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neobrain
searching PlanetScale…
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121.
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by
neobrain
2y ago
FTR the feature is also implicitly disabled if you have telemetry disabled. I wish more privacy advocate websites mentioned this. Not sure what these one-sided stories achieve other than pushing "might as well use Chrome then" c
122.
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neobrain
2y ago
Ah, I somehow assumed more magic would be needed, but indeed it's really as simple as deleting the top-level widget and recreating it. And then repopulating the properties is what gives it the illusion of being dynamically live-patched
123.
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neobrain
2y ago
> The big thing that sold me on QML over Widgets - other than the latter being the redheaded step child by this point - was implementing hot reloading. Having the entire UI completely refresh when changing the QML is definitely a nice co
124.
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by
neobrain
13y ago
There's no public source for the claim, it's what an AMD engineer told me via private e-mail (and I don't want to publish private mails for obvious reasons). That said, there's a "fast" path on AMD GPUs for sha
125.
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neobrain
13y ago
Basically, what kevingadd said. As a matter of fact, AMD GPUs are using the floating point ALUs to perform integer math (note: this might have changed with their GCN architecture). However, given that the mantissa of IEEE floats is just 24
126.
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neobrain
13y ago
"Still, shouldn't there be a round in there too?" I don't think so, since that particular code was just meant to emulate integer overflows (in contrast to the limited decimal precision of integers). If you were to emulat
127.
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neobrain
13y ago
As far as I can tell, none of the developers have been approached by Nintendo so far. And I guess by now they should have noticed us in some way. EDIT: Fixed incorrect double-negative
128.
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neobrain
13y ago
That was actually a mistake in the article. I had exchanged 255 and 256 accidently. It's fixed now (and should hopefully make sense), thanks for the finding :) EDIT: So uh, as a quick example of where things go REALLY wrong with the fi
129.
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neobrain
13y ago
Some GPUs need to emulate integers with floating point operations, so you basically end up with the same shader bytecode like before (or even worse) when using integers.