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Depends on how closely that person can reproduce the original work without license or attribution


It actually depends on whether or not they reproduce it and especially what they do with the copy after making it.


Sure. I'd say reproducing and distributing it to someone who happens to ask the right questions would qualify


Well, right, but that's different from "can reproduce the original work". I "can" start typing out song lyrics but it doesn't mean that I stole the songs I've listened to.


What is the rationale behind the following?

> When comparing password hashes, use constant time comparison instead of ==.

If you were comparing plaintext you'd get some info, but it seems overly cautious when comparing salted hashes. Maybe anticipating an unknown vulnerability in the hash function?


I'll get this occasionally when I've scrolled to the end of an article without realizing, attempt to scroll further a few seconds later, and then have my eyes/vision caught off guard by the absence of movement. Missing a stairstep was a good example--there's a similar moment of "frozen time" in both cases


There's some jank involved depending on which combo of x/wayland, window manager, and compositor you're using, but if you can manage to get virtual monitors working on an ultrawide it's great.

A lot of recent models also support "picture by picture" mode, allowing you to connect two separate inputs to the monitor and avoid doing anything in software.


I mostly agree, but there is one slight benefit: whenever I read one of these articles, each topic acts as a little quiz where I get to test whether I think it's a do or a don't before seeing the explanation


I think it actually adds some of the human part back in. "Hey, got a sec?" in person comes with quite a bit more context--body language, tone of voice--and a pretty quick transition into the content.

To me, the rhythm of an informative first message feels more natural than responding to someone's ping and waiting 2 minutes for the follow-up.


I've seen people claim that they show a variable amount of ads depending on the user, which I imagine would be based on your clickthrough rate or other metrics. The ratio between ads and content also seems to vary over time for me so I feel there's some form of optimization happening


Looks maybe like the opposite, there's way too much smoothing. I don't mind pixel perfect fonts or even aliased text but these just look like an aggressive blur was applied to everything


If you're seeing it blurry, the problem is likely your browser scaling it. Try downloading the photo and viewing it in a viewer with a 1:1 pixel ratio, like MS Paint. Alternatively, if you're on Chrome, running this in the dev console might scale it back for you:

  document.body.style.zoom = 1 / window.devicePixelRatio


It's shorthand for "I believe this is a problem that can be solved by the technology rather than requiring a manual workaround", not "I am entitled to a solution"


+1 for Freya Holmér, I had skimmed through some explanations on shaders in the past and never really sustained much interest until finding her series. It's been a while since watching but I think the contextualization/demos really helped me understand the big picture of video game graphics


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