asbubam

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asbubam

@asbubam

Engineer. 독립일기: https://t.co/o0KziPHqpX Context-aware YouTube Summarizer: https://t.co/i5NTB98Phi

Seoul, Korea. Katılım Ocak 2010
2.5K Takip Edilen4.6K Takipçiler
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asbubam
asbubam@asbubam·
Youtube 요약 서비스 SecondB를 오픈했어요! 영상요약 서비스는 어떻게 만드는걸까? 궁금해져서 휴직 때 시작했던 사이드 프로젝트에요. 그동안 혼자 사용하다가, 친구들 피드백을 듣고 적용하면 더 즐겁겠단 생각에 오픈해요. 기능이 살금살금 추가되고 있으니 많관부!! secondb.ai/summary/11
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Mitchell Hashimoto
Mitchell Hashimoto@mitchellh·
It isn't unexpected that the focus of the Bun Rust rewrite is on the anti-Zig side more than anything, since the internet loves to hate. What is unexpected and unfortunate is that leadership within Bun hasn't tried to steer the conversation away from that at all. There are so many positive and interesting takeaways from this and I'm not really seeing any of them pushed as the primary message. A positive thing that hasn't been talked about at all is how far Bun came thanks to Zig. And even if you dump it now, its meaningful for how good Zig was to even build a product to this point and impact by any metric. I would've loved to see anyone in leadership say this. On the interesting side is how fungible programming languages are nowadays. Programming languages used to be LOCK IN, and they're increasingly not so. You think the Bun rewrite in Rust is good for Rust? Bun has shown they can be in probably any language they want in roughly a week or two. Rust is expendable. Its useful until its not then it can be thrown out. That's interesting! There's been a lot of talk about memory safety and no doubt Rust provides more guarantees than Zig. But I'd love to see a better analysis of why Bun in particular suffered so much rather than take the language-blame path. How could engineering as a practice been more rigorous to prevent this? What were the largest sources of crashes other programs should watch out for? How does Rust prevent them? How could Zig theoretically prevent them? That's interesting. I know the official blog post hasn't come out yet from Bun. But they're smart enough to know that that PR would stir up controversy the moment it opened, or they should've been. And plenty in the company have been tweeting and writing about it. Its somewhat telling to me in various dimensions what they chose to talk about first. I tend to think I'm pretty good at corporate PR/comms (especially when it comes to developer audiences) and I think appealing to the negative is never the right long term strategy; it does work to get short term eyes though.
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asbubam
asbubam@asbubam·
오늘 재택이라 여유있게 커피 때림.
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asbubam
asbubam@asbubam·
당근에서 찾은 싱글기어 다혼. 잘 달려준다.
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asbubam
asbubam@asbubam·
역시 밖에서 뛰어야 신나!
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asbubam@asbubam·
왜 안 촌스럽지? 여전히 신나지?
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asbubam@asbubam·
스포당할까봐 살짝만 봤다. 근데 짱이야!!!
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GeekNews
GeekNews@GeekNewsHada·
CUDA-oxide: Nvidia의 공식 Rust-to-CUDA 컴파일러 - cuda-oxide는 안전에 가까운 관용적 Rust로 SIMT GPU 커널을 작성하고 표준 Rust 코드를 PTX로 직접 컴파일하는 실험적 컴파일러임 - DSL이나 외국어 바인딩 없이 Rust만 사용하며, 소유권·트레이트·제네릭 이해를 전제… news.hada.io/topic?id=29414
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GeekNews
GeekNews@GeekNewsHada·
Rapid-MLX - Apple Silicon 전용 초고속 로컬 AI 엔진 - 애플 실리콘 맥에서 로컬 AI 모델을 구동하는 추론 엔진으로, Apple의 MLX 프레임워크 기반 네이티브 Metal 컴퓨트 커널 활용 - Ollama 대비 최대 4․2배 빠른 추론 속도 - Phi-4 Mini 14B 기준 180 tok/s(Ollam… news.hada.io/topic?id=29410
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antirez
antirez@antirez·
Announcing with gratitude that @audreyt just gifted me an M5 Max 128GB MacBook Pro! It will let me develop DwarfStar4 (DS4) further on newer Metal hardware, and experiment with distributed inference splitting Q4 quants across the M3 Max and the M5 Max. Thanks so much, Audrey!
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asbubam
asbubam@asbubam·
요즘 간식 많이 먹어서 몸이 무거워졌다.
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antirez
antirez@antirez·
Soon in DS4: 1. CUDA support (14 t/s, 350 t/s prefill on DGX Spark), 2. Single direction steering support. 3. Huge refactoring to support Metal / CUDA / CPU in a more sensible way.
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asbubam
asbubam@asbubam·
@jayjinjay 꼭 초대해야하는데 이 아름다운 사람들!
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asbubam
asbubam@asbubam·
침실, 아내방, 내방.
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김케부
김케부@kebu_kim·
@asbubam 저는 그쪽을 추천드려요! 스포에 예민하지 않으시더라도 이건 몰랐으면..하는 내용이 꽤 있을 거예요ㅎㅎ
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asbubam
asbubam@asbubam·
출근길에 눈마새를 읽기 시작했다. 지하철을 타는 시간이 짧게 느껴졌다. 한계선을 넘다 삽화집도 사야겠다.
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VideoArtGame
VideoArtGame@VideoArtGame·
Artist of the day: Yoji Shinkawa Born on December 25 1971, in Hiroshima (Japan), Yoji Shinkawa is one of the most influential concept artists in video games. After graduating from Kyoto Seika University, he joined Konami in 1994 and quickly became the defining visual force behind Hideo Kojima’s visionary worlds. His unmistakable style blends traditional Japanese sumi-e ink techniques with bold, high-contrast brushwork, dynamic poses, and intricate mechanical designs. Think dramatic shadows, fluid lines, and that raw, gritty energy that makes every character feel alive.
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asbubam
asbubam@asbubam·
@kebu_kim !!! 구입만 하고 다 읽고 보는게 좋을까요?
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김케부
김케부@kebu_kim·
@asbubam 한계선을 넘다 보면 캐릭터들이 생생하게 보여서 좋긴한데, 스포일러가 상당히 많아요..!
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asbubam
asbubam@asbubam·
OpenClaw 때는 맥 미니 갖고싶은 생각 쪼끔만 있었는데, github.com/antirez/ds4 보고는 맥미니 많이 갖고싶다.
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