I take my shitposts very seriously.

  • 2 Posts
  • 449 Comments
Joined 2 years ago
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Cake day: June 24th, 2023

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  • are rolling release distros stable enough

    I’ve been using Arch (or some flavor of it) for several years, and I’ve never had any serious issues that I didn’t cause myself. The thing that might catch you with your pants down is if a dependency introduces a change that breaks another application, but catastrophic failures are fairly rare, as long as you’re willing to learn how to maintain your system.

    is it possible/easy to roll back to a previous version

    Yes. The application is called Timeshift, and it’s specifically designed to back up the system files to a separate partition. If your root filesystem is btrfs, it can also manage filesystem-level snapshots that you can roll back if you bugger the system.


  • The main problem was that it interrupted the line. We’d have to stop and inspect each product, then reposition or replace the connectors, before the reflow oven. It also ran the risk of damaging the connector, the PCB, or even the inserter head if the insertion force was too high. We had a higher rework and scrap rate compared to similar SMD-only products, but using pin in paste meant that wave soldering could be skipped altogether, and I guess someone above my pay grade determined that it was better in terms of finances.

    This is just my own experience. I don’t know Rpi manufacturing practices.






  • I was there with KSP from the early days. Squad was not in the video game business, they were a billboard advertisement company. The lead dev HarvesteR started it as a passion project. It found success with the alpha and full release in 2015.

    Then in 2017 Take-Two bought the rights to the game. Squad kept working on the original, but development of the sequel was handed off to Star Theory with Private Division publishing. The game was delayed, then development was moved to a new studio, Intercept Games, which was owned by Take-Two. They also poached a third of Star Theory’s personnel, which resulted in the studio’s death. They fucked around for a few years, released the early access version, then sold Private Division, closed Intercept Games, and abandoned the game.

    In short: corporate interests. KSP2’s failure had nothing to do with KSP or its developers.



  • His peak of popularity was in a different era of societal awareness. His humor had an edge that was often crude and immature 15 years ago and unacceptable today, culminating in him dropping the N bomb during a livestream several years ago, and even after apologies, people just can’t let go and are still trying to crucify him.

    Some others are simply hating on him because he has opinions that don’t fully align with theirs. Others, simply for being popular.

    Personally I don’t feel one way or the other about him, but the video is worth watching. He shows a deep understanding of the system and its components, and more expertise than Linus “Yes, do as I say!” Sebastian presented.



  • I’ve never used the AIO image. I’ve heard it’s weird. This is my compose file for the community image:

    compose.yaml
    volumes:
      db:
    
    services:
      db:
        image: mariadb:10.6
        restart: always
        command: --transaction-isolation=READ-COMMITTED --log-bin=binlog --binlog-format=ROW
        volumes:
          - db:/var/lib/mysql
        secrets:
          - mysql_root_password
          - mysql_nextcloud_password
        environment:
          - MYSQL_ROOT_PASSWORD_FILE=/run/secrets/mysql_root_password
          - MYSQL_PASSWORD_FILE=/run/secrets/mysql_nextcloud_password
          - MYSQL_DATABASE=nextcloud
          - MYSQL_USER=nextcloud
    
      nextcloud:
        image: nextcloud
        restart: always
        ports:
          - 8080:80
        depends_on:
          - db
        links:
          - db
        volumes:
          - /var/www/html:/var/www/html
          - /srv/data:/srv/data
        secrets:
          - mysql_nextcloud_password
        environment:
          - MYSQL_PASSWORD_FILE=/run/secrets/mysql_nextcloud_password
          - MYSQL_DATABASE=nextcloud
          - MYSQL_USER=nextcloud
          - MYSQL_HOST=db
    
    secrets:
      mysql_root_password:
        file: ./secrets/mysql_root_password.txt
      mysql_nextcloud_password:
        file: ./secrets/mysql_nextcloud_password.txt
    

    You can access it on port 8080 and perform the initial setup manually. For the database server address, use the db hostname. You’ll have to use a reverse proxy for HTTPS.

    You could also try OpenCloud, which is a Go rewrite of ownCloud.


  • TL;DR: Don’t use NTFS on Linux, especially for games. Not because the Linux driver is bad, but because Windows itself introduces compatibility issues, and the workaround breaks Wine.


    It’s not just Valve. Wine itself doesn’t work right if the wineprefix is located on an NTFS filesystem because not even Windows is fully compliant with the NTFS specs.

    The reason: colons. The device file names in WINEPREFIX/dosdevices are named in the Windows style, like c:, d:, etc. This is not an issue with ext* filesystems, but presents a conflict when NTFS and Windows become involved. The : character is not specified by NTFS as a reserved character, but it is reserved by Windows to separate the drive letter in paths. You can create a file containing a colon in its name on an NTFS filesystem without problem, but doing so will make the drive unmountable in Windows. I know because I’ve done it.

    To overcome this, NTFS filesystems in Linux can be mounted using the windows_names option (specified in /etc/fstab or the mount command). This will raise an error if you try to create a filename that contains a Windows-reserved character. As a result, Wine can’t create the dosdevices files because their names contain colons.

    The reason Valve specifically recommends against this is because the Steam library contains both the game content files (SteamLibrary/steamapps/common) and the wineprefixes (SteamLibrary/steamapps/compatdata), meaning that creating the library on an NTFS filesystem will necessarily create the wineprefixes on the same filesystem. Again, you could just mount it without the windows_names option, but that would immediately make it unmountable in Windows, and you’d be better off reformatting it as ext4 or btrfs.


    (edit) I should probably explain what a wineprefix is.

    Wine (and Valve’s fork Proton) is a compatibility suite that presents a Windows-like runtime environment to Windows programs and translates their calls to their Linux equivalents. One part of that is the wineprefix. It’s a directory that contains device files needed by Windows (drives and COM interfaces), the registry files, and a miniature C: drive containing reimplemented essential Windows software (cmd, explorer, Internet Explorer, etc) and an isolated userdir. When you launch a Windows app, it will see this directory as the C: drive, it will install dependencies (e.g. the Visual C++ Runtime) here, and the game’s save files will also be located there.

    Steam creates individual wineprefixes for every game inside the SteamLibrary/steamapps/compatdata directory, identified by the game’s Steam ID. For example, the wineprefix of Baldur’s Gate 3 on my computer is located at /games/SteamLibrary/steamapps/compatdata/1086940.








  • No. I’m so bloody fed up with AI “search” solutions that return everything on the fucking planet except what I want. Text search has been a solved problem for a decade. All I want out of a search engine is to be deterministic, stable, and reliable, and to look in titles, descriptions, and keywords. Vibe processing is completely unnecessary and will only create issues.

    If you really want to iNnoVAte, then consider creating an index with transcripts and summaries that users can search by keywords.