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Cake day: June 18th, 2023

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  • My guess is mechanical stress during the print.

    Think of your print object as a lever. The attachment to the print bed is the fulcrum. The taller the object gets, the longer the lever arm and the more potential for movement, especially while the plastic is still warm and soft.

    On the other end of the lever is the nozzle spitting out melted plastic. The melted plastic is sticky (PETG in particular is kind of like chewing gum at print temperature). As the nozzle moves across the printed surface, the sticky plastic pulls on the previous layer, exerting a lateral force (you can watch this happen during the print, it’s most obvious with tall thin parts). If there isn’t enough contact area between the topmost layer and the one below it (which in your case it appears those parts of the hexagons have very little contact with the layer below) then the top layer can be ripped off.

    Basically the individual limbs of the hexagons are too thin, and the angles are too steep. As the print gets taller the whole thing will flex more, making failures more likely near the top.




  • As Sahib explained in replies on Reddit and X, Hytale is serving as the host for the crossplay session, and while block placements are translated to equivalent blocks on the Minecraft side, it seems like only the prototype’s Hytale player is capable of placing new blocks. Considering he’s handbuilding a bridge between two different games with their own systems and mechanics, it’s not surprising that Sahib says “currently many things are Broken.”

    Based on this, it sounds like the Hytale server is providing map data to the Minecraft session, which is why the block placement works on the Hytale side but not the Minecraft side. He must have created some kind of translation table for block types between the engines.


  • AI coding tools can do common, simple functions reasonably well, because there are lots of examples of those to steal from real programmers on the Internet. There is a large corpus of data to train with.

    AI coding tools can’t do sophisticated, specific-case solutions very well, because there aren’t many examples of those for any given use case to steal from real programmers on the Internet. There is a small corpus of data to train with.

    AI coding tools can’t solve new problems at all, because there are no examples of those to steal from real programmers on the Internet. There is no corpus of data to train with.

    AI coding tools have already ingested all of the code available on the Internet to train with. There is no more new data to feed in. AI coding tools will not get substantially better than they are now. All of the theft that could be committed has been committed, which is why the AI development companies are attempting to feed generated training material into their models. Every review of this shows that it makes the output from generative models worse rather than better.

    Programming is not about writing code. That is what a manager thinks.
    Programming is about solving problems. Generative AI doesn’t think, so it cannot solve problems. All it can do is regurgitate material that it has previously ingested which is hopefully close-ish to the problem you’re trying to solve at the moment - material which was written by a real thinking human that solved that problem (or a similar one) at some point in the past.

    If you patronize a generative AI system like Claude Code, you are paying into, participating in, and complicit in, the largest example of labor theft in history.







  • NaibofTabr@infosec.pubtoProgrammer Humor@programming.dev𝚒𝚏...
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    1 month ago

    No no, the imperative “get six” overrides the previous “buy a gallon of milk” if the “they have eggs” condition is met.

    “get six” implies x === 6 not x = x + 6, that would be “get six more

    The real problem is that “buy” was only specified in the first case. Because the conditional was met, he should get six gallons of milk but not buy them.