

dark chocolate, cashew and rice (sometimes with, sometimes without any lentils, onions or something). love them. with first 2 - cost is a issue, with rice, it is not that nutritious
he/him
Alts (mostly for modding)
(Earlier also had @sga@lemmy.world for a year before I switched to @sga@lemmings.world, now trying piefed)


dark chocolate, cashew and rice (sometimes with, sometimes without any lentils, onions or something). love them. with first 2 - cost is a issue, with rice, it is not that nutritious


i am late, but here is a news you must promise to take to your graves. and you definitely did not hear this from me.
someone may (or may not, still no official letter) have landed admission to phd programme
fun fact, days have actually been getting longer pretty much since formation of earth (well moon to be correct). reason iirc is that moon is slowly moving away from earth, and this results in some dynamics changing and as a result earth spins slower. like billions of years ago, it was closer to 23 hours.
ps - very rusty memory right now, should have skipped writing instead of half borked fact
i love rust, but this shit is so peak


i just found your community. i have always been interested in hardware tech, but regular tech community is just software news. thank you


i have not played totk, but i have done the final fight of botw. botw is one of those games which is designeed to not have any post game, i guess you already know this, but if you do the final fight and defeat ganon, you see some cutscenes, you see credits, and then game is over, you do not get to be in a world where you have defeated ganon. if you continue, you resume from last save before ganon fight. it is the director’s prefered way (with which i do not completely agree, but sure, i respect it), so i do not think it necessarily ends the fun. (i actually had to defeat him thrice because of some glitches, i could not complete the scripted part of end fight twice). once you resume, you can “complete” the run, like complete all missions, all shrines ( i had only done some 30-40 before fight i guess), explore in general, buy a house, and you can keep on doing the final fight n number of times with different difficulties, like no healing, no weapons, etc.


hit too close to me.


second option still stays. it is posible that green pigment when it degrates releases something much less viscous and foul smelling (my guess is ammonia, as amines are very common in dyes).
Sorry i did not get what you were saying the first time. lack of sleep does not help either.


I have 2 lines of though to explain this, both going totally different ways.
I am not a chemist, and polymeric science is arguably my worst. so take everything with lots of salt
I do not know your sex (yes), but for the first one it maybe matters.
Humans basiccaly have best perception of greens. we have 3 kinds of cones (color detecting cells) and it is basically blue and green and a little redder green (it effectively works as red detector), and we percieve much better granularity in green color spectrum. also those who are female at birth are better at this (some source that i remeber said something in line of 10x more colors observable by females than males). so it is possible all kinds of dyes degrade, and wwith greens you are better able to percieve it. this is in theory testable by perfectly caliberated camera and lighting and displays, and measuring the pl response (doable in a lab setup).
more likely reason is dyes degrade. dyes are often organic (organic in sense of carbon containing) aromatic or more generally resonant structures designed to have absorption in specific ranges. the wavelengths they absorb the most, or reflect or transmit (as in allow it to pass) determines their colors. for example, our sun has peak emmision around green wavelengths, and life on earth evolved too roughly reject that (they absorb lower and higher wavelengths, if they absorb the most common, they probably die faster). if i remember correctly, organic dyes in paint often absorb the wavelength and then emit (resonance, the color being the resonant frequency) the light, so green dyes get the most common light (assuming the paint is applied on a surface recieving sunlight, if not, with leds for example, it is a bit bluer), and hence has a higher degradation rate. dyes degrade by general oxidation or any other chemical reaction, and that could also be possibly more likely on certain pigments as compared to others, and thegreen one just might be more reactive one. If pigment is inorganic, then it is whole different can of worms - whatstarting compound - lets say FeO (II), which may oxidise further (green -> brown) or something else.
Without much to go by, there are just so many possibilities.
basically any amount of energy conversion is lossy - a loose fabric stretching and pulling on frame in a “wider fashion”, and any deformation of frame will require a lot energy - all subracting from your fall. and fame up in your tushie is at worst a life long pain in sitting or in bowel moments, a direct fall is iinsta death from basically anything above, lets say, 10th floor (pulled number out of thin air, but assuming a roughly flat contact, and human not falling like a diver reducing the direct load o spine(by crushing their arms))


that was really heart warming


1000 dependencies
that is too much. i use something with 900ish, and even withh cached builds, it takes like 20 mins, we just have too much linking going on


editor does not matter for practical purposes (in my naive tests, helix is within +/- 5% of vim/nvim on most files (in terms of memory usage), i do not use any lsps). i generally do not use lsps (too much feedback for me), but even if i would, i get like 1-2% consstant cpu usage while working, whereas 0% without any lsp (averaged on 30 sec intervals).
while compiling, you have 2 options - just for testing, you can run debug build and see if it works, and once you get something reasonable, try release build, it should be feature wise practically same, but faster/more optimised (cargo buid vs cargo build --release).
in terms of crates, try to to not use many, i just try to not import if i can write a shitty wrap myself, but if you include something, try to to see cargo tree for heaviest crate, and try to make tree leaner. also, try to use native rust libs vs wrappers around system ones (in my experience, any wrapper around sys stuff uses make/cmake stuff and gets slower).
now these are all things without changing anything about runtime. if you are willing to gain more performance by trading storage space, you should do 2 things - use sccache and shared system target dir.
sccache (https://github.com/mozilla/sccache) is a wrapper around compiler, and essentially, you cache build files. if file hash remains same, and if you have same rust toolchain installed (it has not updated in breaking ways), it will reuse the earlier build files. this will often help by reusing something like 50-70% of crates which stay same (even across project).
after installing, you just go to cargo dir ($CARGO_HOME) and editting config.toml
[build]
rustc-wrapper = "sccache"
target-dir = "<something>/cargo/target"
[profile.release]
lto = true
strip = true # Automatically strip symbols from the binary
[profile.release.build-override]
opt-level = 3
codegen-units = 16
[target.'cfg(target_os = "linux")']
# linker = "wild"
# rustflags = ["-Clink-arg=-melf_x86_64"]
linker = "clang"
rustflags = ["-Clink-arg=--ld-path=wild", "-Ctarget-cpu=native"]
target-dir = "<something>/cargo/target" makes it such that instead of each rust project having a separate target dir, you have same target dir for all projects. It can lead to some problems (essentially only 1 cargo compile can work at a time, and some more, but likely do not want to compile multiple projects together anyway as each crate is compiled in parallel as long as that is possible). it repeats a bit of what sccache is doing (reusing build files), but this makes it such that if same version of crate is used elsewhere, it will not even require a recompile (which sccache would have made faster anyway), but this way storage use is reduced as well.
other than that, you may see i have done added option to perform lto and strip on release builds (will make compile times even longer, but you can get a bit more performance out). I have also changed linker (default is gcc), and i use wild as linker (and wild currently requires clang on x86 stuff), it can also be a tiny bit faster. try to see if you need it or not, as lto is no silver bullet (it can reduce performance, but even in worst cases it is within 2-5% of without, but in best cases it can be more). and just generally check config params for cargo debug and release profiles (play around codegen units, i think default is a higher).


try to see if 1080p av1 can get you some more saving? also just resolution and codec is not enough - we need to know bitrate. just for a frozen frame or some regular slow talking style scene, low bitrate is fine, but if you have action or high pace, a low bitrate 4k would look worse than high bitrate 480p or something. I am storage poor, so I do 480p mostly at reasonable bitrates. I can do 720 p at a bit lower bitrate, but action and stuff struggle.
sorry to break it to you chief, but in reality, neptune is not darker blue, i learnt it recently, but the darker color comes from some magazine print which got very popularised. from the images, the look basically same.


session is basiclly federated (the same model as email and fediverse), where there are different nodes for session. and unlike mail fediverse federation, (if i am not wrong) they have balanced nodes, so basically traffic is spread rather uniformly. as for motivation for starting a node, there are not many, nodes basically form a block chain of sorts and also have something like tor (called lokinet) which also makes your comms hidden.
i personally never got into session, because it seemed like too hard and complex (i do not like using complex software. even if i do not read to run server nodes for it, i should atleast know how it works to understand my safety model). and unlike signal (session started as a hard fork of signal afaik), they broke pfs (perfect forward secrecy - basically something magically, which makes it so that if some bad actor broke encryption for one of your messages, they can not do that for next message)


well briar does not have calling on desktop (in stable yet at least), also jami can do video and screen share, and session is not p2p. what most p2p chats lack is users.
just plain for me. if they are salted, beyond a certain point i just start having a dry salty mouth and have to stop. must not stop eating cashews.
they can be either dry roasted, or roasted in some oil, but then again changes textures for me. just raw is my favorite
cashews for me. I can eat them for my whole life
I just learnt that sdf shut down. was there a announcement post i missed? i had subbed to 4 comms via rss feeds, and been noticing that for about 1 week they never returned anything, but ignored considering shit happens.