Before iphone mobile phones were running Java applets, which were sometimes even compatible across different phone manufacturers and users even could exchange them over infrared. In contrast first iPhone initially had no support for third party software, only web apps.
> Before iphone mobile phones were running Java applets, which were sometimes even compatible across different phone manufacturers and users even could exchange them over infrared.
"Sometimes" doing a lot of heavy lifting.
Nokia had an app store, and before you could see the available apps you have to first choose your phone: because even with-in Nokia's own product range there was so much variation in screens, keyboards, and general capabilities that they had to pre-apply a filter to show you what would actually work.
The point of percentile dice isn't to generate a string between "0%" and "100%", it is to test if action with chance of x% success gets done or not. For every o
value of x, there are x out of 100 values which are strictly less than x, or if you count 0 as 100 then there are x out of 100 values which are less than or equal to x. Either way you get x% percent chance for event to happen. If the dice had 101 sides, the probabilities would be x/101 which aren't nice round percents.
It even works correctly for 0% and 100% chance events. Assuming 0 is counted as 0 - For 0% there are 0 numbers less than 0 on dice so chance of throwing number less that is 0/100=0%. For 100% all 100 numbers are less than 100 so no matter what the result of throw is you will succeed.
Not necessarily "done or not" because it's narratively unsatisfying to just "fail". Imagine you watch a heist movie and in the last 20 minutes the gang are like "Stealing the master key to make a copy was vital to our plan but we failed" and they disband and that's the end of the movie. Realistic but not satisfying and the dice are for a game, a fiction, so we can just eliminate that unsatisfying result.
Modern systems tend to come up with some more interesting consequences, so e.g. maybe success is the thing the player wanted to do succeeds as they expected, but failure shades from "Small snag" to "Technically it did work, but..." like from "The target's PA, Betty, noticed you take the key, so now you also need to bribe Betty" through "Our copy won't actually work, we're going to need to keep the original and hope the copy fools them for long enough"
Or maybe we have a timing adjustment, success means that you pilfer the key, duplicate it in five minutes like planned and slip it back, mild failure is it takes a half hour and everybody will need to improvise for those extra minutes, and bad failure is you'll need it all night, change your plans to accommodate that.
The same reason naive BST tree (non self balancing one) doesn't work. You need to be able to add and remove elements without any knowledge of future operations and without malicious input being able to force a degenerate structure which is equivalent to a flat linked list. It's a bit similar how treap achieves somewhat balanced tree using randomness instead of deterministic rebalancing algorithms.
If you knew all the items ahead of time and didn't require adding/removing them incrementally you could build optimal skiplist without randomness. But in such situations you likely don't need a skip list or BST at all. Binary search on sorted list will do.
It isn't even necessary to create triangle meshes during export. You can export as step files. It is a commonly used brep based file format supported by almost any "proper" CAD software. Triangle mesh based modelers can't easily export good step files because they don't operate at that level of abstraction.
You missed the note at the top "GPUs listed in the following table support compute workloads (no display information or graphics)". It doesn't mean that all CDNA or RDNA2 cards are supported.
That table is very is very misleading it's for enterprise compute cards only - AMD Instinct and AMD Radeon Pro series.
For actual consumer GPUs list is much worse https://rocm.docs.amd.com/projects/radeon-ryzen/en/latest/in... , more or less 9000 and select 7000 series. Not even all of the 7000 series.
I think that speaks to them not understanding at the time the opportunity they were missing out on by not shipping a CUDA-like thing to everyone, including consumer tech. The question is what'll it look like in a few years now that they do understand AI is the biggest part of the GPU industry.
I suspect, given AMDs relative openness vs. nvidia, even consumer-level stuff released today will end up with a longer useful life than current nvidia stuff.
I could be wrong, of course. I've taken the gamble...the last nvidia GPU I bought was a 3070 several years ago. Everything recent has been AMD. It's half the price for nearly competitive performance and VRAM. If that bet turns out wrong, I'll just upgrade a little sooner and still probably end up ahead. But, I think/hope openness will win.
Also, nvidia graphics drivers on Linux are a pain in the ass that I didn't want to keep dealing with. I decided it wasn't worth the hassle, even if they're better on some metrics. I've been able to run everything I've tried on an AMD Strix Halo and an old Radeon Pro V620 (not great, but cheap, compared to other 32GB GPUs and still supported by current ROCm).
Steam Deck is currently ~25% of those 5% Linux users. Good chunk but not a majority. You can estimate it in two different ways which produce similar results: filtering to Linux only looking at OS list "SteamOS Holo 64 bit" is 24.48% and in the GPU list "AMD Custom GPU 0405"+"RADV VANGOGH" add up to 23.72%.
There are more than dozen different viewport navigation manipulation modes, latest version added two more (Solidworks and Siemens NX). You can pick whichever behaves closest to the program you are most used to.
Yeah, I tried all of them with all the combinations of presets and orbit styles and the closest I could get was using tinkercad but couldn't match the orbit style correctly.
It is in the bottom right corner when clicking (i) button just like the https://osmfoundation.org/wiki/Licence/Attribution_Guideline... suggests. The only questionable part I see is that after page reload it flickers for half a second and then gets automatically hidden instead of getting hidden after manual interaction with map. Is there any other point in attribution requirements that it doesn't comply with?
I could've sworn it wasn't there before - but maybe I also just missed it since it is covered by the half-transparent panel (on mobile) and all the other stuff around it distracted me.
This is my mistake, mobile is/was a mess and I was only really looking at desktop before posting. It was buried behind the misplaced bottom bar. Fixed now.
Twitch can forward the stream as is without transcoding it. That's what transcoding not being guaranteed means. It will be a worse experience for viewers but it can work. Few years ago they even announced working with OBS on feature where streamers themselves can transcode and send multiple streams further reducing need for twitch to spend their compute resources on unprofitable streamers.
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