今日已更新 135 条资讯 | 累计 24421 条内容
关于我们

标签:#an

找到 1818 篇相关文章

开发者

Apple TV is hitting its stride

Since its inception, Apple TV, née Apple TV Plus, has built a reputation on quality over quantity. It has far fewer shows and movies than the likes of Netflix or Disney Plus, but generally speaking, the projects it does put out are quite good. It's a strategy that has brought comparisons to the HBO of […]

2026-07-03 原文 →
AI 资讯

Presentation: Fine Tuning the Enterprise: Reinforcement Learning in Practice

The speakers discuss Agent RFT, OpenAI’s platform for fine-tuning reasoning models via real-time tool interactions and custom reward signals. They explain how reinforcement learning solves complex credit assignment challenges within the context window. They share enterprise success stories, showing how Agent RFT eliminates long-tail token loops and drives extreme efficiency. By Wenjie Zi, Will Hang

2026-07-03 原文 →
AI 资讯

LINQ and ZLinq in the Unity 6 Era: Avoiding GC Allocations in Large-Scale Projects

Introduction In large-scale Unity development, GC Alloc can quietly become a real problem. At first, nothing looks wrong. But as the project grows and you add more enemies, UI, master data, events, states, notifications, logs, and other systems, small allocations that happen every frame begin to pile up. LINQ is especially convenient. var aliveEnemies = enemies . Where ( x => x . IsAlive ) . OrderBy ( x => x . DistanceToPlayer ) . ToList (); It is readable. But if this kind of code runs every frame, it can become a source of both GC Alloc and CPU overhead. Unity's official documentation also recommends reducing frequent managed heap allocations as much as possible, ideally getting close to 0 bytes per frame. https://docs.unity3d.com/2022.3/Documentation/Manual/performance-garbage-collection-best-practices.html For general GC Alloc best practices, this article refers to the Unity 2022.3 documentation, because the general guidance still applies. Unity 6-specific GC behavior is covered later using the Unity 6.0 documentation. This article assumes Unity 6.0 as the minimum Unity version and explains how to choose between regular LINQ and ZLinq in production code. Unity 6.0 uses the Roslyn C# compiler, and its C# language version is C# 9.0. However, some C# 9 features, such as init-only setters, are not supported. https://docs.unity3d.com/6000.0/Documentation/Manual/csharp-compiler.html The short version The point of this article is not to ban LINQ completely. Do not use LINQ in hot paths just because it is readable. Do not assume ZLinq solves everything just because you introduced it. Those are the two main ideas. A rough guideline looks like this: Area Guideline Editor extensions, build scripts, debug code Regular LINQ is usually fine Startup, loading, initialization LINQ can be fine, but measure when data size is large Update / LateUpdate / FixedUpdate Avoid LINQ by default Code that is not per-frame but still called frequently Consider ZLinq Code that materializes res

2026-07-03 原文 →
AI 资讯

Nano Banana 2 Lite and Gemini Omni Flash: What's Actually New in Google's Gemini API

Google added two new models to the Gemini API today: Nano Banana 2 Lite (image generation) and Gemini Omni Flash (video generation + editing). Neither is the Gemini 3.5 Pro release people have been waiting for, so it's easy to miss. Here's what's actually in them. TL;DR Nano Banana 2 Lite: gemini-3.1-flash-lite-image = text-to-image in ~4s, $0.034/1K images Gemini Omni Flash: gemini-omni-flash-preview = video gen + conversational editing, $0.10/sec Both are built to be chained: generate an image fast, then animate it into video Neither model is positioned as a quality upgrade = both are cost/speed plays Nano Banana 2 Lite Model ID: gemini-3.1-flash-lite-image Text-to-image output in about 4 seconds $0.034 per 1K-resolution image Positioned as the direct replacement for the original Nano Banana ( gemini-2.5-flash-image ) - if you're on that model, this is a drop-in upgrade Available in Google AI Studio, Gemini API, Gemini Enterprise Agent Platform, and consumer surfaces (Search AI Mode, Gemini app, Photos, NotebookLM, Flow, Google Ads) Gemini Omni Flash Model ID: gemini-omni-flash-preview Public preview in Google AI Studio and the Gemini API Conversational editing - refine a generated video using plain-language instructions instead of re-prompting from zero Multimodal referencing - combine text, image, and video inputs to keep a scene consistent $0.10 per second of video output (same rate as Veo 3.1 Fast) Known limitations right now Generations capped at 10 seconds No audio reference uploads yet No scene extension yet Video references under 3 seconds are accepted by the API schema but not correctly processed yet Character consistency across scene changes/pans still has rough edges Google says longer durations are coming. The part worth paying attention to: chaining them Generate an image with Nano Banana 2 Lite (fast, cheap) Pass that image as a reference into Omni Flash Omni Flash animates it into a video Both models are optimized for throughput and cost, not for to

2026-07-03 原文 →
AI 资讯

Ng-News 26/16: OpenNG Foundation, spartan/ui

OpenNG Foundation and spartan/ui 1.0 are the headline topics this week: a new home for libraries like Spectator and Elf, and spartan/ui, a stable shadcn-inspired component library for Angular. Also in brief: Storybook's Angular modernization through AnalogJS, the end of ng-conf, and AI Dev Craft in Las Vegas. OpenNG Foundation Maintaining open-source libraries is hard work. Developers often do it in their spare time, committing to years of maintenance, adding new features, and responding to user requests. Last episode, we reported that the ngneat organization was taken down for unknown reasons. While we still don't know why it happened, a new home has emerged for its popular libraries like Spectator and Elf: the OpenNG Foundation. Gerome Grignon, known for CanIUseAngular and as the organizer of Ng-Baguette, announced the foundation, which is already hosting these libraries. Alongside Gerome, the current OpenNG team also includes Dominic Bachmann, organizer of Angular Lucerne and author of the angular-typed-router library. OpenNG Foundation · GitHub OpenNG Foundation has 8 repositories available. Follow their code on GitHub. github.com spartan/ui 1.0 spartan/ui has officially released its 1.0 version. It provides an "accessible, production-ready library of more than 55 components" with fully customizable styling. After debuting in August 2023 with 30 primitives, it now reaches stable in 2026 with a modern architecture built around signals, standalone components, zoneless change detection, and SSR. Originally initiated by Robin Götz, a full team quickly formed around the project. spartan/ui can be seen as the Angular equivalent to shadcn/ui, famous for its customizability. While similar open-source alternatives exist, spartan/ui was the pioneer and has a proven track record of active maintenance over the years. Announcing spartan/ui 1.0 Robin Goetz Robin Goetz Robin Goetz Follow for Playful Programming Angular Jun 24 Announcing spartan/ui 1.0 # angular # webdev 8 reac

2026-07-03 原文 →
AI 资讯

Europe's brain drain: the biggest loser flips when you normalize per 1,000 residents

Here is a question I could not answer from the headlines: which European countries are actually losing people the fastest, in absolute terms or per capita? Those are two different questions, and they give two different answers. So I pulled the open data and ran the numbers. The headline figure Across the 19 European countries in the 2024 dataset, 17 recorded a net loss of native-born residents . Only two were net positive. So the "brain drain" story is not a handful of outliers, it is the default state of the continent. But the interesting part is who tops the ranking, because it depends entirely on how you measure. Load the data yourself The dataset is public on GitHub (CC BY 4.0). Every number below is reproducible with a few lines of pandas. No download, no API key, it reads the raw CSV straight from the repo: import pandas as pd url = ( " https://raw.githubusercontent.com/DatapulseResearch/ " " brain-drain-eu/main/data/net_migration_native_born_2024.csv " ) df = pd . read_csv ( url ) print ( df . shape ) # (19, 3) print ( df . columns . tolist ()) # ['country', 'net_migration', 'per_1000_residents'] # How many countries lost native-born residents? losers = ( df [ " net_migration " ] < 0 ). sum () print ( f " { losers } of { len ( df ) } countries had a net loss " ) # 17 of 19 net_migration is the raw count for 2024 (negative means a net loss of native-born residents). per_1000_residents is the same flow normalized by population size. The absolute ranking: Germany runs away with it Sort by the raw count and one country dominates: worst_absolute = df . sort_values ( " net_migration " ). head ( 5 ) print ( worst_absolute [[ " country " , " net_migration " ]]) country net _ migration 0 Germany - 91067 ... Germany loses -91,067 native-born residents, far more than anyone else in absolute terms. If you stop reading here, the story writes itself: "Germany, Europe's biggest brain drain." Plenty of coverage did exactly that. The counterintuitive finding: the ranking inve

2026-07-03 原文 →
AI 资讯

How Turborepo Makes Large JavaScript Projects Fast

Introduction Most projects start with a single repository. Imagine you're building an e-commerce platform: a Next.js storefront for customers, a React Native mobile app, and a NestJS backend API. Splitting these into three repositories feels like the obvious, clean solution. ecommerce-web ecommerce-mobile ecommerce-api For the first few months, this works fine. Then the project grows, and the cracks start to show: You copy utility functions between repositories instead of importing them. You duplicate TypeScript interfaces across the frontend, mobile app, and API. Your frontend and backend drift apart because each repo defines its own version of the same models. Updating one shared component means editing it in three different places. Eventually, maintaining the project becomes harder than building new features. If that sounds familiar, you're not alone — it's exactly the problem monorepos were designed to solve. In this article, we'll cover: What a monorepo actually is, and how it differs from a multi-repo (polyrepo) setup Why engineering teams choose it How Turborepo makes monorepos fast instead of slow A practical, production-ready structure for a Next.js + React Native + NestJS monorepo Common mistakes and best practices Whether you work with React, Next.js, React Native, or NestJS, these concepts will help you build projects that scale without becoming a maintenance burden. The Problem With Multiple Repositories A typical multi-repo setup looks like this: web-app/ mobile-app/ backend-api/ shared-components/ Each repository has its own package.json , dependencies, CI/CD pipeline, Git history, and versioning strategy. It looks clean at first — but as the project grows, several problems appear. 1. Code duplication You write a helper function once: export function formatPrice ( price : number ) { return `$ ${ price . toFixed ( 2 )} ` ; } Both the web app and the mobile app need it, so instead of importing it, someone copies it. Now there are two versions. When one

2026-07-03 原文 →