Probably because with USB 3.2 2x2 they were reviewing too many longer cables that didn't meet the requirements, so they lowered the length so companies didn't submit them only to fail to get certified. It's worth noting that 1.2m is now in the USB4 spec.
It's mostly explained if you go to the project page. For me, the I would say the hardest thing about something like this is gleaning the Microsoft driver APIs. In the 9x days, Microsoft documentation was not quite thorough and difficult to access. It's still not pleasant.
It's also crazy more expensive to run than we thought. That doesn't bode well when their loss-leader period is over and they need to start making money.
The commit I linked shows that it didn't even read the user name and email from git's config file, but used a test name, which means it's woefully incomplete.
It's just one giant function. Sometimes big functions are necessary. This one is clearly AI generated and not very readable for a human. This is just from a quick glance.
Surely "the commits are attributed to the user who creates them" is a pretty basic feature of the git CLI, and not something that you can add in as a fix later after posting your project to Github and writing a blog post about how much faster than git it is.
It's very easy to be faster than git's CLI if you don't have to do any of the things that git's CLI does!
They mention Anthropic, so I assumed something similar. At $5 per 5 million tokens, 13 billion would cost $65,000. However, the image in the article shows over 17 billion used, which is $85,000. That's an entry-level programmer's yearly salary. It doesn't quite pass their code tests, and it's automatic code translation, so it's going to be a pretty direct transcription. There's still probably a lot of messy code to clean up. I'm not sure it's worth it.
This is effectively what fossilize for steam can do. It records the shaders and structures at an intermediate level, then rebuilds them for the specific hardware. It also does distribution, so you always have ridiculously low shader compile times. I like it because it makes proton better than running under Windows because it eliminates shader stutter.
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