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johncoatesdev commented on OpenAI o3-pro   help.openai.com/en/articl... · Posted by u/mfiguiere
linkage · 3 months ago
You don't need a Pro account. I'm on the free tier and I'm paying for o3-pro via the API. I spent just $3.70 in credits yesterday to compare it against Claude 4 Opus.
johncoatesdev · 2 months ago
what do you use as a client? Most open source clients don't seem to support the new endpoint that o3-pro requires.
johncoatesdev commented on Claim: Private GitHub repos included in AI dataset   post.lurk.org/@emenel/112... · Posted by u/latexr
Retr0id · a year ago
47 of my repos are in the stack, and none of them are private (and I have plenty of private repos)
johncoatesdev · a year ago
From the reports it looks like they have to have been private and deleted
johncoatesdev commented on Claim: Private GitHub repos included in AI dataset   post.lurk.org/@emenel/112... · Posted by u/latexr
bredren · a year ago
This shouldn't be something where we're relying on recollection.

Presumably github repo privacy state has an audit trail. This would allow GH to prove / disprove claims on any given repo easily. I hope a rep steps in to do so.

johncoatesdev · a year ago
Yeah I agree. Tried https://news.ycombinator.com/item?id=39771541 but there's nothing related to this repo. Does GitHub send an email out when you make something public? I don't have any emails related to this repo.
johncoatesdev commented on Claim: Private GitHub repos included in AI dataset   post.lurk.org/@emenel/112... · Posted by u/latexr
simonw · a year ago
https://archive.softwareheritage.org/browse/origin/directory... shows a "snapshot date" of "11 August 2015, 07:28:00 UTC" - any chance it was public on that date such that the crawler could have accessed it?
johncoatesdev · a year ago
I can't find any reason why I would have made it public. I made the repo in 2014 for internal use and don't like to share projects like that. I'm pretty careful when releasing any code publicly. It's some code that other private projects depend on. I searched for any references in public code and there are none, so there should have been no reason to make it public.

Interestingly my public code with thousands of stars isn't in "The Stack".

johncoatesdev commented on Claim: Private GitHub repos included in AI dataset   post.lurk.org/@emenel/112... · Posted by u/latexr
rfoo · a year ago
Since your repo's name is public now anyway, could you please help us and post it here? I'm really curious about what happened. Since public GitHub activities were archived [1], if you post it here we can check if it were ever public or it's truly private at all time.

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

johncoatesdev · a year ago
How do I check this? I found a repo I'm pretty sure was always private on there that I deleted a while back. https://github.com/johncoates/JCBootstrap

There's no archived version on archive.org at least.

johncoatesdev commented on Leaked Wipeout source code leads to near-total rewrite and remaster   arstechnica.com/gaming/20... · Posted by u/isaacfrond
ComputerGuru · 2 years ago
Yes, but in practice, no. These games are usually coded as a loop that runs with full CPU as fast as it can (unless capped, which the old one wasn’t), using as much cpu as is available. In that case, the fps is a side effect of how long the loop takes to run each pass (which is what happened here) - i.e. you don’t determine the fps, the fps is a result of how complicated or (in)efficient your code is. So going from running at 30 fps because it was so poorly coded and made such inefficient use of the cpu to running at 6000 fps because it now completes each loop pass that much faster, the cpu usage is actually the same.

Now if your code is so optimized that it can run at 6000 fps, at that point you can say “gee, I don’t need this many updates a second, let me cap it to x frames per second.” But how do you do that? The GPU is grabbing finished frames out of the buffer at its own pace, whether you are generating them at 6k/sec or just 5/sec. To cap your cpu consumption you would usually say “we need a new frame every 0.015s to always have a new frame ready for the GPU so that the screen updates sixty times a second, so if we finish a frame in 0.001s instead, sleep (effectively yielding cpu consumption to other processes) for 0.01 seconds after we run through the loop” - but while that may work for some things, there are other stuff that need to happen “in real-time” such as reloading the audio buffer (to avoid pauses or corrupted/garbled audio), etc and you also can’t rely on the system to actually wake you before 0.015s even though you asked it to wake you after just 0.01s to be extra safe.

Tl;dr, yes, once your code is running at 6k fps, then capping it to reduce consumption is an option, but running at 6k fps doesn’t actually increase cpu vs inefficiently running at 30fps.

johncoatesdev · 2 years ago
You can get a callback when a frame is going to get drawn and only render then. That way you don't render needless frames.

Your logic loop that controls the game state can be set to an optimal tick rate so it's not just maxing out a core.

The audio buffers I've worked with have also supported callbacks so they can remain optimally filled.

johncoatesdev commented on An odd discovery on Spotify   robinsloan.com/newsletter... · Posted by u/breathenow
j-bos · 3 years ago
The post was interesting, but I also noticed something in the blog that had the same flavor. Even though the link was for a specific post, the page layout neatly flowed into another post. So smooth I thought the second post's title was a subheading of the original article. A strange thing, but maybe that's just me making connections that aren't there.
johncoatesdev · 3 years ago
Looks like this is a link to an issue of a newsletter and it's divided into sections.
johncoatesdev commented on RavynOS – Finesse of macOS, freedom of FreeBSD   ravynos.com/... · Posted by u/behnamoh
grishka · 3 years ago
Objective-C is the ABI of all UI-related macOS frameworks and it would probably always be. Even if you're writing in Swift, as long as you're using AppKit, you're using Objective-C classes under the hood. There's no such thing as "Swift Cocoa APIs". And SwiftUI is an abstraction layer on top of, again, AppKit/UIKit/WatchKit, which are themselves all written in Objective-C.
johncoatesdev commented on 1M Cell Minesweeper   bl.ocks.org/texodus/96a9e... · Posted by u/texodus
johncoatesdev · 5 years ago
Has anyone won a game of this?

u/johncoatesdev

KarmaCake day24April 16, 2018View Original