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I like the idea of using:

  trusted { … }


Yeah, you just renamed `unsafe`.

`unsafe` is the part where the compiler trusts you to uphold your own invariants, necessary to prevent Unsoundness. For example:

- unsafe fn get_unchecked(index) - compiler believes you will ensure index < length.

- unsafe fn set_capacity(capacity) - compiler trusts you will not set capacity to value that will cause UB. Even if its code boils essentially to set a field - which is safe according to Rust, but may invalidate other invariants preserving soundness.


    trustMeBro { ... }


The advantage of the soft slope is that it can be used with a wheelchair.

Edit: …and of course bikes etc


Bikes can do pretty extreme climbs without much issues. And probably would hate that tight u-turn.


Young kids also use bikes in the city.

Well, at least mine.


The VW Multivan Hybrid is great! The electric range is quite small (60km I think?) compared to a full EV but still sufficient for some daily trips. And smaller batteries charges fast.


I usually solve this by commiting my fixup in a dummy commit, then do a rebase -i HEAD~n where n is the number of commits I want to look back at. Then during the rebase I just move my commit below the one that seem the most appropriate and mark it for squash. Execute the rebase. Done


If you have `fzf` installed you might try this alias.

    frbi = "!f() { git rebase -i $(git log --pretty=oneline --color=always | fzf --ansi | cut -d ' ' -f1)^ ; }; f"
I do: `git frbi` (which in my mind means Fzf ReBase Interactive)

Then I can easily scroll up to the commit I want to start the rebase on.


Wow, I never realized that changing the order of commits in an interactive rebase was a legit operation.

Thanks for the tip!


Another way to handle this if you haven't made the change yet is to do a `git rebase -i head~4` (or however far back) and mark the place where the change needs to happen as "edit". Make your change, add the file, then `git rebase --continue`.

If you've already made the change but haven't committed it, you can stash it before doing the rebase, then pop the stash while editing that commit.


EVE Online


I believe they shard each sector and their inability to sub-divide their hosting on a sector level has created their infamous timewarped battles?


Well, at the smallest level (if I recall correctly) it's a single solar system; they have a few beefy servers on stand-by, one is always in use for Jita, the main and most active trading hub, and others can be spun up and a whole solar system transferred over if it gets busy. And as someone else pointed out, you can organize a large fight in advance so they can transfer it over.

But there's the bottleneck, because they can only do the calculations of ship movement & actions on a single node. I'm sure it's been optimized to no end as well. IIRC it's written in Python, but that's not going to be the main performance bottleneck.

I have only the smallest of clues about distributed systems, the only way they could scale it up is to somehow make it so they can run a single solar system or cluster of ships on multiple servers, but for that you get the overhead of inter-server communication or you need an asynchronous, eventually-consistent game instead of something realtime.


Yes, so in that sense it's sharded. In another sense it's all one server, as you can warp between different systems and meet all the players there in the game. Everything is run on one giant server.

Not sure how it is now, but back in 2014-2016 you could inform them of big battles ahead of time for a specific system, at which point they would, in their own words, reinforce the node (moving that particular system to its own allocation of resources). This often was the difference between being able to duke it out in an epic space battle or wait for the system to load while everyone lagged to death.


Pretty much. Once you got to 1500+ fleet fights it would originally just drop lots and lots of player actions on the floor as could not cope.

Time Dilation came in to run at 1/10 game/real time ratio, allowing fights to scale better and be a less frustrating experience for participants


EVE had some 2020 Guinness records. I'm sure it was time dilated to all hell but I doubt anyone else has come close to this.

largest multiplayer video game PvP battle (8,825 players) most concurrent participants in a multiplayer video game PvP battle (6,557 participants)


bits != bytes. There’s room for 8 times that ;)


OH DANG! Nice. Psh yeah you can run a whole facility operation off that kind of bandwidth.


Can’t answer as to why it is mandatory but it is known to improve compression.


When you say “Modern western mind”, who exactly are you referring to ?


Is there a general name for this kind of latent space round-trip compression ? If not, I think a good name could be “interpretive compression”


Swiss here. Not an expert on the project but AFAIK the idea is to reduce the impact of transportation on the surface.

With globalization and population increase, the need for point to point logistic is going to go through the roof in urban areas in the next years.

Currently this translates to having more trucks on the highways and roads, as our rail wail system is close to saturation already. Not to mention our road are really small compared to US (ie: highways are two-lanes per direction). This creates a ton of air and noise pollution and traffic jams.

This new transportation system should absorb some of the goods traffic and hopefully scale country-wide in the future while sparing the environnement at the surface as much as possible.


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