This is kind of the exact thing the article is about though. They're not "failing to understand" costs - they just have different context. Your job is to help them make informed tradeoffs, not to expect them to already know what things cost before asking.
The people involved in commissioning and funding nuclear power plants don't understand nuclear physics either.
The customer doesn't need to understand how the solution works, as long as they can understand that it would solve their problem (in the case of the power plant: producing "clean" energy) and any potential drawbacks or limitations (in the case of the power plant: the waste byproduct).
The point here is that as a "tech person", it's your job to help the customer understand the cost of what they're asking, and come up with a satisfactory solution based on your understanding of their needs.
In these situations, the non-technical people don’t understand the costs, the technical people don’t understand the benefits. The communication from both sides is needed to find a good cost-to-benefit tradeoff
Has it, though? There's still features that bring large user value and require 10 lines of code, and features that bring a small user value and require AI to burn tokens on huge refactors and babying to make sure it doesn't break anything.
If the file is hashed strongly enough then it can be no other file. I can see how information on previous sites visited can be leaked and how this could be bad but I think whitelisting by end users could still allow some files to be used. E.g. the code for react.
Given that JS/TS is still near mandatory in the client and optional in server side, I doubt a high percent of the "50 million downloads" are server side. Are you using go in WASM and how's that working out?
Pausing a game is not as simple as freezing its entire state (and saving is also not as easy as dumping the entire game state to disc, at the least you'd end up with gigabyte-sized savegames).
Many game systems need to remain active in paused state (the UI needs to remain working for example, and actions in the UI may also manipulate game state (inventory, crafting, levelling up...). There are also plenty of games with 'active-pause' where the user can issue commands to units while in paused state.
Live migration boils down to copy memory over the network, stream the page faults till you converge enough, and resume execution on the other host. It’s not a hard problem but a precise and tedious one.
Pausing a game might involve a lot of GPU contexts to freeze, network resources to pause, storage streams to pause, input handling, sound, etc. Add to that physics engine that may be tied deeply in the system and you end up with a hard problem.
What a VM does is not the role of the hypervisor, thus it can apply its hammer that works in pretty much all cases, and VMs are pretty much all the same. On the other hand, all games are bespoke with custom plugins and custom integrations, which make them the opposite of "generic pause implementation".
one VC told me, you'll get more funding and upvotes if u don't put "india" in your username.
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