Counting instances of "unsafe {" is pretty useless. Unsafe is needed in "safe" code. What it allows is to create a boundary where the caller is the one that uphelds the contract. If the unsafe is in an internal library, it’s much more difficult to misuse.
I’m pretty sure no x86 chip has hardware decode/encode for audio. Together with dGPUs, they tend to have decoders for JPEG and decoders/encoders for H.264, H.265, AV1 and sometimes VP9.
Most plants don't need anything special for waste management. They just put it in dry cask storage and leave those in the outside.
Ironically, there's less background radiation around the casks than away from them, since they are so shielded you also get shielded from part of the background radiation too.
To add to what the other comment said, you have to take into account a reactor is normally refueled every 18-24 months. A coal plant, for example, takes in trains of coal a day.
Well, current nuclear subs are, roughly, in the order of 200MW thermal and 30MW electric. That's good for moving a submarine but pretty low for a city. There's already a wind turbine (DEC 26MW) capable of 36MW, which is crazy.
Well, that's easy for a Rust binary. But they don't put any effort into having a great UX for Linux devs with Unreal Engine, for example. It barely works on Linux and is almost impossible to run under Wayland.
I don't think the needs are exactly the same. I believe in AI the big binary files are normally written once, while in gamedev, they are constantly updated.
That already warrants different storage architectures.
This tool is not for pure source code. It's for videogames. Videogame-specific VCS have been lacking much more than Git has, since the start. As others have said, the biggest problem is undiffable binary files.