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Comment Re:Still ugly as sin (Score 1) 249

Things I've observed in the short term:
  For the most part it feels just like any other golf.
  When you're driving around with not many people around you, it's eerily quiet.
  On the front of quietness - people don't notice you. Expect people to step out in front of you in supermarket car parks.
  Range really suffers going up a hill - on the plus side, you get it all back as you go back down the hill.
  Range seems to be roughly as advertised (if not a little more).
  Charging seems to be substantially slower than advertised, but that's okay, it has basically a whole day to charge at the weekend.

Comment Re:Yes (Score 2) 138

The problem with "SMT on top" of their current design is that their current design is SMT. They're just marketing it as true 8 cores, not SMT.

The current piledriver design doesn't have 8 separate floating point units, or 8 separate instruction decode units. It has 4 of each. They just have 8 ALUs - 2 to each decode unit. It's ALU/ALU SMT, when Intel has ALU/FP SMT.

Comment Re:diluting the market (Score 2) 249

As someone who arranged the lease on a VW eGolf today, 100 or 200 miles is plenty. As a commuter vehicle that's all you need.

That said, I did still lease it, because 1) the battery will probably be getting crappy in 3 years, and 2) the tech will be *oh so much* better in 3 years time (heck, hopefully I'll be able to lease a model 3 by then).

Comment Re: C++ is never the right tool (Score 4, Insightful) 296

In practice, single desktop class machines with 6000+ concurrent users are not typical use cases. Instead, high performance applications are likely to look more like 3D rendering engines.

In practice, when you have 16ms to produce a frame, it really matters that the garbage collector doesn't kick in for 2ms once every second, because that'll push you past your frame window and lead to stuttering and dropped frames.

In practice, it really matters that you can structure your code to make sure no allocations are happening during certain critical operations, because an allocation will potentially need a new page, and the kernel barrier and/or hit locks resulting again, in 1-2ms of unexpected delay, and a dropped frame.

In practice, it really matters too that you have enough control over memory layout to guarantee that certain structures are all going to end up in cache at the same time, and that you're not going to be doing a bunch of pointer indirection fetching memory during time critical rendering code.

In practice, modern garbage collection doesn't allow you to solve any of these problems. That is why real time rendering engines are still written in C++, and will continue to be, and why everyone writing them will continue to be glad that C++ is not garbage collected.

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