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Cake day: June 14th, 2023

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  • Most of the laptops I’ve had open lately have had about the top third be the motherboard and the bottom two-thirds be battery, with maybe some ports and speakers tucked down the side. So I’d expect that last of replacements to include the battery, too.

    I might check whether the hard drive survived - a decent M.2 is small, expensive and reusable - and maybe the RAM if it’s not soldered in.



  • Having had one of the old Windows phones with a keyboard dumped on me at an old workplace, can confirm it’s completely possible for a phone to have a keyboard and be a complete piece of shit.

    A good phone with a good keyboard may have some use cases. If you do a lot of writing but not any more computing power or screen space than a phone has, plus you want to be doing that on the move, then yeah. For me, can shitpost on forums using my phone in my spare time, and dealing with on-call work issues - having multiple tabs of Jira and Slack open, for instance - just isn’t really practical on a small screen.

    If your job is very email-centric, then yeah, sure. Blackberry were very good for just having the stuff you need - email, vpn, ‘corporate’ office documents - in a form that worked.



  • Writing in ASM is not too bad provided that there’s no operating system getting in the way. If you’re on some old 8-bit microcomputer where you’re free to read directly from the input buffers and write directly to the screen framebuffer, or if you’re doing embedded where it’s all memory-mapped IO anyway, then great. Very easy, makes a lot of sense. For games, that era basically ended with DOS, and VGA-compatible cards that you could just write bits to and have them appear on screen.

    Now, you have to display things on the screen by telling the graphics driver to do it, and so a lot of your assembly is just going to be arranging all of your data according to your platform’s C calling convention and then making syscalls, plus other tedious-but-essential requirements like making sure the stack is aligned whenever you make a jump. You might as well write macros to do that since you’ll be doing it a lot, and if you’ve written macros to do it then you might as well be using C instead, since most of C’s keywords and syntax map very closely to the ASM that would be generated by macros.

    A shame - you do learn a lot by having to tell the computer exactly what you want it to do - but I couldn’t recommend it for any non-trivial task any more. Maybe a wee bit of assembly here-and-there when you’ve some very specific data alignment or timing-sensitive requirement.




  • Because if you disable browser autocomplete, what’s obviously going to happen is that everyone will have a text file open with every single one of their passwords in so that they can copy-paste them in. So prevent that. But what happens if you prevent that is that everyone will choose terrible, weak passwords instead. Something like September2025! probably meets the ‘complexity’ requirement…


  • addie@feddit.uktoProgrammer Humor@programming.devPsychopath Dev
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    2 months ago

    A bit like when we renamed all the master/slave terminology using different phrasing that’s frankly more useful a lot of the time, I think it’s about time we got rid of this “child” task nonsense. I suggest “subtask”. Then we can reword these books into something that no-one can make stupid jokes about any more, like “how to keep your subs in line” and “how to punish your subs when they’ve misbehaved”.


  • Well now. When we’ve been enforcing password requirements at work, we’ve had to enforce a bizarre combination of “you must have a certain level of complexity”, but also, “you must be slightly vague about what the requirements actually are, because otherwise it lets an attacker tune a dictionary attack against you”. Which just strikes me as a way to piss off our users, but security team say it’s a requirement, therefore, it’s a requirement, no arguing.

    “One” special character is crazy; I’d have guessed that was a catch-all for the other strange password requirements:

    • can’t have the same character more than twice in a row
    • can’t be one of the ten-thousand most popular passwords (which is mostly a big list of swears in russian)
    • all whitespace must be condensed into a single character before checking against the other rules

    We’ve had customers’ own security teams asking us if we can enforce “no right click” / “no autocomplete” to stop their users in-house doing such things; I’ve been trying to push back on that as a security misfeature, but you can’t question the cult thinking.


  • We’ve found it to be the “least bad option” for DnD. Have a Discord window open for everyone to video chat in, have a browser window open with Owlbear Rodeo or Foundry / Forge for your tokens and character sheets, all works smoothly enough. The text chat is sufficient for sending the DM a private message; for group chat to share art of the things you’ve just run into or organise the next session.

    Completely agree that for anything “less transient”, then the UX is beyond awful and trying to find anything historical is a massive PITA.





  • Indeed. Here in the UK, people can request that their water company should add it in if their water supply is low-fluoride, for instance from a reservoir, and the water company must add it in.

    Back when I used to work in water, that was always the stuff that gave me nightmares. Concentrated hexafluorosilicic acid is what we’d use for dosing. We’d test all the equipment in the chemical room on plain water, drain it out and then literally brick up the doorway. Site would be evacuated during delivery - delivery guy would connect everything up in a space suit, hop in the shower afterwards. Lasted for ages and ages, since you only need the tiniest drip in the water supply to get what you need, but the tiniest drip on your skin would be enough to kill you as well; its lethal dosage is horrifically small.

    Made working with all the other halides much less of a concern - we use shed loads of chlorine, but that stuff is much much less nasty in comparison.


  • Yeah, it’s always had really strong art direction - still holds up, and you don’t notice missing shadows so much in the middle of a frenetic sequence anyway.

    Good to see ray tracing coming along. You could get the same shadows and lighting in a modern rasterising engine now as demonstrated in the RTX version, but at the cost of much more development time. Graphics like that being available to smaller studios and larger games being feasible for bigger studios would be great. HL2 is massive compared to modern shooters, and not having to spend forever tweaking each scene helps with that.


  • It’s a simple alphabet for computing because most of the early developers of computing developed using it and therefore it’s supported everywhere. If the Vikings had developed early computers then we could use the 24 futhark runes, wouldn’t have upper and lower case to worry about, and you wouldn’t need to render curves in fonts because it’s all straight lines.

    But yeah, agreed. Very widely spoken. But don’t translate programming languages automatically; VBA does that for keywords and it’s an utter nightmare.


  • If you move past the ‘brute force’ method of solving into the ‘constraints’ level, it’s fairly easy to check whether there are multiple possible valid solutions. Using a programming language with a good sets implementation (Python!) makes this easy - for each cell, generate a set of all the values that could possibly go there. If there’s only one, fill it in and remove that value from all the sets in the same row/column/block. If there’s no cells left that only take a unique value, choose the cell with the fewest possibilities and evaluate all of them, recursively. Even a fairly dumb implementation will do the whole problem space in milliseconds. This is a very easy problem to parallelize, too, but it’s hardly worth it for 9x9 sodokus - maybe if you’re generating 16x16 or 25x25 ‘alphabet’ puzzles, but you’ll quickly generate problems beyond the ability of humans to solve.

    The method in the article for generating ‘difficult’ puzzles seems mighty inefficient to me - generate a valid solution, and then randomly remove numbers until the puzzle is no longer ‘unique’. That’s a very calculation-heavy way of doing it, need to evaluate the whole puzzle at every step. It must be the case that a ‘unique’ sodoku has at least 8 unique numbers in the starting puzzle, because otherwise there will be at least two solutions, with the missing numbers swapped over. Preferring to remove numbers equal to values that you’ve already removed ought to get you to a hard puzzle faster?