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To avoid rebuilding app, a patcher is available: https://discussions.unity.com/t/cve-2025-59489-patcher-tool/...

Did you notice any impact on battery life?


I'm afraid for the battery life of my MacBook Pro 2019 (Intel).

I'll think I'll never update and just keep using Sequoia until I switch to Linux.


You're in luck. Your device isn't supported.


It's supported.

But it's going to be the last major OS update for my device, so I won't upgrade. I don't want to be stuck with a half-assed version.


Mine has been fine, literally no perceptible differences on my MBA M4 since I loaded the public beta a few weeks ago.


Energy needs like 5% enrichment while weaponizing needs much higher and much more difficult to obtain 85% enrichment


What was your issue ?


The version of pdns-recursor in trixie uses a different configuration file syntax then older versions.

(There is a tool to convert the old configuration syntax to the new, but it requires a working installation. There is a command line option to enable support for the old format, which if nothing else helps to be able to run the conversion tool, but there's no information how to enable that command line option in the way Debian starts pdns-recursor.)


By 12g…


And a bigger screen.


Battery and USB-C ports can easily be changed. You don't need to change the whole thing to fix that. Just like you don't buy a new car when you have a flat tire or broken AC.


The comparison is a bit off. A replacement battery as a part alone does cost more than 10 % of a completely new Pixel 7 Pro. So definitely not comparable with a cars flat tire or broken AC...


There a tens of millions of cars on the road worth less than 10x that of a broken AC repair cost.


It's my thinking too but Android phones are just as big so I really don't know where to go when I won't be able to fix my iphone SE 2016... Maybe a 13 mini...


Are algebraic effects a recreation of common lisp’s condition system?


They are similar, but effect handlers are more powerful and more amenable to typing.

https://lobste.rs/s/q8lz7a/what_s_condition_system_why_do_yo...


Programming is a tiny part of game development. No programming language would blow anything in the indie game community. It would be nice and welcome, but it wouldn’t revolutionize anything.


> It would be nice and welcome, but it wouldn’t revolutionize anything.

I dunno, it'll certainly revolutionize my world once it's ready. A editor connected REPL, changes to running games on the fly while keeping existing state, using a well-designed language like Clojure but getting the performance (or similar) of C++ and native binaries.

It's pretty much a win-win-win for me, especially if I can replicate the speed of development I get with normal Clojure but for game dev.


If it is built in Lisp it will end up very customized. Just look at how far people take their emacs setups. It will be like a bespoke glove.


Yes, you don't have to keep on selling it to me, you've hit oil already! I'm eager to reach the future :)


my understanding from game dev friends is that's precisely what they do, no?


> my understanding from game dev friends is that's precisely what they do, no?

Do what? Program games in a Lisp engine? That's quite atypical, which is unfortunate. It's almost impossible to convey the sensation of "living" within a Lisp machine. Those who haven't experienced Lisp programming and haven't become accustomed to the process cannot grasp the dopamine effect of writing instructions virtually anywhere, at any time, changing the things on the fly. It's enormously empowering, and it's incredibly liberating.

That's why those who at least once unleashed the true power of Emacs simply can't feel the same joy in anything else. Other editor and IDEs talk about features like "keyboard macros" and how powerful they are, yet they fail to grasp that Emacs operates on an entirely different plane - its keyboard macros are programmable constructs that can be created, modified at the Lisp expression level, and converted into full-fledged functions from any recorded sequence.

Using Emacs is like playing a video game where you level up by writing s-expressions. The profound satisfaction of shaping the system to match your exact needs is immense, and sadly remains vastly underappreciated. Even when curios newbies come to explore this "immense power of Emacs", they don't even realize that it all is possible only because of Lisp.

It just feels weird to me that the gamedev community outright rejects the idea of programming in Lisp. To me (a Lisper) writing games that way makes absolute sense - games should be written as if you're playing one, right?


the Arcadia team spent several years on this hypothesis, I am not sure the idea of a Clojure REPL for gamedev is free of impedance mismatches


Arcadia's biggest drawback was that it was dependent on Unity, which meant that it had all of the issues that Unity had plus some new ones. Without source code access it's difficult to exceed the features/performance of the base engine.

Maybe they've fixed some stuff (or ported it it Godot) since I last checked it, but the general lack of editor support, the clash between how Unity wanted to operate and how Clojure wanted to work, and usual Unity problems kept me from building anything significant in it.


I'm curious how this would go with something like Janet that is much simpler to interface with C++.


AFAIK Janet is not "much simpler to interface with C++". Janet has good FFI for C, but not for C++ directly. Janet's native FFI system is designed specifically for C libraries. C++ has name mangling, classes, exceptions, and other features that Janet's FFI cannot directly handle. The process would be similar to using C++ libraries from any C-based language, which is far from straightforward.

Jank, if my understanding is correct, in comparison has direct C++ interop. Jank treats C++ as a first-class compilation target rather than a foreign interface.


It shouldn't be that much work to wrap a C interface into C++ but yeah Jank is probably the way to go if it natively supports C++.


Yeah, well, I don't think it's that simple. You can't just say "eh, gamedevs apparently just don't want 'interactive workflows'", which of course, not true - look at Unreal's Blueprint live editing, Unity's play mode value tweaking, Godot's live scene editing, Jonathan Blow live-coding an entire game, etc.

I don't know why Arcadia wasn't very successful -I have never used it; I can only speculate on the causes, but I have good reasons to believe that Jank may actually succeed where Arcadia struggled - it is designed ground-up for game engine integration, no GC pauses, better FFI for engine bindings, etc.


the request/response command/query nature of the REPL is what I am referring to. Great fit for RPC-oriented web backends backed by OLTP databases that start fresh each time and run to completion. Live scene editing seems closer in nature to a hot module reloading workflow, where we try to take care not to disturb long-lived objects and processes. PS, Jank is very cool. No idea what his plans are here and I’m not claiming a gamedev repl is impossible in any way.


> Programming is a tiny part of game development.

This is a weird take. It's a tiny part of game development until you can't program. Then you realize it's actually a huge part. Particularly for "indie" game development.

Ultimately code is just a tool, but it's still a tool that can translate into rapid iteration or into friction.


> Programming is a tiny part of game development.

Yeah, jut like writing is a tiny part of book publishing. What the heck are you even talking about? Programming is absolutely fundamental to game development - it's literally what makes games exist and function.

I'm not talking about "revolutionizing" anything, but maybe you haven't noticed how Unity democratized gamedev and how GDScript made game logic accessible. There is absolutely a sizable chunk of the market for the Lisp-based gamedev - look at Lua/Fennel gaming community - LÖVE2D, Pico-8, Defold engine, etc.

Having performant Clojure option (which Fennel ain't - it's only "like" Clojure) would be absolutely wonderful news.


It's rather easy to change the password provider from Apple's to something else, like bitwarden, on an iPad or an iPhone. I assume it's possible on Apple TV too.

I tried syncing notes with IMAP but I never managed to get it to work.

For the Apple Watch, I don't have one or any "smart" watch so I can't say anything.


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