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开发者

I finally got my Trump phone

Where's the Trump phone? We're going to keep talking about it every week. One year on, our phones have finally arrived. 12 months, 16 days, 21 hours, and 54 minutes after I first heard about Trump Mobile's T1 Phone 8002 (gold version), I'm finally holding one in my own hands. That's right, The Verge's Trump […]

2026-07-03 原文 →
AI 资讯

Cloudflare Details Unified Data Platform Where Billing Workloads Account for 53% of Queries

Cloudflare details Town Lake, an internal unified data platform, and Skipper, an AI analytics agent unifying access to operational, billing, security, and business data. The platform processed ~91K billing queries, with billing forming majority usage. Built on a lakehouse architecture using Trino, Iceberg, R2, and DataHub, it enables governed cross-system analytics and natural language access. By Leela Kumili

2026-07-03 原文 →
AI 资讯

Anthropic wants to develop its own drugs

At the event "The Briefing: AI for Science" earlier this week, Anthropic announced Claude Science, a new "AI workbench for scientists" that pulls fragmented tools and datasets into one environment, and generates figures and visuals. Anthropic, already dominating the industry with its popular coding tools and powerful AI models, framed the launch around what it […]

2026-07-03 原文 →
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 →