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70,119 görüntüleme • 3 ay önce •via X (Twitter)

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🇺🇸 THOMAS JEFFERSON WARNED US, CAREER POLITICIANS WERE NEVER THE PLAN David Friedberg from The All in Pod pulled out two Thomas Jefferson quotes that hit harder than ever, framing the fight between public service and career power as America’s oldest moral test. He argued the Founders never meant for politics to be a lifelong hustle... it was supposed to be a duty, not a paycheck: "There are two quotes from Thomas Jefferson. I’ll just read because I think it’s actually very important. He said in a letter in 1788, ‘I apprehend that the total abandonment of the principle of rotation in the elected offices will end in abuse.’ And then he also later said in 1809, ‘Nature intended me for the tranquil pursuits of science, which is what he was into by rendering them my supreme delight. The enormity of the times in which I have lived have forced me to take a part in resisting them and to commit myself on the boisterous ocean of political passions.’" Friedberg said Jefferson’s warning was prophetic, the Founders wanted free people chasing science, trade, and progress, not politicians hoarding wealth and power. He called today’s career officials the opposite of Jefferson’s vision, contrasting them with business leaders like David Sacks, Sec. Bessent, and Administrator Loeffler, who “already made their money” but chose to serve out of patriotism. His message: the real test isn’t wealth, it’s motive. Are they serving the nation or milking it? Source: The All-In Podcast

Mario Nawfal

46,869 görüntüleme • 7 ay önce

Keet Mobile 4.0.0 Changelog 🍐 Features - Keet 4.0.0 introduces a new engine which improves performance, app scalability and sets the ground for a new set of features development. Improvements - Faster room loading with optimised icons and image-preview caching. - Media previews respect maximum image size to save bandwidth. - Added a system-update banner to keep you informed of important upgrades. - Cleaner room creation flow and refined DM request handling. - Down arrow and room avatar colours match desktop application. - Bottom tab bar is now hidden until onboarding is complete. - Clearer username error messages and progress indicators on slow networks. - Better feedback form now includes your username automatically - Call experience tweaks: hangs up cleanly; DM ring logic improved; Android auto-end in background. - Introduced hang-up icon for when call ends in rooms. - Device naming screen now auto focuses the input field. - Updated confirm device screen. - Software version list now shows Hyperdiscovery and lists WebRTC as keet-webrtc. - Refreshed onboarding pages and UI text updates. - Improved audio record UX and many Fixes - Fixed avatar rendering issues. - Removed grey bars at the top of several pages. - Stopped the tooltip from appearing when the username is already set. - Aligned the error-log message-field layout. - Resolved cursor and emoji picker jumps when switching between emoji and keyboard input. - Corrected chat text input width. - Restored fullscreen video previews. - Fixed image loading status indicators. - Adjusted code block spacing for messages sent from mobile. - Prevented locked recordings from following you when leaving a room. - Fixed a crash when opening a room on Android. - Stopped unnecessary FlatList re-renders. - Center aligned preview images. - Resolved chat UI breakage after double tapping the emoji picker icon. - Corrected contentFit on image messages. - Ensured pinned messages remain visible during a call. - Fixed speaker tooltip content overflow. - Calls: fixed orientation breaks, crash when app is killed, call-ring answer now opens the screen. - Resolved unrecoverable error when sharing a file from Google Files. - Eliminated flicker when searching usernames. - Disabled button presses while a tooltip is visible. - Fixed Discover Communities being cut off on small devices. - Disabled bottom tab presses when no identity is set. - Corrected tooltip orientation on tablets. Keet Desktop 4.0.0 Changelog Features - Keet 4.0.0 introduces a new engine which improves performance, app scalability and sets the ground for a new set of features development Improvements - Introduced system-banner UI for updates and notices. - Added a 'Quit' button to uncaught error screens. - Displayed an app loader before the app initialises. - Added a toast notification and an informative banner when sending a DM request. - Consistent avatars between DM rooms and member views. - Added support to medium sized file previews in chat. - Smoother last message rendering in the room list. - Added a chat loader on start up when no cache is available. - Clearer version display in the software section and added hyper db version to the list. - Updated texts for system and migration banners. - Refactored DM request actions and block member logic. Fixes - Prevented image preview blinking while loading. - Fixed crash when removing an avatar file from a deleted message. - Onboarding status is now remembered after a restart. - Eliminated room menu blinking via useDeferredValue. - Prevented Rive animation from disappearing when switching monitors. - Stopped creation of duplicate DM rooms for the same member. - Resolved broken file preview when a file lacked a name. - Restored missing styles on error pages. - Prevented error pages from appearing behind the loader. - Corrected emoji rendering on macOS. - Repaired chat voice message playback. - Fixed useRoomConfig imports. - Corrected file item height in room info. And more

Keet

25,883 görüntüleme • 1 yıl önce

Ouroboros "short" Leios Protoyping simulation & visualisation work in progress demonstrated by Duncan Coutts. Full P2P network running Leios Visualisation. You can see 100 different nodes and messages flowing between them all, with representation of Input Blocks (Top left, Endorsement Blocks (20 seconds In these increment), Votes (20 seconds in these increment as the pipeline hits a vote stage) You can see the votes continue to burst at roughly 20 seconds, input blocks also increase, the smoothness of message flows to reduce these bursts is something Duncan details they are working on to improve as-well as resource usage. Input Blocks (IB) - These blocks contain the raw transaction data submitted by users to the blockchain. Endorsement Blocks (EB) - These blocks reference multiple Input Blocks and are used by nodes to validate and vote on the readiness of transactions for inclusion in the blockchain. Votes- Nodes cast votes to achieve consensus on the state of the ledger, enhancing the speed of transaction finality. I believe this is completely off-chain so does not incur transaction costs (Someone keep me honest please) Keep an eye on the diffusion latency chart, as Duncan mentions this is very important, this refers more to time taken for propagation of information across the network I believe. This was an extract from a larger demonstration, really exciting, massive credit to the team working on this. It's going to be extremely impactful to Cardano and I will share as much as I can about it, I really like seeing these visualisations especially during a prototyping stage. What I find interesting is that the visualisation vote count is so much it slows down the browser rendering. Great work! web3innovationnerds & Duncan Coutts what a demonstration that was., keep them coming!

Dave

57,107 görüntüleme • 1 yıl önce

** Sega Genesis 3D Engine Update 8 ** Significant improvements all round as you can see and hear from the last update !! Foremost - A huge thanks to Toni Gálvez - Megastyle - BG. who has joined the project to create a bit of 16bit low poly magic. Toni's an Amiga fan but also crazy about game dev in general, he's worked on GBC, GBA, PC, MD, PSP, C64, CPC, MSX... and others. Gaming titles include War Times, Metal Gear, Rocketman, Tintin & Asterix to name a few. He's provided the great new ship model you see on screen - new striped buildings, all the backgrounds / palettes etc. There's a lot of models he's given me which need to be added, also he will be planning a lot of the level design. Very happy to have him help me turn this into something more than a tech demo as I have my hands tied pushing the MD as far as it can go haha - there is no cpu cycle to be spared. Also many thanks to my good friend CYBERDEOUS - Crouzet Laurent for the Music for this showing , I wanted to have the music load occurring so we have a realistic benchmark for performance and he was only too obliging. If you're into MD chiptunes check him out !! Since last update : New player model , substantially more detailed than the Arwing. Last update had a 23 triangle Arwing , this update has a 39 triangle custom model from Toni. We had several to choose from , others will be used for enemies . 3D Buffer size increased 25% to 256x160. This was quite tricky as I'm close to the DMA limit even with an extended vblank . Spent a few days thinking of how to do this as like anything retro every solution has a drawback, finally got a workable solution. It makes a big difference to have a bit more vertical height . Z Rotation added ( the screen tilting left to right ) , small hit to vertex transform on cpu thanks to look up tables doing the heavy lifting, saving 4 multiplies per vertex. Multiple speed ups in rendering code. Onscreen paths with no range checking used until Z is close enough to cause clipping , partial onscreen drawing pathes that need to check boundaries, quad rendering completely rewritten - was very very painfull to get right . I found out the hard way that things are great when they are not rotating in the Z axis haha . Partial buffer draw optimisations - which have helped with the massive dma load , sending up to a 20kb buffer in a single frame needs a lot of optimisation. Min / Max tile lines are analysed and only sent if dirtied , reducing most buffer swaps substantially. Still some issues to sort out , at times you can see the flicker near top of screen when frames are near full height . I need to optimise that a bit. Due to the onscreen buffer system a full Sprite background had to be implemented almost Neo Geo style. This flips the usual MD rendering system on its head as it uses both foreground and background layers for a foreground 3d plane and sprites for the background. This presents a few issues, one is to get a tilt effect on the background by using narrow sprites (16x32) we run out of sprites when trying to cover the screen. Thankfully the MD is not limited to 80 sprites, to fix this a 114 sprite multiplexor is used to draw the background, its completely made up of 16x32 sprites ! Why do things this way ? speed . Its the interleaved foreground/background layers that allow a double buffered ram system writing to write to vram using dma in a completely linear fashion - virtually no tile translation needed. The negative is you have no planes for the background, that's where the sprites come in . Thanks to H40 mode we still have a few sprites we can use for effects in the forground also . Thankfully we can implement a fairly good tilt still for the background using sprites, in future updates this will be able to move horizontally also and a bit of vertical movement. XGM1 music driver in use to simulate music cpu load, XGM2 unfortunately with the massive DMA needed to shift the 3d buffers would slow down at times rendering it unusable, XGM1 plays at full speed - albiet with a bit more of a cpu hit. Together with the sprite multiplexor and the music driver active theres a 10 % hit to cpu so I've had to play around with draw distances / object heights and other optimisations to offset that. Not to mention the larger buffer takes more cpu to fill also. Everything is placeholder so will be changed with proper stage design. We are averaging 20 FPS in the current video, I'll push for more as always !! Progress continues on my other projects , updates soon on those - retirement can't come quick enough . #SGDK #SegaGenesis #SegaMegadrive

Shannon Birt

31,270 görüntüleme • 5 gün önce

RESTLESS LEG SYNDROME EPIDEMIC! The recent enforcement actions by the U.S. Food and Drug Administration represent a significant and welcome step toward greater transparency and patient safety in direct-to-consumer pharmaceutical advertising. These measures require drug manufacturers to incorporate comprehensive safety warnings, contraindications, and precautions directly into their advertisements, eliminating the previous reliance on abbreviated or obscured disclosures. While not an explicit ban, the practical implications are profound: The 30- to 60-second formats will become untenable for conveying such detailed information without compromising clarity or compliance. This shift is unequivocally positive, prioritizing public health over commercial interests and addressing long-standing concerns about misleading promotions. Critics may suggest extending ad lengths—such as to six minutes—to accommodate the required disclosures. However, this approach is fundamentally unfeasible and unlikely to sustain DTC advertising in any meaningful way. Longer formats would dramatically increase production and airtime costs, potentially rendering them economically prohibitive for broadcasters and advertisers alike. Moreover, viewer engagement would plummet; research indicates that audience attention spans for commercials are already limited, with most consumers tuning out or switching channels after mere seconds. In a fragmented media landscape dominated by streaming and on-demand content, six-minute ads would disrupt programming flow, alienate viewers, and fail to achieve the intended marketing impact. Ultimately, whether short or extended, these requirements will discourage DTC campaigns, fostering a healthier ecosystem where medical decisions are driven by evidence rather than advertising. The harms perpetuated by unchecked DTC advertising provide compelling justification for this reform. Empirical studies demonstrate that such promotions overemphasize benefits while minimizing risks, leading to overprescription and inappropriate drug use. For instance, exposure to DTC ads has been linked to reduced medication adherence when conflicting safety information emerges, as well as distorted patient-physician interactions. Quantitatively, a 10% increase in DTC spending correlates with a 1% to 2.3% rise in overall drug expenditures, according to the Congressional Budget Office, contributing to elevated healthcare costs without commensurate clinical benefits. Furthermore, drugs with higher DTC promotional budgets often exhibit lower added clinical value, exacerbating inefficiencies in healthcare delivery. By curbing these practices, the new guidelines promise to mitigate unnecessary suffering, lower costs, and enhance outcomes—benefits that far outweigh any transitional challenges. The economic ramifications for traditional media companies underscore the scale of this transformation. In 2024, pharmaceutical firms invested approximately $10.8 billion to $14 billion in DTC advertising across all channels, with national television alone accounting for over $5 billion. Prescription drug brands represented 11.6% of total national linear TV ad spend that year, a critical revenue stream for legacy broadcasters. Should these guidelines precipitate a substantial reduction in DTC campaigns—as anticipated—media outlets could face an annual revenue shortfall of several billion dollars, potentially up to $7 billion from television alone. These FDA actions mark a pivotal advancement in safeguarding public health, and I strongly endorse them. By rendering DTC advertising impractical—regardless of format length—they pave the way for a more informed, equitable healthcare system. This is progress worth celebrating. The 🔮 is never wrong.

Brian Roemmele

21,332 görüntüleme • 10 ay önce

2025.07.01 bi-weekly update here’s what we’ve built, shipped, and trained this past week: TRADING CAPABILITIES + agent-based txn execution engine now supports Meteora (DBC, DLMM, DYN, DAMM), Raydium (CLMM, AMM, CPMM), and Orca 🌊 (CLLM, VP, CPMM). we're now compatible with nearly every major liquidity layer on Solana. + DCA and limit orders now available to use through our agentic/natural language interface. + execution is faster, leaner, more reliable; optimized based on real closed beta usage. AGENT SWARM + A2A (agent-to-agent) finalized; based on Google's new open framework. it enables dynamic coordination between agents, deeper reasoning, better memory, and more human-like flow. + TraceGraph (diagram/chain-of-thought-like) UI is now deployed. users now see how Aya (and others) think and collaborate together. visualizes multi-agent logic paths. text UI also upgraded. sharper, smoother, faster. + Bravo (macro news oracle) live. it connects real-world macro events and news to Solana. powered by our in-house scrapers + NewsAPI, built from scratch. integrations with blocmates. coming soon. + Solvion, our Solana-native domain expert, is now active. trained on a custom-built, 70B parameter dataset of the full Solana ecosystem. auto-updated. devs, tokenomics, projects, whitepapers, technical information, know-hows... it knows everything. + Echo (our social media and sentiment analyst agent) getting integrated with Sentient natural language interface + Rivalz Network. + you can now start individual conversations with agents. e.g. ask Echo anything about social trends, or hit up Solvion for technicals. UX/UI + we’re now mobile responsive; fully optimized across devices. + deployed TraceGraph (diagram UI for agent cognition). + NLI improvements: sleeker prompt-response flow, improved text visualization, better latency, better rendering. + agents feel more alive, dynamic, and explainable PREDICTIONS weekly update from our head quant: + we now do weekly fine-tuning to adapt to market shifts. switched from F1-score optimization to pure precision; cutting noise, and maximizing conviction. we now discard the worst-performing model in the ensemble. only the top 2 vote. accuracy last 6 weeks = 82% directional. the ensemble logic is fully restructured. next: RNN + RL-based dynamic thresholding in progress (live this month). + partnered with Allora for the the SOL/USDT prediction stack, combining our hype score with their confidence-aware forecasting. + also cooking something with Sahara AI 🔆 (????)... OTHER + PnL cards integrated. track profit per trade, share it on X, get free XCC + Referral system is complete and rolling out to early users very soon (top referrers will dominate first layer of our multi-level tree and enjoy first-movers advantage). + working on a dynamic onboarding tutorial for first-time users. + backend latency improvements across endpoints. especially on token explorer + prediction refresh + docs are live ( TEAM + onboarded amy and Mike | heymike.sol 🎒🪽 — elite Solana engineers working on gRPCs, RPCs, instruction decoding, and data pipelines. their focus: making xFractal the only real-time NLP engine for Solana alpha extraction. + brought on ultra , Skely, HALKO and Gabriel Haines as strategic advisors and contributors, helping us scale narrative modeling, data ops, and GTM. QUICK STATS (REMINDER: this is a closed, invite-only beta — not optimized for adoption yet) + 400+ early beta testoors + 9,000+ natural language prompts + 500+ on-chain txs executed via our agent-based engine + we’re not scaling users yet, we’re optimizing agents, validating edge, and consolidating PMF. + open beta coming soon. engine’s warming up. let’s keep moving. (p.s. toly 🇺🇸 check this out)

xFractal

42,668 görüntüleme • 1 yıl önce