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Anyone want to try a prompt injection? All we need to do is to get one or two story in the front page that have a good < 80 characters prompt injection.

Wow, I thought those would be as lost as the Doctor Who episodes. Kudos for the great research and archive work!

Is this a new proprietary model?


> for instance, Rust panics on integer overflow

By default, this is only in debug mode. I recently forgot to add it to release mode on a project, and was surprised when I broke the CI (tests run in debug, I only tested in release mode).


You want something fun? Intel still has more than 50% market share in all segments (data center, desktops, laptops).


Yes that's a great stat. It's amazing how slowly large companies can die. Intel has serious problems in all those segments. Maybe they can recover but I'm pretty pessimistic about their chances.


Anyone succeed in running it with vLLM?


The instruct models are available on Ollama (e.g. `ollama run ministral-3:8b`), however the reasoning models still are a wip. I was trying to get them to work last night and it works for single turn, but is still very flakey w/ multi-turn.


Yes, the 3B variant, with vLLM 0.11.2. Parameters are given on the HF page. Had to override the temperature to 0.15 though (as suggested on HF) to avoid random looking syllables.


It now seems to work with the latest vLLM git.


It's still very domain-oriented:

> I solve and write a lot of puzzlehunts, and I wanted a better programming language to use to search word lists for words satisfying unusual constraints, such as, “Find all ten-letter words that contain each of the letters A, B, and C exactly once and that have the ninth letter K.”1 I have a folder of ten-line scripts of this kind, mostly Python, and I thought there was surely a better way to do this.

I'll chose to remember it was designed for AoC :-D


By using the distributor model, where a trusted 3rd party builds & distributes the apps. Like every Linux distro or like what F-droid does.


I have recently been working on adding SMS support to my GG emulator, and there a few (very minor) incorrect details, because often reality is a bit more complex, and adding them to an article might obscure the point.

On mappers: this forget about 3rd party (non-sega) mappers like Codemasters' https://www.smspower.org/Development/Mappers

On resolution: the SMS can have a higher than 192 pixels vertical resolution: https://www.smspower.org/Development/Modes ; and some (Codemasters, again) games did use that: https://www.smspower.org/Tags/Extra-Height

On ROMs checksum verification: no need to guess, this is documented depending on the BIOS: https://www.smspower.org/Development/BIOSes

Nevertheless, I loved the comparison with Famicom's hardware design.

Last but not least, don't forget about sverx's devkitSMS for writing SG-1000, SMS or GG software: https://github.com/sverx/devkitSMS


During the mid 2000, an experimentation in the Montparnasse metro station in Paris transformed a moving sidewalk in order to have an acceleration ramp from 3 to 9km/h. It was slower(most of the time) than the 1900 expo's 10km/h. And there always was a "slower" sidewalk (3km/h, the default) next to it. The goal was to go up to 11km/h (it did at some point). And yet it failed, and was removed 15 years ago. Only the slow options remain.

https://fr.wikipedia.org/wiki/Trottoir_roulant_rapide#/media...


You can see it in action here: https://youtu.be/FBzlEG3tMuw?t=399


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