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Normal lithium-ion batteries have a liquid electrolyte. It's not water, but some carbohydrate. During draining and charging, ions travel between the electrodes through the electrolyte.

N95 didn't use Windows mobile. It used Symbian, and the reason there were so few apps was that the development experience was downright horrible.

They definitely didn't. Apple was starting from scratch in the market, and the original iPhone did a whole bunch of things it shouldn't have, making it needlessly expensive to build for the hardware it included. This is partly why Nokia initially dismissed it, as soon as it was on the market, teardowns showed that it was basically an amateurish prototype that was pushed to production, internally much worse than you'd expect from a mature company that was used to building consumer electronics. The N95 could be sold for less because it was legitimately a lot cheaper phone to build.

Then only a year later the iPhone 3G came out, and it was a rough wake-up for Nokia. Because that one was actually a well-built sane design.


That's a weird way to describe "enough democratic senators dissented from the party line to let a CR pass".

Unlike the republicans, the democrats have never been able to maintain that kind of tight control over members. The CR didn't pass because "democrats" chose to let it. It passed because the republicans were able to individually influence 5 additional democrats to change their votes, in addition to the 2 who had always voted for it.

The kind of tight control that the republican party has had recently is very new and hasn't really happened before in the US.


The ones that voted for it were all magically the ones that were either not seeking re-election or ones that are not up for election the next term.

This is a hell of a coincidence.

I don't mean to call out the Democrats as the only one who do this (on HN you simultaneously can't point out a party for something because then somehow you're being partisan, but you're also damned if you don't give an example, so it puts you in a tough spot). Just a most recent thing I've noticed.

Up until recently even on HN Schumer was nearly universally damned for letting it happen or being behind it in his capacity as a minority leader. Perhaps without evidence, and perhaps baselessly. But it's telling that as soon as I point it out in a slightly different context, then suddenly it's an opinion worthy of greying out.

>Senator Chuck Schumer, the minority leader, continued to face criticism from members of his own party after he reversed course and allowed the stopgap spending bill to come to a vote.


> This is a hell of a coincidence.

It's obviously not a coincidence. I don't see how it is any kind of evidence for taking orders from above. People who don't have to face their voters any time soon (or ever) obviously have more leeway on making deals they might not like.

Passing a CR has required 60 votes in the senate since 1974. Despite this, and 60-vote majorities being very rare, shutdowns remained rare and typically very short for a very long time. This was not because the parties got together and made a deal; it was because it was common for senators in both parties to make side deals across the aisle to support their own pet projects. Having the discipline to force the senators of a party to not make such deals is something that only the republicans have managed, and only very recently.

People are angry at the democrats for being weak and a mess, but that is the normal state of affairs in US party politics.


> That's a weird way to describe "enough democratic senators dissented from the party line to let a CR pass".

It's not believing they actually dissented.


If you have overcommit on, that happens. But if you have it off, it has to assume the worst case, otherwise there can be a failure when someone writes to a page.


disabling overcommit does not fix trashing. Reducing the size of your swap does.


Yes, but not fully, it may still thrash on mmaped files (especially readonly ones).


The fundamental problem is that your machine is running software from a thousand different projects or libraries just to provide the basic system, and most of them do not handle allocation failure gracefully. If program A allocates too much memory and overcommit is off, that doesn't necessarily mean that A gets an allocation failure. It might also mean that code in library B in background process C gets the failure, and fails in a way that puts the system in a state that's not easily recoverable, and is possibly very different every time it happens.

For cleanly surfacing errors, overcommit=2 is a bad choice. For most servers, it's much better to leave overcommit on, but make the OOM killer always target your primary service/container, using oom-score-adj, and/or memory.oom.group to take out the whole cgroup. This way, you get to cleanly combine your OOM condition handling with the general failure case and can restart everything from a known foundation, instead of trying to soldier on while possibly lacking some piece of support infrastructure that is necessary but usually invisible.


There's also cgroup resource controls to separately govern max memory and swap usage. Thanks to systemd and systemd-run, you can easily apply and adjust them on arbitrary processes. The manpages you want are systemd.resource-control and systemd.exec. I haven't found any other equivalent tools that expose these cgroup features to the extent that systemd does.


I really dislike systemd, and its monolithic mass of over-engineered, all encompassing code. So I have to hang a comment here, showing just how easy this is to manage in a simple startup script. How these features are always exposed.

Taken from a SO post:

  # Create a cgroup
  mkdir /sys/fs/cgroup/memory/my_cgroup
  # Add the process to it
  echo $PID > /sys/fs/cgroup/memory/my_cgroup/cgroup.procs
  
  # Set the limit to 40MB
  echo $((40 \* 1024 \* 1024)) > /sys/fs/cgroup/memory/my_cgroup/memory.limit_in_bytes
Linux is so beautiful. Unix is. Systemd is like a person with makeup plastered 1" thick all over their face. It detracts, obscures the natural beauty, and is just a lot of work for no reason.


This is a better explanation and fix than others I've seen. There will be differences between desktop and server uses, but misbehaving applications and libraries exist on both.


There are two separate ongoing projects to make a rust compiler that uses GCC as a backend (one on the gcc side adding a c++ frontend that directly reads rust, one on the rustc side to make rustc emit an intermediate format that gcc can ingest).

The long-term solution is for either of those to mature to the point where there is rust support everywhere that gcc supports.


I wonder how good a LLVM backend for these rare architectures would have to be for that to be “good enough” for the kernel team. Obviously correctness should be non-negotiable, but how important is it that the generated e.g. Alpha code is performant for somebody’s hobby?


Rebe isn't blaming this on rust proponents, but on a troll he banned 30 minutes before he got swatted. Where are you getting the rust connection from?


100% agreed. The golden age of gaming is right now, Kickstarter and Steam have opened up the field to smaller studios in a way that has never happened before.

The biggest, most advertised titles are often very good-looking and very "bubblegum", for the exact same reason that the most popular genres of pop are like they are. To appeal to the widest audience, you have to file off all the sharp corners, and if that's the market you see then modern games can seem soulless.

But that's not all of the market! No matter what genre you are interested in, there's probably more work ongoing in it and better games coming out right now that there ever has been in history. Most of them are less refined and sell a lot less than the mainstream games, but occasionally one succeeds well enough to expand past the small niche audience, which inevitably brings a lot more people into the niche, followed by imitators which grow the niche.


I feel like the indie-games are almost as clustered in small areas of potential "game design space" as AAA-games are, but just clustered in different areas, in particular around "games inspired by ha handful of SNES games and early Playstation JRPGs" (and maybe a tiny amount of vague Rogue-like-likeness). If you read much about old games (e.g. [1]) it is obvious that the history of games is full of evolutionary dead-ends and forgotten mainstream games (and entire almost-forgotten mainstream genres).

[1] https://www.cgwmuseum.org/


Yeah, it's hard not to consider the runaway success of games like Stardew Valley as counterexamples to the idea that the creativity is completely gone. But you wouldn't blame someone if they superficially looked at screentshots and thought it was a run of the mill retro pixel game. But it's wild to me that there are people who come from broken homes or rough childhoods who say the game was literally therapy for them and showed them a vision of domestic life or human interaction that they could realistically replicate or at least shoot for in real life.


Stardew Valley is HarvestMoon++

It is a lovely, very enjoyable game but it is _incredibly_ derivative.


I'm currently playing a game that is a blatent rip-off of Stardew Valley to the point where I frequently question why they were so obvious. (Or maybe those elements are rip-offs of Harvest Moon, I haven't played Harvest Moon to know.) Still, it's enjoyable. The design elements and places where it does diverge from Stardew Valley make it more enjoyable in my opinion.

As the saying goes, "good artists borrow, great artists steal."


Harvest Moon defines the "Turning round a dilapidated farm in a small village where you give everyone gifts all the time" genre. It all comes from there.

EDIT: Stardew Valley has so many QoL improvements over harvest moon though. The early HM games are punishing.


> I feel like the indie-games are almost as clustered in small areas of potential "game design space" as AAA-games are, but just clustered in different areas, in particular around "games inspired by ha handful of SNES games and early Playstation JRPGs

Huh? That is also an artifact of what kind of games you follow. Just of the top of my head:

  - colony sims
  - strategy games (tactical/operational/grand-, with rt, rt+pause, turnbased options for each)
  - racing games
  - 4x games
  - flight sims
  - spaceflight sims 
  - rpgs
  - survival games
  - shmups/ bullet hell
  - roguelike/roguelite
  - exploration
  - rhytm games
  - horror
  - factory builder / management sim
are all having a great time.


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