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This is a common error. The blockchain itself doesn't make money. Just like the internet itself doesn't make money. People build collaboration models on top of the communication protocols and they make money.

(You still need to pay the ISPs of course and eventually the ISPs become too powerful and start demanding bigger and bigger fees and then the whole thing turns to shit. See: Bitcoin, the internet.)
Hahaha, Lego and Duplo for developers and non developers, fantastic!
Right, because the average person who knows next to nothing on mental health is going to make a better judgement call on which medication to prescribe their child than their doctor.

Often, yes, the person who cares about the child more than about themselves will make a better decision than a doctor who has 300 more random kids to check that week.

Now, it depends on how that double-checking is done. The simplest way is to get a second (and third, and fourth) opinion, and then judging based on them all.
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What about when SIMD?
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I am actually on your side on this one. But the changeover, I think you will agree, will be somewhat slow. So no one should judge Rust too harshly, for not replacing C++ in the Unreal Engine, Microsoft Office Suite, &al. even in the next 5 years.
They are ideologically equivalent to their historical counterparts at their cores.
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Ok we added "ITER" at the beginning. If someone suggests a better (more accurate and neutral) title we can change it again.
The additional problem is everyone forgets a real world problem called "negotiations". If one were to accept the fact that loans or bonds can be put on blockchain for clear ownership, what happens in case there is a need for haircuts or re-negotiating the loan/bond? In a real world, I can talk to a person at the bank and re-negotiate the terms but given the nature of blockchain transactions, how will that work?

Edit: Not to mention, immutability means human errors cannot be recovered from - a wrongly worded contract cannot be restored.
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In 1992 a friend and I ported BSD/Net2 to the Mac II, and found (weeks into the project!) that kernel functions like fork() and exec() and all of TTY were missing. We thought we were screwed, but found 386BSD and grabbed its versions. I don't know if other BSD ports (like NetBSD) did the same or wrote theirs from scratch. We were certainly indebted to Bill Jolitz for saving our project!
> When did we decide that developer time was more precious than user experience anyway?

I think people really over exaggerate native UI experiences... maybe a native experience is 10 out of 10 good and a non-native experience is something like 7 out of 10 good but it's not as bad as 1 out of 10 good. I'm sure there's lots of occasions where users will be happy with a non-native app rather than not having one at all because the developer didn't have enough resources for multiple native apps.

Don't we promote MVPs around here as well?

I use the Spotify, Whatsapp and Slack apps frequently for example and don't think they'd be vastly improved going native.
ILP and IPC are not the same thing. ILP (instruction-level parallelism) is the number of instructions executed in a non-stalled clock cycle. IPC (instructions per clock) is the average number of instructions executed per clock, including clock cycles spent waiting for main memory and recovering from branch mis-prediction.
One could argue that this perspective is essentially drilled into them (and likewise men for the stereotypical man things) from a very young age because we/they are surrounded by media, advertising, and humans that reinforce these desires and discourage others.
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Better than compelling them to be selfish.
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LSD is an agonist for most classes of serotonin, dopamine, and adrenergic receptors - most of which have sensitive, nonlinear responses and all of which uptake the agonist at very different rates depending on individual biochemistry. We don't have the data to say for certain because of prohibition and the DEA's reluctance to allow researchers to study LSD but every other drug combination that operates on such a diverse set of receptors is extremely sensitive to dosage because all of those receptors have interdependent feedback loops - which makes them mostly useless for therapeutic uses. This is also why monoamine oxidase inhibitors (MAOIs) are so dangerous with such a wide array of drugs - the enzymes that break down monoamine neurotransmitters are regulated by serotonin+dopamine receptor interactions and even a tiny amount of MAO inhibitors can wreck havoc on that balance, causing some severe symptoms up to and including death. This happens because, even though MAOs are rather indiscriminate on which monoamines they target, their effect on each different neurotransmitter is variable and nonlinear.

In my personal experience (a decade of Burning man), when you do have a known concentration of liquid LSD (measured with an LCMS) that you carefully handle, store, and dilute for dosages, 100 mcg and 125 mcg can mean the difference between a good trip and a bad one in at least a tenth of my sample size and can drastically change the intensity of hallucinations (going from zero to fractal visuals to aliens) in a good quarter - not to mention the effect on the body high and introspection. If you're buying tabs, the chances that you are even close to the original concentration falls rapidly the further removed you are from the original source. Most people can't tell the difference between a 100mcg and 125mcg tab because those dosages are exaggerated and many people feel stereotypical effects at lower dosages. You can easily test this by eating a significant fraction of a blotter: you are extremely unlikely to experience the effects described by the literature of 50 ng/mL blood concentrations even if you're lucky enough to get to 5 ng/mL effects with a few tabs.
We use mostly Forklift here for uploads/downloads, the two pane view is a favorite of mine since Norton Commander.
This thread is about blockchains not crypto-currencies. The fact the two are conflated as frequently as they are is quite unfortunate.

A great use case is in EHR. Your doctor, your insurance company, and all their BAAs participate in private block chain that controls access to your records. Any time a record is accessed, the chain is updated.
It's sort of a silly question. It's like asking how telephones can solve a problem. The blockchain is a network not unlike the web, the telephone network, and the highway network. Networks don't solve problems in themselves they enable new collaboration models and collaborators solve the problem. People keep getting hung up on implementation details (BTC is one implementation) and silly hype (the fall of Fed!) which is how these things go. Ignore that.

Go to the source code. This stuff is open-source and well documented. Once you start reading the code this stuff makes sense. Write your own blockchain. In fact it's not that hard and it'll make the basic concepts really sink in.
A function calls a function with its own name-- there is a resemblance to recursion, where a function calls a function with its own name. This is the first I've ever heard of any controversy with the term "open recursion." Is it a common complaint, that the term "open recursion" abuses the notion of recursion?
that's a decent pricing. Which one is your ATS: hrpartner ? Because I didnt understand that it had an ATS.

P.S. prepend "shameless plug" to your shameless plug. But do show us your stuff. All the early startups got their customers on HN ;)
Some info at https://en.wikipedia.org/wiki/Apprenticeship#Germany

I don't know how well it works, but their industry isn't shabby.
I've noted this to be true in regards to salary. I've been writing high-performance Java code since years (chewing a few trillion computer files as fast as possible) and we certainly would have switched to anything else such as C++ if it was faster.

Our internal performance testing is ranking Java on par with the C++ implementations of the same algorithm (performance typically flattens until a bottleneck is reached such as disk read speed) or completing the same tasks faster. In one side this is due to the JVM optimizations done automatically, the other side is having developers that understand how to write efficient code. This does require an experienced developer which understands how his code is impacting performance.

For example, avoiding ArrayLists or String objects and learning to use direct arrays or char objects. I can see LWJGL being useful, most particularly to help keep the infrastructure under the same language so that development and long-term maintenance are not a nightmare.
I live in the 2nd-most Turkish neighborhood of the most Turkish city outside of Turkey (Tempelhof, in Berlin), I think I may have more personal first-hand experience with muslim immigrants than you do.

They are for the vast, overwhelming majorly part, just normal people not unlike natives of the same social class. yes, if you compare the "typical" working class muslim to professional yuppies they come across a lot more conservative but not more so than the local-western working class.

And the muslim professional class (the doctors, engineers, lawyers, etc among them) are similarly not very different in this aspect from the local-western professional yuppies.

I think the discrepancy in perspective is that most yuppies don't otherwise notice the native working class.
factorio doesn't really qualify as coming from AAA gaming industry. and factorio devs are on another level.
Short answer: No. Gamedevs have to keep showing testing zealots the door.

Long answer: The problems with the approach are manyfold. There are a few points where testing is automatable, but they don't describe entire game projects well.

* What are you testing when you add gameplay? You are testing for a whole set of design concerns across the project, not just a technical specification or quality of service metric. You cannot do it in isolation and get the results you want at the speed you need, because you need tons of feedback to discover what a complex game is currently strong or weak at. The only reasonable way to gain the necessary feedback is to allow prototyping code to drive near-term changes, manually playtest it, and then factor out the most stable parts of the resulting soup where you can. This works against test-first because you don't really know what you're testing. You throw in a feature on a hunch - "maybe this will give the experience we're looking for" - and see how it behaves hands-on. If it works, there are still usually ramifications and elaborations that didn't surface up-front. And once it does work it's hard to break out into a sandbox because the interesting part of the behavior is in the coupling to other systems and features.

* Games deal with vast quantities of mutable state strapped onto relatively straightforward data pipelines: the parts that are most testable are engine and toolchain core elements like asset builds and rendering systems. These parts do see unit tests and integration tests, although there isn't total consensus on how much testing is needed or how it should be done. They are the most like business and application software, though, since their development can be more structured around technical goals and quality metrics.

* Many bugs are ultimately data bugs. Some designer or artist set up the wrong binding of assets or made a valid yet broken combination of parameters. Games tend to fly apart very suddenly when they operate on bad data. But the code is doing exactly what it should do for that set of inputs - and if it's a failure it's at the level of process and tooling, not the runtime code.
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> Good Java programmers are better payed to write High Performance Trading systems, than working on games with their low salaries and crazy schedules.

So do good c/c++ programmers, especially now that it's increasingly rarely taught in university and there is less fresh meat coming into the industry, yet games still get made.

> Yes, there are some performance issues regarding lack of value types, but not every single game is going to be the next Crysis.

It's not just value types, it's reference indirection everywhere. You can't declare an array of objects for example, only an array of references to objects, which isn't cache friendly. There are similar issues if you want to actually use many of the features higher level languages come with. It's why java/c# will never be as fast as c.

As far as unity goes, all the heavy lifting in the game engine is still done in c/c++, c# is only used as a scripting language. As far as I understand LWJGL, it is not analogous to unity, it's not a game engine but a low level library to write a game engine with.
The guys that took over after Notch are Microsoft.
The main reason for those game very poor performance is mainly that they rolled out their own 3d engine.

Having programmed several 3d engine, I can say it's really simple to program a 3d engine but it's really hard and time consuming to program one that has reasonnable performance.

Minecraft was especially bad because it used very old version of OpenGL (the 1.5 - 2.0 OpenGL with fixed pipeline) which is really not adapted to modern GPU.
That's actually a horrible use case, becayse, while it is essential that covered entities track and be accountable for access to a record, the details of that access itself leak information to which access should be minimized, but instead it unnecessarily leaks across organizational boundaries to people who have no legitimate need for it.
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Isn't that the whole point of the Bitcoins themselves? Without that incentive, storing the public, distributed ledger would be a thankless, expensive task. By incorporating the Bitcoin "reward", the miners are incented to maintain the ledger. It certainly appears to be working, looking at the current value of Bitcoin.
In addition to the steady supply of college-age fools who think that life as a video game tester would be fulfilling; it is also borderline impossible to test many things in video games adequately without human intervention.

Aside from critical technical elements like netplay protocol and file parsing, the only reliable signal you'll get from automated testing is whether the code crashes or not under normal circumstances on the test platform with the tested driver and operating system patch release, most properties of the game are subjective or emergent from the code itself.
My reaction was the opposite. I want to scream at the site designer that we have readable fonts these days.
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But it isn't free AFAIK.

Would ReactOS work at all though?
It is a survey, the results will be posted later on. If you are interested, you can view the results from last year while you wait. Interesting to see how some of the community feels towards certain ideas.
I cannot wait to play Half-Life 3 on GNU/HURD!

Joking aside, fusion research is infamously underfunded. At the current rate, it may never come to fruition.

https://upload.wikimedia.org/wikipedia/commons/a/ab/U.S._his...
>>If we assume that they really do mean "associative cache" for the predictor table, then that's obviously something that really works in hardware, and can be updated on mis-predicts. Flushing the predictor state out to some OS-accessible area when the task quits doesn't sound like magic to me.

That is quite a complex operation though. How large is the associative table that is being flushed and how often does the flushing occur? Assuming we are talking about something in the general size of a BTB loading this entire segment into the branch predictor on very context switch is possible(although how this is implemented on silicon would have to be quite complex)

The data structure described in the paper must be quite a lot larger than a simple BTB though if the predictor is to work as described. It has to hold significantly more information than a BTB if Mill wants to replace all the other associated branch prediction machinery with a table that needs to predict every target. I don't believe a prediction table this size would be feasible to load on every context switch. It's possible they want a smaller table and to replicate some of the branch prediction machinery in a modern CPU. But this seems to defeat the entire point of having a prediction table produced by a compiler and updated by successive runs of the program.

It's very hard to tell exactly what they are loading or what the table will actually do. That's why I'm not surprised they described it as a hash table. It's a simple explanation for how their solution works that avoids having to explain tricky implementation details.

>> but I don't think you've adequately explained why it's impossible to pull off.

I think it's theoretically possible in the sense that they could design silicon that does something similar to what they described. I totally understand what they are trying to do:

Have the compiler produce a complete set of predicted branch targets and improve the targets over time by instrumenting the process. It sounds great superficially, you don't have to bake any branch prediction logic into the cpu at all and you can use the all the information the compiler has combined with how the program actually runs. The problem(performance-wise) is that most branches are executed many times and have dynamic behavior that can't be exploited by just producing a table of branches.

Silicon-wise I don't see any way they could integrate such a complex piece of standalone logic into the frontend of the CPU and still maintain acceptable latency. The branch predictor of modern CPUs is incredibly well engineered and optimized and this just isn't in the same ballpark and can't perform as well.
Not all parties have the access to the plaintext of all messages on the chain. An example of such a permissioned blockchain is JP Morgan's Quorum.

Nodes can participate in establishing consensus without having the ability to decrypt the record.
As a side note, I wrote https://en.wikipedia.org/wiki/Macintosh_II#Memory_limit after I realized how misleading the Apple documentation about this was, causing much confusion.
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With the growing understanding of externalizing costs and risks is a bad thing for communities and countries making externalized costs explicit to companies more and more, in many countries energy companies fear they would need to insure their plants which together with sinking costs of solar would make fission too costly and non-competing.
If you want to experience that in the AAA game industry, I work at Rare Ltd (UK, part of Microsoft Studios). We've been doing TDD and Continuous Integration for about 5-6 years now starting with Kinect Sports Rivals. For Sea of Thieves[0] (our current project), we've extended that to Continuous Delivery and it's been just a complete game changer in regards to overtime and crunch. For example, the onboarding exercise is basically a TDD kata that has to use our coding guidelines and build farm so you get to know how we work without having to dive right away into Unreal Engine 4. We use TeamCity for our CI solution.

And yes, we are recruiting : https://www.rare.co.uk/careers

[0]: https://www.seaofthieves.com
Storing immutable data without the need of a notary costs money, true.
Blockchain is the first concept to bring a decentralized trustless database to the table. Imho it's a bad thing that Bitcoin as a monetary ledger was its first application, but however: A few days ago, someone here came up with an easy to understand implementation of a blockchain-free idea of such a decentralized ledger: https://news.ycombinator.com/item?id=14730354

So, we will see many concepts around trustless transaction verification in future, in the same way Napster has not been the final solution for P2P data share, but eventually led to BitTorrent.
You do know what "unique" means in this context, right? Hint: it means that antidepressants are the exception to my argument because psychopharmacology is so much more dependent on genetic/environmental factors than the rest of the pharmacological field that we cannot draw conclusions on the effectiveness of dosages pre-treatment without spending 100-1000x more time and money on the clinical trials than we do now.

Please take your clearly ignorant bias and anti-pharma prejudice somewhere else - you have no idea what you're talking about.
JSR-223 is nothing, compared to what will come with Graal and Truffle.
Also since indy and lmf you can already create a lot of fast implementations for a huge set of languages.
There's even evidence of vote manipulation on this very HN thread on the announcement over on Reddit.
But can you find anything to point to from that period that talks about an actual programming language called Lisp from that time that was purely functional? McCarthy's 1960 paper isn't about Lisp, it's about recursive functions of symbolic expressions and their computation by machine, using a subset of Lisp as a vehicle for talking about the latter part. The section that is actually about Lisp has an explicit disclaimer that he will only be talking about Lisp as it applies to the broader theory he is discussing. It's about Lisp in the same way that SICP is.

No one's denying that Lisp's early history wasn't wrapped up in early research on functional programming, but I haven't seen any evidence to support the claim that any programming language or anything called Lisp from that time period was purely functional.
This is my impression too. There's also good reasoning: TDD is poorly suited to the industry.

For example, how would you test your renderer? Do you run the pipeline and check it against a final image? No, strict TDD would require that the asserted image be hand-crafted. Do you check that each part of the pipeline works as a unit? You can't without running shaders on the GPU (requiring the previous image test).

What game developers are slowly starting to master (already far more than anyone else) is integration testing. Instead of requiring detailed repro steps, just record the testing session in extreme detail and replay it - if anything goes wrong this can be turned into an automated test case.

There are no golden hammers and that includes TDD. TDD is an amazing solution that can provide value in 99.99% of scenarios. We should be scrutinizing areas where it doesn't add value; there is interesting stuff going on there.
Yes. Plutonium from disassembled nuclear weapons is also used this way, under the name "mixed oxide fuel". Some reactor designs are better at burning "MOX" than others; CANDU reactors are particularly good at this, and in the early post-cold-war years there was a very active US-Canada-Russia programme to use Canadian reactors to burn surplus Russian fuel, funded by the USA (which was very concerned about the potential for fuel from decommissioned Russian weapons to get onto the black market).