This is literally a huge pile of batteries that can charge at any rate at any time. It can soak the noon peak of solar, it can sip late night wind.
kornel
This is how security works in the C programming language.
Someone at the end of those trades has to do the replacement, which will dictate second-hand car value.
BTW, batteries wear gradually, and a battery with 70% of capacity may be annoying for a car, but is still valuable for stationary energy storage (for solar). To me that’s another optimistic factor that can reduce actual replacement cost.
I buy everything I can on GoG due to lack of DRM. If something is not on GoG, I buy from Epic simply because they pay a bigger share to developers than Steam. When I buy a game I want that money go to the devs, not middlemen.
GoG also integrates well with Epic, so I can have all my games there.
eGMP cars (Hyundai/Kia) need 20 minutes of charging per 2-3 hours of driving. It really works — I've driven across Europe twice now, and often my coffee breaks take more time than the car needs to recharge.
The battery tech has advanced significantly in the last 10 years. Leaf used to be 24kWh, now it's 40kWh for the same price. If the trend continues (and likely will thanks to economies of scale ramping up), by the time you need to replace the battery in today's EVs, the replacements will be cheaper and better.
It's a great game. Very good story. The game is mostly serious noir detective story, except that roaring Zootopia setting.
CS1 never fully integrated expansion packs, so there were three different ways to zone the industry, and a long disorganized list of ad-hoc zoning policies. CS2 had a chance to start with more of this more coherently designed.
Plus CS2 made road editing much more precise and flexible. You can add and remove lanes instead of having separate road types for 150 different lane configurations.
It’s more likely that they’ve hit a driver bug, or accidentally pushed a build with some debug junk. They wouldn’t intentionally release game that runs 15fps on 4090.
I like to say I don’t have a pile of unfinished projects and half-abandoned hobbies. I’m just working in the style of the great Leonardo.
Rust Evangelism Strike Force drops in:
Imagine living your life without maintaining header files.
Happy to see Rust’s standard library near the top in performance. It’s nice to have a good implementation out of the box.
Rust tries to move language functionality to libraries where possible. Instead of adding high-level magic to the language, Rust prefers to add a low-level feature that can be used to build higher-level features. For example, instead of built-in nullable types, it has enums with data, which were used to make Option. This way hopefully you can do more things with fewer language features. Functionality of higher-level features can be explained by lower-level ones (knowing how things are implemented is important for systems programming), and you can reimplement them if you need (e.g. Rust in the Linux kernel uses its own smart pointers instead of those from the standard library).
Rust tries to keep the standard library small, and move unnecessary code into crates-io crates. The problem with stdlib is that there is only a single version shared by all programs, so it has to stay backwards-compatible forever. Long term stdlib accumulates outdated functionality and deprecated APIs, which can't be fixed. Crates.io crates support versioning, so they can evolve and iterate without breaking anyone.
Another reason is that Rust supports low-level programming, including embedded. This means that the language itself can't depend on any fat runtime, and doesn't even perform heap allocations.