Where Your Data Actually Lives — and Why RAID 5 Won't Save You
Hard drives store with magnetism, SSDs trap electrons in an insulator, RAID trades extra disks for reliability — plus the truth behind that scary "RAID 5 rebuild fails 99% of the time."
Hard drives store with magnetism, SSDs trap electrons in an insulator, RAID trades extra disks for reliability — plus the truth behind that scary "RAID 5 rebuild fails 99% of the time."
A circuit that can remember a single 0 or 1, grown step by step into a register — and why cache, not clock speed, is what makes a gaming CPU fast.
From the stray current Edison found in a light bulb to a switch that steers electrons on command — vacuum tube, PN junction, transistor, the short history of taming electricity.
Transcription is easy. The hard half is knowing who spoke. Chasing accurate speaker diarization, I ran Gemini chunking, Senko, and Doubao's auc models into the ground before landing on Volcano's 妙记 (Lark Minutes ASR) — which nailed the speaker count on every two-person recording. Plus the gotchas: Volcano's two auth systems and a cross-border upload throttled to 34 KB/s.
When a wall gets this expensive, the industry attacks it from every side — tier through NAND, pool over CXL, ditch HBM, compute inside memory. None of them breaks the wall in 2026. Which tells you exactly where this cycle's turn is not going to come from.
Reactions to a podcast on AI-first org architecture. Use AI as a tool and you're racing the clock — 10x at best. Use it as a system and you rebuild the whole workflow, retreating to just two jobs: give intent, review output. But the review gate is drowning, and that's the part nobody wants to say out loud.
Memory is the most cyclical business in tech — 40 years of up-10x, down-90%. This run has three genuinely structural differences. But 'this time is different' is the most expensive sentence in finance, so the bear case gets equal weight.
I built a few TypeScript web games but always felt the ceiling was too low. If I wanted to build a proper game and let AI write most of the code, should I pick Godot, Unity, or Unreal? After a lot of digging the answer surprised me: the engine AI is best at isn't the one with the most training data — it's the one AI can read entirely as text, run headless, watch, and fix on its own.
HBM isn't faster DRAM. It's DRAM rotated 90 degrees — stacked, drilled through with thousands of vertical wires, and bolted next to the GPU on a silicon interposer. That manufacturing nightmare is exactly why three memory makers just crossed a trillion dollars.
The code for my games? Agents handle it, faster and more correctly than I would. The thing that stopped me cold was the story. I'm not a writer, so I did the only thing I know how to do — turned "how do you write a game story" into a research problem, tore the craft apart, and built a skill that walks you from a blurry idea to a scene you can actually stage. This is the process, and the genuinely useful craft I dug up. AX Skill Workshop, part 2.
© Xingfan Xia 2024 - 2026 · CC BY-NC 4.0