I've run MacOS x86 VMs on Windows, it used to work great for a while. I haven't done that lately. I just don't care that much about supporting Apple users anymore, Apple makes it too expensive and difficult.
In June 1977, the base Apple II model with 4 KB of RAM was $1,298 (equivalent to about $6,900 in 2025), and with the maximum 48 KB of RAM it was $2,638 (equivalent to about $14,000 in 2025).
Wow, 48k for $14000. Now you can get a MBP with a million times more memory for $3500 or so. Whereas that CPU was clocked at 1 MHz, so CPUs are only several thousand times faster, maybe something like 30,000 times faster if you can make use of multi-core.
A small number of ships are crossing with AIS off (and without the benefit of GPS, because it is jammed) by coordinating with Iran. For example: https://gcaptain.com/iranian-navy-guided-indian-tanker-throu.... These will not show up on Marine Traffic as they are transiting the strait.
Wonder why US doesn’t spam the strait with fake AIS signals. Do Iranians have capability to spot ships in dark at night? If they employ radar - why not geolocate radar stations? Is there other techniques Iranians have for spotting ships (EW, SAR, etc)?
If Shaheds use Starlink - how come SpaceX can’t geolocate the launch sites?
Sure, but the article is talking about people who can and do read code now but will develop software without reading code in the future. Kind of like you rarely look at the object code that the compiler produces.
It was available for online browsing or as a downloadable file, I think a zip compressed PDF. I’m sure copies are available, but it would be nice to have an authoritative source.
As far as I can tell the single zip downloadable versions stopped being published after 2020. I grabbed a copy of the 2020 zip from the Internet Archive and turned it into a GitHub repo here: https://github.com/simonw/cia-world-factbook-2020/
Just in case anyone else wants to poke around and discovers there appears to be archived versions after 2020[1]... don't bother. They all 404. At a guess: There were links to them in anticipation of creating updated zip files but they never got around to it. Lame.
“This is the first post in a series (I, II, IIIa, IIIb, IVa, IVb, IVc, IVd,IVe, V) discussing the basic contours of life – birth, marriage, labor, subsistence, death – of pre-modern peasants and their families. Prior to the industrial revolution, peasant farmers of varying types made up the overwhelming majority of people in settled societies (the sort with cities and writing). And when I say overwhelming, I mean overwhelming: we generally estimate these societies to have consisted of upwards of 80% peasant farmers, often as high as 90 or even 95%. Yet when we talk about these periods, we are often focused on aristocrats, priests, knights, warriors, kings and literate bureaucrats, the sort of folks who write to us or on smiths, masons and artists, the sort of folk whose work sometimes survives for us to see. But this series is going to be about what life was like for the great majority of people who lived in small farming households.”
All of Mr. Devereaux's work is wonderful including the series you linked, but I think that one its overly focused on the household. I think his two part series on "Lonely Cities"[1][2] is a lot better at giving you a feeling for a city. It is both less in depth and in that one he spends half his time complaining about how Hollywood gets it wrong, so of course YMMV.
Medieval Dynasty attempts to do that. Despite having the word "dynasty" in its title, it's peasant centered. Early game is about building a house and trying to survive. Later game is building a village, recruiting people, assigning jobs to them, and essentially being the mayor. In many respects, it's a first-person village builder.
The "Dynasty" part comes from being able to have children and pass the village along to them if you play long enough. But everyone in game is a peasant of some sort. Nobility is mentioned but never directly visible.
I wouldn't call the game accurate exactly. But it is fun. I especially enjoyed having a ground-level view instead of the birds-eye view of most city builders.
Sometimes you just need to read the sources that were linked to you:
> So the models we’re going to set up are going to be most applicable in that space: towards the end of antiquity in the Mediterranean. They’ll also be pretty applicable to the European/Mediterranean Middle Ages and some parts – particularly mortality patterns – are going to apply universally to all pre-modern agrarian societies. I’ll try to be clear as we move what elements of the model are which are more broadly universal and which are very context sensitive (meaning they differ place-to-place or period-to-period) and to the degree I can say, how they vary. But our ‘anchor point’ is going to be the Romans, operating in the (broadly defined) iron age, at the tail end of antiquity.
He mentions in the post that his focus is on Roman history, and that his discussion on peasants will be most applicable to the late Mediterranean antiquity
‘You can learn a surprising amount by kicking things. It’s an epistemological method you often see deployed by small children, who target furniture, pets, and their peers in the hope of answering important questions about the world. Questions like “How solid is this thing?” and “Can I knock it over?” and “If I kick it, will it kick me back?”’
That one CEO just learned a surprising amount about kicking things judging by the look on his face as he fell, but in that case it was the robot kicking him!
On Windows, you can run lots of Windows/Linux VMs and zero Mac VMs.
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