> This feature can also be be enabled in macOS by adding the following line to ~/.zshrc:
> setopt HIST_IGNORE_SPACE
Except that I think it's called `histignorespace` (I haven't caught up with when and how much zsh cares about lowercased names), I think this is just about zsh, not about macOS specifically.
I played through Black Mesa the game after visiting the “crowbar collective” booth at pax east, and missing half life the first time around. Really loved it.
I think it shouldn't be in this article at all. You're comparing a tool that is not optimized nor efficient in any way against others that are. That while Qdrant has a very well optimized offering as well. This is comparing a walker against modern cars and paints a bad picture.
At Qdrant we do this at scale. Store billions of vectors in a cluster of any size. Also in Rust which turned out to be an amazing choice, and fully open source. It uses various features to keep things performant, such as vectorization (multiple arches), quantization (form of compression) and more.
I find MDN to be a bit clearer, and they benefit from the in-browser runtime. All the extra detail in the Rust docs (blanket traits etc) were quite intimidating and distracting when I first started learning it.
While both of these docs are pretty good, as someone who normally much prefers API references to "how to" formats, the MDN's "how to" approach here is succinct & just enough to cover reasonable bases, while the Rust API ref list is a bit too terse by comparison (& the Read More click out is a bit annoying).