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Welcome! Glad you could join us for another Sunday edition of the Animation Obsessive newsletter. This is our slate:
With that, let’s go!
Toy Story used to look different. It’s a little tricky to explain.
Back in 1995, CG animation was the topic in the industry, and Pixar was central to the hype. The studio had already shifted Disney to computers and won the first Oscar for a CG short (Tin Toy). Giant movies like Jurassic Park incorporated Pixar’s software.
The next step was Toy Story, billed as the first animated feature to go all-CG. Even after Pixar’s successes, that was a risk. Would a fully digital movie sell tickets?
It clearly worked out. Toy Story appeared 30 years ago this month — and its popularity created the animation world that exists now. A new process took over the business.
But not entirely new — not at first. There was something old about Toy Story’s tech, too, back in 1995. Pixar made the thing with computers, but it still needed to screen in theaters. And computers couldn’t really do that yet. From its early years, Pixar had relied on physical film stock. According to authors Bill Kinder and Bobbie O’Steen:
[Pixar’s Ed] Catmull recognized that his studio’s pixels needed to merge with that world-standard distribution freeway, 35 mm film. Computer chips were not fast enough, nor disks large enough, nor compression sophisticated enough to display even 30 minutes of standard-definition motion pictures. It was axiomatic that for a filmgoing audience to be going to a film, it would be a… film.
Toy Story was a transitional project. Since Pixar couldn’t send digital data to theaters, every one of the movie’s frames was printed on analog film. When Toy Story originally hit home video, that 35 mm version was its source. Only years later, after technology advanced, did Pixar start doing digital transfers — cutting out the middleman. And Toy Story’s look changed with the era.
While making Toy Story, Pixar’s team knew that the grain, softness, colors and contrasts of analog film weren’t visible on its monitors. They were different mediums.
So, to get the right look, the studio had to keep that final, physical output in mind. The digital colors were tailored with an awareness that they would change after printing. “Greens go dark really fast, while the reds stay pretty true,” said Toy Story’s art director, Ralph Eggleston. “Blues have to be less saturated to look fully saturated on film, while the oranges look really bad on computer screens, but look really great on film.”
The team checked its work along the way. In the words of Pixar’s William Reeves:
During production, we’re working mostly from computer monitors. We’re rarely seeing the images on film. So, we have five or six extremely high-resolution monitors that have better color and picture quality. We put those in general work areas, so people can go and see how their work looks. Then, when we record, we try to calibrate to the film stock, so the image we have on the monitor looks the same as what we’ll get on film.
Behind the final images was a “painstaking transfer process,” according to the press. Leading it was David DiFrancesco, one of Pixar’s early MVPs, who began working with Ed Catmull before Pixar even existed. He broke ground in film printing — specifically, in putting digital images on analog film.
He and his team in Pixar’s photoscience department used their expertise here. Their tools were “commercial grade” film printers, DiFrancesco noted: modified Solitaire Cine II machines. He’d invented more advanced stuff, but it wasn’t viable for a project of Toy Story’s size. Using the best equipment would’ve taken “several terabytes of data,” he said.
Their system was fairly straightforward. Every frame of Toy Story’s negative was exposed, three times, in front of a CRT screen that displayed the movie. “Since all film and video images are composed of combinations of red, green and blue light, the frame is separated into its discrete red, green and blue elements,” noted the studio. Exposures, filtered through each color, were layered to create each frame.
It reportedly took nine hours to print 30 seconds of Toy Story. But it had to be done: it was the only way to screen the film.
Its second feature, A Bug’s Life, reached theaters in 1998. Once more, the studio designed its visuals for analog film (see the trailer on 35 mm). Its people knew the ins-and-outs of this process, down to the amount of detail that film stock could accept and a projector could show. That’s partly how they got away with the movie’s tiny 2048×862 resolution, for example.
Still, the team struggled with one thing: the dip in image quality when film got converted to home video. That’s how Toy Story was released, but there had to be a better way.
For the home version of A Bug’s Life, Pixar devised a method of “go[ing] from our digital image within our system … straight to video,” John Lasseter said. He called it “a real pure version of our movie straight from our computers.” A Bug’s Life became the first digital-to-digital transfer on DVD. Compared to the theatrical release, the look had changed. It was sharp and grainless, and the colors were kind of different.
A digital transfer of Toy Story followed in the early 2000s. And it wasn’t quite the same movie that viewers had seen in the ’90s. “The colors are vivid and lifelike, [and] not a hint of grain or artifacts can be found,” raved one reviewer. It was a crisp, blazingly bright, digital image now — totally different from the softness, texture and deep, muted warmth of physical film, on which Toy Story was created to be seen.
Quickly, digital transfers became a standard thing. Among others by Pixar, The Incredibles puts off a very different vibe between its theatrical and later releases (see the 35 mm trailer for reference).
Pixar wasn’t the only studio to make the leap, either. Disney did as well.
Like Toy Story, the Disney renaissance work of the ’90s was transitional. The Lion King, Mulan and the rest existed as files in computer systems — and the idea was always to record them on analog film at the end. Early home releases were based on those 35 mm versions. Later releases, like the ones Disney streams today, were direct transfers of the digital data.
At times, especially in the colors, they’re almost unrecognizable. And the images feel less cohesive — like something’s missing that was supposed to bring all the elements together. These aren’t quite the same films that ruled the ’90s.
For a number of years, there’s been talk in film-preservation circles about Toy Story and the Disney renaissance. This work sits in an odd place. The world was still pretty analog when the computer animation boom arrived: out of necessity, these projects became hybrids of new and old. What’s the right way to see digital movies that were designed for 35 mm film?
The studios themselves haven’t quite figured it out. On Disney+, the colors of Toy Story feel a bit raw — searing greens that were meant to darken on film, for example. Meanwhile, the newer Toy Story Blu-ray shares more in common with the original colors, but it’s still an altered, colder look.
When digital transfers first showed up, people were thrilled, including at Pixar. Movies became “crisper, clearer and more stunning on home video systems” than in theaters, some claimed. Even so, it’s a little disquieting to think that Toy Story, the film that built our current world, is barely available in the form that wowed audiences of the ’90s. The same goes for many other movies from the transitional era.
The good news is that this conversation gets bigger all the time. In those film-preservation circles, a dedicated few are trying to save the old work. More and more comparison videos are popping up on YouTube. If you get the chance to see one of the old Disney or Pixar films on 35 mm, it’s always worthwhile.
These companies, ultimately, decide how Toy Story looks today. Still, for some, it’s nice to see the original version of the film again — the version Pixar originally intended to make. It’s evidence that the film did feel different back then. The memories were real.
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Read the original on animationobsessive.substack.com »
Introducing iPhone Pocket: a beautiful way to wear and carry iPhone
Born out of a collaboration between ISSEY MIYAKE and Apple, iPhone Pocket features a singular 3D-knitted construction designed to fit any iPhone
ISSEY MIYAKE and Apple today unveiled iPhone Pocket. Inspired by the concept of “a piece of cloth,” its singular 3D-knitted construction is designed to fit any iPhone as well as all pocketable items. Beginning Friday, November 14, it will be available at select Apple Store locations and on apple.com in France, Greater China, Italy, Japan, Singapore, South Korea, the UK, and the U. S.
iPhone Pocket features a ribbed open structure with the qualities of the original pleats by ISSEY MIYAKE. Born from the idea of creating an additional pocket, its understated design fully encloses iPhone, expanding to fit more of a user’s everyday items. When stretched, the open textile subtly reveals its contents and allows users to peek at their iPhone display. iPhone Pocket can be worn in a variety of ways — handheld, tied onto bags, or worn directly on the body. Featuring a playful color palette, the short strap design is available in eight colors, and the long strap design in three colors.
“The design of iPhone Pocket speaks to the bond between iPhone and its user, while keeping in mind that an Apple product is designed to be universal in aesthetic and versatile in use,” shared Yoshiyuki Miyamae, design director of MIYAKE DESIGN STUDIO. “iPhone Pocket explores the concept of ‘the joy of wearing iPhone in your own way.’ The simplicity of its design echoes what we practice at ISSEY MIYAKE — the idea of leaving things less defined to allow for possibilities and personal interpretation.”
“Apple and ISSEY MIYAKE share a design approach that celebrates craftsmanship, simplicity, and delight,” said Molly Anderson, Apple’s vice president of Industrial Design. “This clever extra pocket exemplifies those ideas and is a natural accompaniment to our products. The color palette of iPhone Pocket was intentionally designed to mix and match with all our iPhone models and colors — allowing users to create their own personalized combination. Its recognizable silhouette offers a beautiful new way to carry your iPhone, AirPods, and favorite everyday items.”
Crafted in Japan, iPhone Pocket features a singular 3D-knitted construction that is the result of research and development carried out at ISSEY MIYAKE. The design drew inspiration from the concept of “a piece of cloth” and reinterpreted the everyday utility of the brand’s iconic pleated clothing. The development and design of iPhone Pocket unfolded in close collaboration with the Apple Design Studio, which provided insight into design and production throughout.
iPhone Pocket is a special-edition release. The short strap design is available in lemon, mandarin, purple, pink, peacock, sapphire, cinnamon, and black; the long strap design is available in sapphire, cinnamon, and black. iPhone Pocket in the short strap design retails at $149.95 (U. S.), and the long strap design at $229.95 (U.S.).
Customers can purchase iPhone Pocket beginning Friday, November 14, at select Apple Store locations and apple.com in France, Greater China, Italy, Japan, Singapore, South Korea, the UK, and the U. S. Just in time for the holidays, Apple Specialists in stores and online can help customers mix and match different lengths and colors with their iPhone, style iPhone Pocket, and purchase their new favorite accessory.
ISSEY MIYAKE was founded in 1971 by the namesake designer, one year after the establishment of MIYAKE DESIGN STUDIO. The company operates through an integrated process for clothing and related items, encompassing creative conception, development, manufacturing, and retail operations. Guided by the philosophy of “bringing unprecedented originality for ease in everyday life,” ISSEY MIYAKE practices this commitment through products conceived with society and the future in mind, thus ensuring a lasting culture of innovative design and making.
Apple revolutionized personal technology with the introduction of the Macintosh in 1984. Today, Apple leads the world in innovation with iPhone, iPad, Mac, AirPods, Apple Watch, and Apple Vision Pro. Apple’s six software platforms — iOS, iPadOS, macOS, watchOS, visionOS, and tvOS — provide seamless experiences across all Apple devices and empower people with breakthrough services including the App Store, Apple Music, Apple Pay, iCloud, and Apple TV. Apple’s more than 150,000 employees are dedicated to making the best products on earth and to leaving the world better than we found it.
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Read the original on www.apple.com »
I was eight years old when I first tried to hack the intro screens of Commodore-64 games. I found a BASIC programming book and opened it with all the enthusiasm of a kid who thought he was about to unlock the secrets of the universe. Page after page of mysterious commands, strange symbols, promises of power.
And then I saw it:
10 X = 5
20 X = X + 1
30 PRINT X
X equals X plus one? That’s not math. That’s a lie. Zero can’t equal one. This was nonsense, and I wanted nothing to do with it.
Little did I know that this moment of confusion would define the next two decades of my life.
Years passed. I played games, broke things, learned just enough to be dangerous.
Then university happened. First year, sitting in the library, and there it was: The C Programming Language by Brian W. Kernighan and Dennis M. Ritchie. The famous K&R book. The Bible.
void swap(int *a, int *b) {
int temp = *a;
*a = *b;
*b = temp;
What is `a? Why the asterisks? What doesvoid` mean? Why are there two stars?*
But something was different this time. Instead of closing the book, I started cooking. I didn’t understand the recipe, but I started mixing ingredients anyway.
This led to what I now call my “Linux formatting era.” I had two partitions on my home computer:
I formatted Linux so many times that I could do it in my sleep. Every experiment, every compilation error, every segmentation fault was a lesson. I was learning by destroying and rebuilding, over and over.
X = X + 1 was starting to make sense, but only in the most mechanical way. I could write loops. I could increment counters. But I still didn’t feel it.
During those years, while I was formatting Linux partitions and debugging segfaults, I had another life: competitive bridge. I was good enough to make the national team, spending weekends at tournaments, playing hands with people who could calculate odds in their sleep.
One of my partners was an older engineer. Between games, after a particularly brutal hand, he asked me a simple question:
“How can you sum the numbers from 1 to 10 without using a loop?”
“Without a loop? I just learned x = x + 1. Are you kidding?”
Not long after, I found a Prolog book. And there it was: recursion.
sum(0, 0).
sum(N, Result) :-
N > 0,
N1 is N - 1,
sum(N1, Sum1),
Result is N + Sum1.
?- sum(10, X).
X = 55.
This wasn’t X = X + 1. This was Y = X + 1. This was a relationship. This was math telling the truth again.
Suddenly, that engineer’s question made sense. You don’t need loops. You don’t need mutation. You just need to describe what something is, not how to compute it step by step.
For the first time since that Commodore-64 book, I felt like someone was talking to me in a language I could understand.
Bridge tournaments are funny places. You’re competing against people one moment, sharing stories the next. During a break at one tournament, I got to talking with a player from Sweden. The usual stuff at first—tough hands, bad luck, that feeling when you know your partner’s about to make a mistake and you can’t stop them.
Then, somehow, we got to programming.
“Have you heard of Erlang?” he asked.
“Erlang? No. What is it?”
“It’s from Sweden. From Ericsson. It’s for telecom systems. You can build distributed, fault-tolerant systems. It’s functional, like Prolog.”
Those were the days when we finally had internet at home. I was trying to write a multiplayer socket-based bridge game for our home network—something so my friends and I could play without being in the same room.
Let me show you what blew my mind. What made me stay up until 4am, what made me skip bridge practice, what made me realize I’d found something special.
-module(ping).
-export([start/0, ping/1]).
start() ->
register(ping, spawn(fun() -> ping(0) end)).
ping(Count) ->
receive
{pong, Pong_PID} ->
io:format(“Ping received pong (~p)~n”, [Count]),
Pong_PID ! {ping, self()},
ping(Count + 1)
end.
-module(pong).
-export([start/0, pong/0]).
start() ->
register(pong, spawn(fun pong/0)).
pong() ->
receive
{ping, Ping_PID} ->
io:format(“Pong received ping~n”),
Ping_PID ! {pong, self()},
pong()
end.
% Terminal 1
erl -sname ping -setcookie secret
(ping@localhost)1> c(ping).
(ping@localhost)2> ping:start().
% Terminal 2
erl -sname pong -setcookie secret
(pong@localhost)1> c(pong).
(pong@localhost)2> pong:start().
(pong@localhost)3> {ping, ‘ping@localhost’} ! {pong, self()}.
% Watch them talk to each other across nodes!
Two separate Erlang nodes. On different machines, different networks, different continents if I wanted. And they could just… talk. No HTTP. No REST API. No serialization headaches. Just message passing. Just actors doing their thing.
This was functional (no mutation, just recursion and pattern matching) and distributed (processes on different nodes) and fault-tolerant (if one crashes, the other keeps running).
This was everything I’d been searching for since I was eight years old and couldn’t understand why X could equal X plus one.
I was good at bridge. National team level. But when I found Erlang, the choice was easy.
I stopped going to tournaments. Stopped spending weekends calculating card probabilities. This strange, beautiful language from Sweden had shown me something more interesting than any hand of cards ever could.
Erlang wasn’t just a programming language. It was a philosophy:
Let it crash (don’t try to handle every error)
Processes are cheap (spawn millions if you want)
It was functional programming and distributed systems and fault tolerance all in one elegant package.
If you want to understand why Erlang captured my imagination, why it changed the way I think about building systems, watch this:
This video, made by the people who created Erlang at Ericsson, captures the spirit of what made me fall in love. The philosophy. The elegance. The sheer fun of building systems that don’t fall apart.
This is where I’ll share what I’ve learned over 30+ years of building software systems. From that confused 8-year-old closing a BASIC book to now.
I’ll write about Erlang, Elixir, functional programming, distributed systems, and all the things I wish someone had explained to me when I was young.
P. S.: Next posts will cover Clojure (JVM—you know why), then Scala, F#, and back to Elixir/Erlang with practical patterns and war stories. Stay tuned.
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Read the original on boragonul.com »
During the course of a regular working day, I receive a lot of screenshots like this from well-meaning colleagues:
It’s almost always in a chat about some issue that occurred in the code, or perhaps code that’s somehow related to the code in the screenshot, or… well, how am I supposed to even know? Upon seeing this code, I might think, “How is slug defined? Is slug being used to create the baseUrl? Why is the domain name hard-coded in that URL? What happens if an exception is thrown? What module is this code even in?”
I have to either very carefully type some of the code into a search box or (these days) get my coding agent to find the relevant module for me.
Why couldn’t my colleague have just used copy & paste? I could have seen a bit more of the context, even if the same lines were selected, and I could copy-and-paste that text into my IDE’s search function so much more easily.
In fact, why couldn’t they just send me the file, or even a link to the file (since everybody and their dog use GitHub, anyway).
It gets worse. Sometimes, I’ll get a screenshot of an error log. “Hey, Paul, the build is failing. Can you look at this?”
What were you building? What line did it fail on? What even was the error?
Of course, if I do a full rebuild of everything on my workstation, it’ll succeed.
It would have been SO easy to just copy all of the error log, or even dump the log into a file, and just send me that.
Please, don’t take screenshots of text unless it’s to demonstrate a cosmetic issue related to the display of the text, or there is truly something relevant about the content of the screenshot that would be lost in a purely textual context.
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Read the original on parkscomputing.com »
SoftBank said Tuesday it has sold its entire stake in U. S. chipmaker Nvidia for $5.83 billion as the Japanese giant looks to capitalize on its “all in” bet on ChatGPT maker OpenAI.
The firm said in its earnings statement that it sold 32.1 million Nvidia shares in October. It also disclosed that it sold part of its T-Mobile stake for $9.17 billion.
“We want to provide a lot of investment opportunities for investors, while we can still maintain financial strength,” said SoftBank’s chief financial officer, Yoshimitsu Goto, during an investor presentation.
“So through those options and tools we make sure that we are ready for funding in a very safe manner,” he said in comments translated by the company, adding that the stake sales were part of the firm’s strategy for “asset monetization.”
The sale of Nvidia shares, partial sale of T-Mobile shares and the margin loan on SoftBank’s holding in Arm, are all “sources of cash that will be used to fund the $22.5 billion investment in OpenAI,” a person familiar with the matter told CNBC. They added that this cash will fund other projects the firm is working on such as its acquisition of ABB’s robotics unit.
The offloading of the Nvidia stake had nothing to do with concerns about artificial intelligence valuations, the person said.
While the Nvidia exit may come as a surprise to some investors, it’s not the first time SoftBank has cashed out of the American AI chip darling.
SoftBank’s Vision Fund was an early backer of Nvidia, reportedly amassing a $4 billion stake in 2017 before selling all of its holdings in January 2019. Despite its latest sale, SoftBank’s business interests remain heavily intertwined with Nvidia’s.
...
Read the original on www.cnbc.com »
With Firefox 145, we’re rolling out major privacy upgrades that take on browser fingerprinting — a pervasive and hidden tracking technique that lets websites identify you even when cookies are blocked or you’re in private browsing. These protections build on Mozilla’s long-term goal of building a healthier, transparent and privacy-preserving web ecosystem.
Fingerprinting builds a secret digital ID of you by collecting subtle details of your setup — ranging from your time zone to your operating system settings — that together create a “fingerprint” identifiable across websites and across browser sessions. Having a unique fingerprint means fingerprinters can continuously identify you invisibly, allowing bad actors to track you without your knowledge or consent. Online fingerprinting is able to track you for months, even when you use any browser’s private browsing mode.
Protecting people’s privacy has always been core to Firefox. Since 2020, Firefox’s built-in Enhanced Tracking Protection (ETP) has blocked known trackers and other invasive practices, while features like Total Cookie Protection and now expanded fingerprinting defenses demonstrate a broader goal: prioritizing your online freedom through innovative privacy-by-design. Since 2021, Firefox has been incrementally enhancing anti-fingerprinting protections targeting the most common pieces of information collected for suspected fingerprinting uses.
Today, we are excited to announce the completion of the second phase of defenses against fingerprinters that linger across all your browsing but aren’t in the known tracker lists. With these fingerprinting protections, the amount of Firefox users trackable by fingerprinters is reduced by half.
Drawing from a global analysis of how real people’s browsers can be fingerprinted, Mozilla has developed new, unique and powerful defenses against real-world fingerprinting techniques. Firefox is the first browser with this level of insight into fingerprinting and the most effective deployed defenses to reduce it. Like Total Cookie Protection, one of our most innovative privacy features, these new defenses are debuting in Private Browsing Mode and ETP Strict mode initially, while we work to enable them by default.
These fingerprinting protections work on multiple layers, building on Firefox’s already robust privacy features. For example, Firefox has long blocked known tracking and fingerprinting scripts as part of its Enhanced Tracking Protection.
Beyond blocking trackers, Firefox also limits the information it makes available to websites — a privacy-by-design approach — that preemptively shrinks your fingerprint. Browsers provide a way for websites to ask for information that enables legitimate website features, e.g. your graphics hardware information, which allows sites to optimize games for your computer. But trackers can also ask for that information, for no other reason than to help build a fingerprint of your browser and track you across the web.
Since 2021, Firefox has been incrementally advancing fingerprinting protections, covering the most pervasive fingerprinting techniques. These include things like how your graphics card draws images, which fonts your computer has, and even tiny differences in how it performs math. The first phase plugged the biggest and most-common leaks of fingerprinting information.
Recent Firefox releases have tackled the next-largest leaks of user information used by online fingerprinters. This ranges from strengthening the font protections to preventing websites from getting to know your hardware details like the number of cores your processor has, the number of simultaneous fingers your touchscreen supports, and the dimensions of your dock or taskbar. The full list of detailed protections is available in our documentation.
Our research shows these improvements cut the percentage of users seen as unique by almost half.
Firefox’s new protections are a balance of disrupting fingerprinters while maintaining web usability. More aggressive fingerprinting blocking might sound better, but is guaranteed to break legitimate website features. For instance, calendar, scheduling, and conferencing tools legitimately need your real time zone. Firefox’s approach is to target the most leaky fingerprinting vectors (the tricks and scripts used by trackers) while preserving functionality many sites need to work normally. The end result is a set of layered defenses that significantly reduce tracking without downgrading your browsing experience. More details are available about both the specific behaviors and how to recognize a problem on a site and disable protections for that site alone, so you always stay in control. The goal: strong privacy protections that don’t get in your way.
If you open a Private Browsing window or use ETP Strict mode, Firefox is already working behind the scenes to make you harder to track. The latest phase of Firefox’s fingerprinting protections marks an important milestone in our mission to deliver: smart privacy protections that work automatically — no further extensions or configurations needed. As we head into the future, Firefox remains committed to fighting for your privacy, so you get to enjoy the web on your terms. Upgrade to the latest Firefox and take back control of your privacy.
Take control of your internet
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Read the original on blog.mozilla.org »
“If you want to go fast, go alone; if you want to go far, go together”
This phrase will slowly kill your company and I’m here to prove it.
Imagine you are driving a car. It’s often useful to have someone give you directions, point out gas stations, and recommend stops for snacks. This is a helpful amount of collaboration.
An unhelpful amount of collaboration is getting out of your car to ask pedestrians if they like your car, swapping drivers every 10 minutes, or having someone constantly commenting on your driving.
In the first scenario, you get the right amount of feedback to get to your destination as fast as possible. In the second, you get more feedback, but it slows you down. You run the risk of not making it to the place you want to go.
The second scenario is also the one most startups (or companies, really) end up in because of ✨ collaboration ✨.
As PostHog grows, I’ve seen more and more collaboration that doesn’t add value or adds far too little value for the time lost collaborating. So much so we made “collaboration sucks” the topic of the week during a recent company all hands.
“You’re the driver” is a key value for us at PostHog. We aim to hire people who are great at their jobs and get out of their way. No deadlines, minimal coordination, and no managers telling you what to do.
In return, we ask for extraordinarily high ownership and the ability to get a lot done by yourself. Marketers ship code, salespeople answer technical questions without backup, and product engineers work across the stack.
This means there is almost always someone better at what you are doing than you are. It is tempting to get them, or anybody really, involved and ✨ collaborate ✨, but collaboration forces the driver to slow down and explain stuff (background, context, their thinking).
This tendency reveals itself in a few key phrases:
* “Would love to hear Y’s take on this”
* “We should work with Z on this”
This sometimes leads to valuable insights, but always slows the driver down. It erodes their motivation, confidence, and effectiveness, and ultimately leads us to ship less.
Everyone is to blame.
* People want to be helpful. For example, when someone posts their work-in-progress in Slack, others feel obliged to give feedback because we have a culture of feedback.
* On the flip side, people don’t ask for feedback from specific people because it doesn’t feel inclusive, even though it would help.
* People aren’t specific enough about what feedback they need. This creates more space for collaboration to sneak in. A discussion about building a specific feature can devolve into reevaluating the entire product roadmap if you let it.
* When someone has a good idea, the response often defaults to “let’s discuss” rather than “ok, do it.” As proof, we have 175 mentions of “let’s discuss” in Slack.
* People just want to talk about stuff because they can’t be bothered to act on it. We drift from our ideal of a pull request to an issue/RFC to Slack (we are mostly here) to “let’s discuss”.
* It’s not clear who the owner is (or no one wants to own what’s being discussed).
* It is annoying, but sometimes a single person can’t ship certain things front to back to a high-enough quality and we can’t just ship and iterate. We can fix broken code, but we can’t resend a newsletter.
So if collaboration is your enemy, how do you defeat it? Here’s what we say:
* Every time you see ✨ collaboration ✨ happening, speak up and destroy it. Say “there are too many people involved. X, you are the driver, you decide.” (This is a great way to make friends btw).
* Tag who you specifically want input from and what you want from them, not just throw things out there into the void.
* Prefer to give feedback after something has shipped (but before the next iteration) rather than reviewing it before it ships. Front-loading your feedback can turn it into a quasi-approval process.
* If you are a team lead, or leader of leads, who has been asked for feedback, consider being more you can just do stuff.
* When it’s your thing, you are the “informed captain.” Listen to feedback, but know it’s ultimately up to you to decide what to do, not the people giving feedback.
Unfortunately for me, not all collaboration can be rooted out, and even I will admit that some collaboration is useful. Ian and Andy edited this newsletter after all.
The point is, if you aren’t actively attempting to collaborate less, you are probably collaborating too much by default and hurting your ability to go far, fast.
Words by Charles Cook, who also hates sparkling water, presumably because the bubbles are too collaborative.
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Read the original on newsletter.posthog.com »
Canada’s outbreak began last October, with health officials attributing it to fewer people being vaccinated against measles.
The US, however, risks losing its status as well if it does not stop an ongoing outbreak by January. Related cases have now been reported in Utah, Arizona and South Carolina.
Because Canada is no longer deemed measles-free, the Americas region as a whole has lost its elimination status, although individually the other countries are still considered to have stamped out the disease.
Canada has lost its measles elimination status, said the Pan American Health Organization (Paho) on Monday, after failing to curb an outbreak of the virus for 12 consecutive months.
Canada’s outbreak began last October, with health officials attributing it to fewer people being vaccinated against measles.
The US, however, risks losing its status as well if it does not stop an ongoing outbreak by January. Related cases have now been reported in Utah, Arizona and South Carolina.
Because Canada is no longer deemed measles-free, the Americas region as a whole has lost its elimination status, although individually the other countries are still considered to have stamped out the disease.
Canada has lost its measles elimination status, said the Pan American Health Organization (Paho) on Monday, after failing to curb an outbreak of the virus for 12 consecutive months.
At a news conference on Monday, Paho officials appealed to Canadian governments and the public to ramp up vaccinations, noting that 95% of the population needs to be immunised to stop the spread of measles.
“This loss represents a setback, but it is also reversible,” said Dr Jarbas Barbosa, the health organisation’s director.
The Public Health Agency of Canada said in its own statement that it is collaborating with Paho and regional health authorities to improve vaccine rates and strengthen data sharing.
Prior to Monday, Canada had been declared measles-free for three decades. It can regain its elimination status if it can curb spread of the measles strain associated with the current outbreak for at least 12 months.
The country has reported more than 5,000 measles cases in 2025, with most of them in the provinces of Ontario and Alberta. That is three times the 1,681 cases reported in the US, despite Canada’s much smaller population.
The bulk of the outbreak has been in “under-vaccinated communities”, Canadian health officials have said.
Vaccination rates in Alberta, one of the provinces hit hard by the outbreak, are lower than the 95% threshold, according to provincial data.
One region, the South Zone, located south of the province’s largest city Calgary, reported only 68% of children under the age of two were immunised against measles as of 2024.
The MMR vaccine is the most effective way to fight off the dangerous virus, which can lead to pneumonia, brain swelling and death. The jabs are 97% effective and also immunise against mumps and rubella.
Canadian immunologist Dawn Bowdish told the BBC that there are many reasons behind the low vaccination rates, including lack of access to general practitioners, the absence of a national vaccination registry that Canadians could use to check their immunisation status, and the spread of misinformation.
She also noted a lack of public health outreach to communities that have been hesitant or distrustful of vaccines.
“It highlights how many of our systems broke down to get us to this point,” said Prof Bowdish of McMaster University in Hamilton, Ontario.
“I hope that it will be a wake-up call to policymakers, and that it will be enough of a national embarrassment that we remedy some of those systemic issues,” she added
The Americas is the first and only region in the world to have been declared measles-free, starting in 2016. That status was then briefly lifted after outbreaks in Venezuela and Brazil. The two countries regained elimination status in 2024, in part through coordinated vaccine efforts where millions were immunised.
But measles has since spread again, now in North America.
Along with Canada and the United States, Mexico has also seen a surge in cases and now ranks among the top 10 countries with the largest outbreaks, according to the US Centers for Disease Control and Prevention.
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Read the original on www.bbc.com »
The R47 is a powerful, RPN-based programmable scientific calculator with an extensive feature set. Its software has been refined over many years, born from the vision of a dream calculator developed by a team of engineers and mathematicians, all dedicated calculator enthusiasts.
Community-developed and manufactured by SwissMicros, the R47 runs firmware that is functionally identical to that of the C47, which offers a way to transform a DM42n into a feature-rich RPN calculator using a dedicated keypad overlay.
The C47/R47 firmware originated as a fork of the WP43 project, itself derived from the WP34S. A core component carried through this lineage is the decNumber library by Mike Cowlishaw, also used in GCC for precise decimal arithmetic.
Inspired by the HP‑41C and HP‑42S, the R47 builds on this foundation with a redesigned keypad featuring two shift keys, preserving a familiar feel while being entirely new in execution.
* Advanced Math Capabilities:Provides 34 digits of precision; exponents to ±6144; up to 1000 named variables.
* Provides 34 digits of precision; exponents to ±6144; up to 1000 named variables.
* Programming and Editing:
* Engineering and Utilities:Conduct financial and date-based calculations, including time value of money operations.Perform date and time math as well as built-in clock.Equation writer with support for solving, numeric integration and derivatives, and basic plotting.
* Conduct financial and date-based calculations, including time value of money operations.
* Perform date and time math as well as built-in clock.
* Equation writer with support for solving, numeric integration and derivatives, and basic plotting.
* Display and User Interface:Features a high-resolution display with 4 stack levels, 3 rows of menus, and status bar always shown.
* Features a high-resolution display with 4 stack levels, 3 rows of menus, and status bar always shown.
* Data Management:I/O to built-in flash memory or via USB for backing up and restoring states, programs, and configuration.
* I/O to built-in flash memory or via USB for backing up and restoring states, programs, and configuration.
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Read the original on www.swissmicros.com »
AutoGPT is the vision of accessible AI for everyone, to use and to build on. Our mission is to provide the tools, so that you can focus on what matters.
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Read the original on deepwiki.com »
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