I don’t know if I buy that this is a conspiracy with bribes but killing the grants reduces the rate of growth of energy generation which reduces its future supply.
Adding energy capacity reduces the prices at which firms can sell energy since there would be more supply. Removing the grants means that existing energy generation firms need to worry less about how increased supply would harm their prices.
This mostly mimics my own experience. I’ve mostly gotten value out of handing off planned/scoped coding tasks to LLMs. It’s faster to have the LLM generate code and the quality is usually fine if the task is properly scoped.
Actually writing software was only like 15-20% of my time though so the efficiency wins from having an LLM write the code is somewhat limited. It’s still another tool that makes me more productive but I’ve not figured out a way to really multiplicatively increase my productivity.
As far as I know, by default Git doesn’t enable the “reuse recorded resolution” feature so if you made a change to the first commit you’d have to manually do the same thing for any subsequent commits.
If you have 5 different branches, sure. Again, the reason you create a bunch of branches for separate review is because that's what the "git forge" abstraction generally expects. It's not actually how code reviews are done by the people who wrote it.
Basically see how the LKML works. Individual commits are typically expected to be self-contained to the best extent possible, with patch sets or patch series being used when that's not feasible. Patches are usually sent over email, but there are a lot of ways to do it.
It's not an ideal way to operate for most shops, but there's really no reason you can't have a PR/MR/changelist/whatever that is a single branch with X commits on it and you ask the reviewer to review each commit individually instead of as a whole unit (as GitHub and other forges usually expect you to).
That and don't let reviews pile up such that you have 5 dependent in-flight reviews, something else is wrong if that's happening.
> Basically see how the LKML works. Individual commits are typically expected to be self-contained to the best extent possible, with patch sets or patch series being used when that's not feasible. Patches are usually sent over email, but there are a lot of ways to do it.
What is the advantage to this, other than maybe being easier to send over email?
To me, the important part is you have a logical "unit of change" that you're proposing to the codebase, whether that's a single commit or a branch or a jj bookmark or whatever seems more an artifact of the underlying transport layer (email or github or whatever) than any kind of intended functionality of the design.
There's quite a few advantages to having a single commit being the unit of change:
- reverts are significantly easier
- bisect will work because the code is expected to code/run at every commit
- rebase becomes easier in the common case
- the transport does not matter, at all. Fully anonymous contributions are possible
- commit messages are easier to write because the changes are smaller and more focused
Several commits could encompass changes necessary to make a particular feature work (ie. patchset) but because each commit is self contained they can be reviewed and tested individually (in order, usually) instead of a one big diff. It's easier on the reviewer, though there's likely a bit more overhead.
Think about the word "branch". If you have a linear sequence of commits that's one branch by definition. But you go and label the middle of that branch as branches too and then get annoyed when git, you know, does some branching there.
I mean the unit of review is the patch (set), which does not necessarily have a branch associated with it. You can use a branch, but you could just as easily send commits from master and the reviewer can apply them directly on their master branch if desired. The idea of "branch per reviewable unit" was largely created by GitHub.
> The CLI has nice syntax highlighting to show you the shortest valid prefix, so for example, right now I have something that looks like
lzrvnkxl
but the initial l is in purple, while the zrvnkxl is in grey. This means I can just use the l when referring to the change. That can be harder to demonstrate in a blog post, which can't know how to highlight this, and so often they have no highlighting.
This is such a simple UX feature that I have ended up using all the time after I switched to jj a few months back.
If it’s less than like 100 miles (161km) I think that the vast majority of EV batteries are going to get you where you want to go, even with 25% reductions due to cold weather. FWIW, the American average is around 36 miles/day.
There is a semi famous YouTuber named Hank Green that lives in Montana and daily drives an EV. He occasionally makes videos about his experience.
problem isn't daily driving, but rather than everything is very spread out here and it's common to have to drive 500+miles round trip once or twice a month (especially w/youth sports)
we typically have at least five 1000+ mile trips in a summer
the gas/diesel infrastructure and refill times make it the most viable option for now, but i'm hoping that changes w/solid state technology
> Approximately 700 Marines with 2nd Battalion, 7th Marines, 1st Marine Division will seamlessly integrate with the Title 10 forces under Task Force 51 who are protecting federal personnel and federal property in the greater Los Angeles area.
It seems like Trump has not invoked the insurrection act but instead it’s all under a different federal law. Steve Vladeck, a Georgetown law professor, has a write up [2] on Title 10 vs the Insurrection Act and some possible concerns. He posted this about the National guard but given the military release states they are being deployed to assist the nation guard under title 10 it still seems relevant. To quote the TL;DR of his post:
> The TL;DR here is that Trump has not (yet) invoked the Insurrection Act, which means that the 2000 additional troops that will soon be brought to bear will not be allowed to engage in ordinary law enforcement activities without violating a different law—the Posse Comitatus Act. All that these troops will be able to do is provide a form of force protection and other logistical support for ICE personnel. Whether that, in turn, leads to further escalation is the bigger issue (and, indeed, may be the very purpose of their deployment). But at least as I’m writing this, we’re not there yet.
What can a soldier do to protect federal property or personel that is not law enforcement? Manual labor to throw up barriers seems to be the only option. Anything else requires violence, which only law enforcement can do legally I thought. Unless perhaps they intend to 'use self defense'. But intent kinda defeats self defense.
If this were true nobody would play the games? If people found no benefit or interest they wouldn’t play. Even if you think it’s literally just gambling, which I disagree with, people still find value in that even if it’s destructive.
> no depth
If this were true you couldn’t having skill based matchmaking. If there is no depth then everyone would be as good as everyone else. There would be no strategy to master.
> no cool mechanics
Subjective but I disagree.
> no story nothing
Chess has no story mode but it’s a game people still play. Why do video games need a story 100% of the time? I don’t get this critique.
> and once a player spent x amount of hours realizing that, you simply boot up 20 years old game, so you can have some dopamine rush again.
I disagree. Games today have learned from games of the past. I think most folks would find the mechanics of old games boring compared to games of today. I loved Super Mario 64 as a kid and bought it when they rereleased it for the Switch and found it so boring and infuriating (terrible controls) that I never finished the game. Same with Goldeneye — I played that game so much as a kid but there are so many better games with a similar gameplay loop today. I could probably find some fun in something like surf maps in CS1.6 but it wouldn’t hold my attention for very long.
> people still find value in that even if it’s destructive
I am probably in the 98th percentile of time playing video games, and have a lot of friends that play. I really don't disagree with most of your post, but this sentence grabbed me. A person "finding value" in something destructive is not a "different strokes for different folks" situation.
It's more likely they are caught in a desperate situation, either from chasing money that will never materialize or some other kind of high. The cycle of gambling long term is horrible. It's an addictive and destructive pattern with no end in sight, and it ruins lives, and not just the life of the gambler.
While it's rare for a similarly extreme situation to happen with online games, it's less about losing all of your money and more about losing all of your time. It's not uncommon for people to play these games more compulsively than anything, while having 0 fun. Some are self-aware enough to wish they weren't playing it altogether, while being unable to stop. And I realize this can come off condescending, but some people are unaware that they aren't having fun and are sad at the end of the day, unable to confront why. It would not be wise to fault the people themselves with this behavior. There are games designed to foster this compulsion.
I don't think this is unique to online games. There are certainly single-player games that can impart the same feelings. But there are bad design decisions that are more common to online games that are meant to create addiction. Take daily quests: Where they are present, they are the only decent way to progress in a game. They fucking suck, are universally hated, but people still play everyday, even if they don't feel like it. The game can obviously be balanced to provide better general progression and omit daily quests, which would let people play when they feel like it. But designers choose not to do this, because research shows people play more when they login every day. And the longer people are playing, the more likely they can be monetized.
And that's an inherent issue with recent online games that build a revenue model on micro transactions: They are trying to make you play as long as possible to maximize conversion. That's not a healthy relationship with a customer. These games are distinct from Chess, not because they lack depth or mechanics, but because they are fine-tuned to make you chase the next thing, forever. Many people recognize this, don't enjoy it, and can't stop. The same way many kids are hyper aware of their addiction to scrolling, but continue to scroll.
So yes, people play these games, but that doesn't mean they have value even to the player. They just have the bells and whistles to keep people hooked. For my own part, it's a constant battle to be aware of when I'm having fun and when I'm getting sucked into something unhealthy.
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