing PBR here. I work in atmospheric science, in particular modelling of radiation in the atmosphere, and the equations that we use are identical to that of PBR. The main difference is that in the atmosphere you are more concerned with processes along the ray, e.g. Rayleigh scattering, clouds, or absorption/emission from trace species in the atmosphere, while in rendering it is all about surface effects.
> while in rendering it is all about surface effects.
I would have agreed with you back in the 80's.
But since then, taking care of atmospheric / volumetric effects in rendering is absolutely essential to rendering realistic scenes, especially in movie SFX.
I'm not going to claim that SFX folks care about being physically accurate when doing volume rendering, but they do care a very great deal about clouds fog, subsurface rendering, light rays through mist, etc ...