Honestly, I don’t even believe it’s inefficient. There’s plenty of documented/recorded evidence of child labor around the world. Sometimes, all you really need is a pair of hands, and kids are physically capable of doing it. Countries with shitty labor laws are ripe with child labor abuse.
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Depends on the features.
Git has some counterintuitive commands for some commands you may want to do when you want to quickly do something. Being able to click a button and have the IDE remember the syntax for you is nice.
Some IDEs have extra non-native Git features like have inlined “git blame” outputs as you edit (easily see a commit message per-line, see who changed what, etc.), better diff/merge tooling (JetBrain’s merge tool comes to mind), being able to revert parts of the file instead of the whole file, etc.
the git integration in vscode which I discarded after few attempts to use
I’m going to be honest, I don’t really like VS Code’s Git integration either. I find it clunky and opinionated with shitty opinions.
Doo doo, doo doo doo doo doo doo, rii tii tii tiiiii
I could be wrong, but I’m pretty sure Nvidia has patched them into the GTX series, they’re just really slow compared to RTX cards.
You don’t have to save your files to Adobe cloud, if that’s what you mean. It does check for a valid license occasionally, but I’ve used Photoshop when my internet was out without any problems in the past.
“Instructions” is probably the wrong word here (I was mostly trying to dumb it down for people who aren’t familiar with graphics rendering terminology).
Here’s a link to the Digital Foundry video I was talking about (didn’t realized they made like 5 videos for Alan Wake 2, took a bit to find it).
The big thing, in Alan Wake 2’s case, is that it uses Mesh Shaders. The video I linked above goes into it at around the 3:38 mark.
AMD has a pretty detailed article on how they work here.
This /r/GameDev post here has some devs explaining why it’s useful in a more accessible manner.
The idea is that it allows offloading more work to the GPU in ways that are much better performance-wise. It just requires that the hardware actually support it, which is why you basically need an RTX card for Alan Wake 2 (or whichever AMD GPU supports Mesh Shaders, I’m not as familiar with their cards).
There’s kind of a difference between “we scraped the internet and decided to use copyrighted content anyways because we decided to interpret copyright law as not being applicable to the content we generate using copyrighted content” (omegalul) and “we explicitly agreed to a legally-binding contract with Apple stating we won’t do that”.
You’re misunderstanding the issue. As much as “RTX OFF, RTX ON” is a meme, the RTX series of cards genuinely introduced improvements to rendering techniques that were previously impossible to pull-off with acceptable performance, and more and more games are making use of them.
Alan Wake 2 is a great example of this. The game runs like ass on 1080tis on low because the 1080ti is physically incapable of performing the kind of rendering instructions they’re using without a massive performance hit. Meanwhile, the RTX 2000 series cards are perfectly capable of doing it. Digital Foundry’s Alan Wake 2 review goes a bit more in depth about it, it’s worth a watch.
If you aren’t going to play anything that came out after 2023, you’re probably going to be fine with a 1080ti, because it was a great card, but we’re definitely hitting the point where technology is moving to different rendering standards that it doesn’t handle as well.
only to realize the issue wasn’t the tech
To be fair, electronic whiteboards are some of the jankiest piles of trash I’ve ever had to use. I swear to God you need to re-calibrate them every 5 minutes.
micka190@lemmy.worldto Linux@lemmy.ml•Photoshop Terms of Service grants Adobe access to user projects for ‘content moderation’ and other purposes4·1 year agoPhotoshop does a lot of things in really stupid, convoluted ways. Krita also does a lot of the same things in equally stupid, convoluted ways, but different than PS so you get no benefit from knowing how its done in other software. Text editing comes to mind. Both PS and Krita feel like they were designed by drunk people when it comes to doing anything beyond writing text and picking a font/color/size.
micka190@lemmy.worldto Programmer Humor@lemmy.ml•Maybe some ALGOL 58 while we're at it too.10·1 year ago> Thinking the TIOBE Index is worth anything beyond the 2000s.
Uhm, yes? Kill codes are dumb. Use a dead man’s switch instead. If you don’t enter the code it self destructs. Now that’s privacy!
Nothing concrete from what I can tell. Becoming a hard fork is relatively recent though (mid-November of last year, roughly).
As a side note, I understand why Gitea and Forgejo went for a “copy GitHub Actions” approach to their CI, but man do I wish more self-hosted repo software tried to copy Drone/Woodpecker instead. Iterative containers in the pipeline is such a smoother build experience, and it kind of sucks that Gitness is the only one doing it (that I know of).
They were still pulling in mainline Gitea changes while introducing their own stuff last I checked.
Also issues with links that get ads on top of them. You can still click them, you’ll get redirected to a blank page (because the ad gets DNS blocked), but with an adblocker you would’ve gone to the non-ad link.
Whenever someone brings this up, someone also brings up the fact that ads are proven to work in general not on everyone. So I guess it’s my turn today.
It’ll just get ignored. I saw a fucking
padding: 0.0.3rem
at work today, and it just broke the one class.
To be fair, the left images are from Halo 2 and the ones on the right are from Halo 1, so this exact screengrab wouldn’t really be possible to begin with. I’m pretty sure the “doom” meme is a really old Tumblr shitpost that got reposted with different IP/screengrabs over the years (and the RvB one became the popular version?).
The UK government’s obsession with being a Big Brother is so damn frustrating. A preview of what other governments will try and become in the near future, unfortunately.