This little oversight can be exploited: Say mario wants to collect a star to finish a level. He needs to position himself somewhat close to the star, but only his position after modulo 65536 is used for collision detection. We can use another exploit to make Mario gain massive velocity and the physics engine will allow him to clip through walls with it. However, with great velocity comes the price of leaving the map (going out of bounds). Therefor, we use the module operation to still force a collision detection with the star.
一辆载着一位母亲及其7岁女儿的普通汽车,从伊拉克巴士拉口岸通过伊朗霍拉姆沙赫尔的边检站,似乎根本不值得伊朗海关官员注意。但最不起眼的行李——一个装猫的箱子——却是精心策划的奇袭的组成部分,摩萨德在宠物箱中装有暗格,里面塞入了自杀式无人机零件。
。新收录的资料对此有专业解读
执行,是实现公平正义的“最后一公里”。
Иран выпустил ракеты и беспилотники по соседям после обещания не атаковать их19:36
We also see even experienced users being caught by less obvious LIMIT behavior in multi-node environments where a table has many shards. Sharding allows users to split or replicate their data across multiple instances of ClickHouse. When a query with a LIMIT N clause is sent to a sharded table e.g. via a distributed table, this clause will be propagated down to each shard. Each shard will, in turn, need to collate the top N results, returning them to the coordinating node. This can prove particularly resource-intensive when users run queries that require a full table scan. Typically these are "point lookups" where the query aims to just identify a few rows. While this can be achieved in ClickHouse with careful index design a non-optimized variant, coupled with a LIMIT clause, can prove extremely resource-intensive.