You can add shortcuts to the sidebar by dragging. You can right click the folder name in the top bar to get a list of parents. You can also View > Show Path Bar and see the the full clickable bread crumbs. Not sure why this is so confusing if you bother to try.
I don't think it's the same, for me personally I don't like heavily processed images. But not in the sense that they need processing to look decent or to convey the perception of what it was like in real life, more in the sense that the edits change the reality in a significant way so it affects the mood and the experience. For example, you take a photo on a drab cloudy day, but then edit the white balance to make it seem like golden hour, or brighten a part to make it seems like a ray of light was hitting that spot. Adjusting the exposure, touching up slightly, that's all fine, depending on what you are trying to achieve of course. But what I see on instagram or shorts these days is people comparing their raws and edited photos, and without the edits the composition and subject would be just mediocre and uninteresting.
The “raw” and unedited photo can be just as or even more unrealistic than the edited one though.
Photographs can drop a lot of the perspective, feeling and colour you experience when you’re there. When you take a picture of a slope on a mountain for example (on a ski piste for example), it always looks much less impressive and steep on a phone camera. Same with colours. You can be watching an amazing scene in the mountains, but when you take a photo with most cameras, the colours are more dull, and it just looks flatter. If a filter enhances it and makes it feel as vibrant as the real life view, I’d argue you are making it more realistic.
The main message I get from OP’s post is precisely that there is no “real unfiltered / unedited image”, you’re always imperfectly capturing something your eyes see, but with a different balance of colours, different detector sensitivity to a real eye etc… and some degree of postprocessing is always required make it match what you see in real life.
This is nothing new. For example, Ansel Adams’s famous Moonrise, Hernandez photo required extensive darkroom manipulations to achieve the intended effect:
Luckily, gemini catches a good amount of errors in PR reviews, less need for manual review unless you need to double check if the code structure and architecture is sane.
Depends on how good the human reviewers are. It's hard to give a thorough code review, you need to understand the code and requirements, pull the changes locally, manually test the PR, think about security, readability, catch line level bugs like bad conditionals, but also think about the overall structure (classes, patterns, systems). But this requires a lot of effort, especially with larger PRs and it's easy for things to slip through. Nothing is perfect, but you can think of AI review like a supercharged linter, it might not suggest an alternative approach, but it will point out some glaring omissions or unhandled exceptions, etc.
If I remember correctly, the game was just a showcase to test the new language.
Afaik that's exactly why it's a sokoban clone, because he didn't want to spend time inventing new mechanics.
I think on average a dev can be x percent more productive, but there is a best case and worst case scenario. Sometimes it's a shortcut to crank out a solution quickly, other times the LLM can spin you in circles and you lose the whole day in a loop where the LLM is fixing its own mistakes, and it would've been easier to just spend some time working it out yourself.
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