WEBVTT - TechStuff Tidbits: The Laws of Tech

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<v Speaker 1>Welcome to tex Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tex Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio.

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<v Speaker 1>And how the tech are you. Well, it's time for

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<v Speaker 1>a tech stuff tidbit. And in the world of tech,

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<v Speaker 1>we often refer to various laws that aren't actually laws

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<v Speaker 1>at all, either in the legal or the scientific sense.

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<v Speaker 1>So I thought I would dedicate a Tidbits episode to

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<v Speaker 1>some of those laws, not all of them, and talk

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<v Speaker 1>about where they came from and what they mean. So

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<v Speaker 1>keep in mind, these laws are really more observations of

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<v Speaker 1>things like trends in technology, and they have a tendency

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<v Speaker 1>to be relevant, but there's no fundamental aspect of the

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<v Speaker 1>universe that actually forces them to be true. Also, keep

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<v Speaker 1>in mind, again we're just looking at some of the

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<v Speaker 1>observations we referred to as laws in tech. There are

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<v Speaker 1>a lot more of them out there than the ones

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<v Speaker 1>I'm going to cover, and some of those end up

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<v Speaker 1>getting super technical. Um And in fact, we're going to

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<v Speaker 1>take a pretty high level on most of these. But

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<v Speaker 1>the first one we should start off with is of

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<v Speaker 1>course Moore's law. That's perhaps the most frequently referenced law

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<v Speaker 1>quote unquote in tech now these days, we generally interpret

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<v Speaker 1>More's law to mean that every eighteen months to two

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<v Speaker 1>years the computers we produced double in processing power, meaning

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<v Speaker 1>a computer produced today has twice the processing capability of

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<v Speaker 1>a computer that was produced in twenty Assuming that you're

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<v Speaker 1>actually listening to this episode in two that's when it

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<v Speaker 1>originally aired. This is a fairly loose interpretation of the

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<v Speaker 1>observation that Gordon Moore made in his paper Cramming more

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<v Speaker 1>components onto integrated circuits way back in n More observed that,

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<v Speaker 1>due to many different factors, not all of them directly technological,

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<v Speaker 1>there was this trend for semiconductor companies fabricators to double

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<v Speaker 1>the number of transistors on a silicon chip every year

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<v Speaker 1>in the early days, and that held true for about

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<v Speaker 1>a decade. But More would later revise his observation in

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<v Speaker 1>the seventies to say every two years, and that's mostly

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<v Speaker 1>where it's sat ever since then. So, in other words,

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<v Speaker 1>an integrated circuit in nineteen sixty five would have twice

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<v Speaker 1>the number of transistors as one that was produced in

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<v Speaker 1>sixty four, and an integrated circuit in nineteen sixty six

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<v Speaker 1>would have twice as many transistors as the one in

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<v Speaker 1>nineteen sixty five, And you could project this out and

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<v Speaker 1>make predictions and so on, and then eventually we hit

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<v Speaker 1>a point where this slowed down a bit, and it

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<v Speaker 1>took two years to double the number of components rather

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<v Speaker 1>than just one. Now, Moore's observation took into account not

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<v Speaker 1>just the advance in technological capabilities that would be required

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<v Speaker 1>to make this happen, right, we'd actually have to build

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<v Speaker 1>out the systems to make these components smaller and then

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<v Speaker 1>cram them onto a silicon chip, As he would say,

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<v Speaker 1>we also had to take into account the economic drivers

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<v Speaker 1>that would push companies to pursue this trend. See, there

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<v Speaker 1>has to be a reason for the push to cram

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<v Speaker 1>more components on the circuit, because if there's no reason

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<v Speaker 1>to do it, companies wouldn't pour the money into making

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<v Speaker 1>it happen. After all, building out more complex circuits means

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<v Speaker 1>investing a lot of money, time and expertise into finding

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<v Speaker 1>new ways to produce smaller and smaller components and then

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<v Speaker 1>designing a chip architecture that takes advantage of those smaller components.

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<v Speaker 1>So there has to be that economic driver or else,

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<v Speaker 1>the expense of doing this would be prohibitive. You wouldn't

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<v Speaker 1>do it. Now. Lots of folks have predicted Moore's law

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<v Speaker 1>would end as semiconductor fabrication facilities started hitting increasingly challenging obstacles.

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<v Speaker 1>A one big obstacle is truly a physical one, like

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<v Speaker 1>like physics. It's it's once you get your components down

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<v Speaker 1>to the nanoscale, you know, like a nanometer is a

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<v Speaker 1>billionth of a meter. Once you get down there, you

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<v Speaker 1>start having to account for quantum effects. And these strange

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<v Speaker 1>effects don't happen in the macro scale, so they seem

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<v Speaker 1>almost magical to us. It seems like stuff that would

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<v Speaker 1>be impossible because in our daily experience we don't encounter

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<v Speaker 1>anything like this. So, for example, there is an effect

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<v Speaker 1>called quantum tunneling. So imagine you've got a sub atomic

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<v Speaker 1>particle like an electron, and let's say you've got a channel,

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<v Speaker 1>and this electron can travel down the channel. It's a

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<v Speaker 1>one way channel, so you can just go from one

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<v Speaker 1>end to the other, and you've built it just for

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<v Speaker 1>this purpose. And at the end of the channel you

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<v Speaker 1>have a gate blocking the end of it. But it's

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<v Speaker 1>a very very thin gate, and the electron just moves

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<v Speaker 1>down your channel and then surprise gets close to the gate,

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<v Speaker 1>and at some point it just appears on the other

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<v Speaker 1>side of the gate, and the electron continue is on

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<v Speaker 1>it's very little way. Uh now it's to you. It

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<v Speaker 1>looks like the electron somehow dug a pathway through the

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<v Speaker 1>gate and kept on going. But the electron didn't dig

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<v Speaker 1>a path. It was just on one side of the

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<v Speaker 1>gate at one point and then on the other side

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<v Speaker 1>of the gate. And the reason for this is that

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<v Speaker 1>electrons occupy more of an area than a specific point

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<v Speaker 1>in space, or that they can uh inhabit any point

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<v Speaker 1>within a certain area at any given given times. So

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<v Speaker 1>there's the small region where the electron could possibly occupy

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<v Speaker 1>any of the points within that region. Now, if the

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<v Speaker 1>gate is so thin that this region of possibility overlaps

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<v Speaker 1>the gate to the other side, well that means that

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<v Speaker 1>there is a chance. It might be a very small chance,

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<v Speaker 1>but there's still a chance that the electron could be

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<v Speaker 1>on the other side of the gate without the gate

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<v Speaker 1>ever having opened or the electron physically passing through it.

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<v Speaker 1>And if there is a chance, that means that given

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<v Speaker 1>enough opportunities, it will happen like that's kind of what

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<v Speaker 1>chance means. So this is a bad thing if you

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<v Speaker 1>want an integrated circuit, which you can think of as

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<v Speaker 1>being a very very complicated system of pathways and gates

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<v Speaker 1>for electrons to pass through or to be held back from.

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<v Speaker 1>So for that reason and for lots of other ones

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<v Speaker 1>that we don't really need to get into, semiconductor manufacturers

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<v Speaker 1>don't really reduce all the size of components the way

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<v Speaker 1>they used to back in the sixties and seventies and

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<v Speaker 1>leading up to fairly recent years actually, but they have

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<v Speaker 1>kept the naming convention. That is, you designate the type

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<v Speaker 1>of the semiconductor node, the chip node with a metric

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<v Speaker 1>such as like you might call it a four nanometer chip. Now,

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<v Speaker 1>not that long ago, the metric would actually refer to

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<v Speaker 1>the size of specific components on the chip itself. But

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<v Speaker 1>these days it's really more of a way to say

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<v Speaker 1>this chip performs at a higher level than say, a

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<v Speaker 1>ten nanometer chip would, So it's really more to tell

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<v Speaker 1>you about performance, but it's not necessarily uh in reference

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<v Speaker 1>to the actual size of anything that's located on the

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<v Speaker 1>chip itself. Now, there are a bunch of other laws

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<v Speaker 1>in tech that reference or build off of Moore's laws. So,

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<v Speaker 1>for example, there's Rocks Law, which is also sometimes called

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<v Speaker 1>Moore's second law. This observes that as computational power increases,

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<v Speaker 1>the cost to perpetuate Moore's law also increases, So in

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<v Speaker 1>other words, it gets progressively more expensive to meet the

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<v Speaker 1>fabrication requirements in order to build more powerful processors that

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<v Speaker 1>keep pace with Moore's law. Moore's law is something of

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<v Speaker 1>almost like a self fulfilling prophecy. There are companies that

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<v Speaker 1>push themselves to keep pace with Moore's law, even though

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<v Speaker 1>again there's no like fundamental law of the universe that

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<v Speaker 1>requires them to do this. And this touches on something

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<v Speaker 1>that I talked about in a recent episode about how

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<v Speaker 1>Taiwan play such an important part in the semiconductor industry.

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<v Speaker 1>Taiwan began investing in fabrication facilities in the nineteen seventies

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<v Speaker 1>and built on that considerably in the nineteen eighties. Meanwhile,

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<v Speaker 1>you had companies in the United States that we're really

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<v Speaker 1>starting to shift and focus primarily on chip design, but

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<v Speaker 1>not chip fabrication, because the fabrication cycle required a huge

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<v Speaker 1>recurring investment. You would spend millions of dollars to build

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<v Speaker 1>out all the tools and facilities you would need to

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<v Speaker 1>make a chip with components of a certain size. Meanwhile,

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<v Speaker 1>your designers are coming up with the next generation of

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<v Speaker 1>chips and those are all going to need their own,

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<v Speaker 1>you know, special equipment and facilities. So it's just a

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<v Speaker 1>never ending cycle of having to reinvest in your process.

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<v Speaker 1>So you have these chip designers who are creating a

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<v Speaker 1>chip architecture, but then they would outsource the actual manufacturing

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<v Speaker 1>to companies around the world, with Taiwan taking the lead. Also,

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<v Speaker 1>this implies that a lot of chip companies out there

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<v Speaker 1>are just consciously working to keep Moore's law going, even

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<v Speaker 1>if it might not economically make much sense to keep

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<v Speaker 1>up that pace. Um, there's almost like the weight of

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<v Speaker 1>expectation upon it if you're a Luisa out there. Some

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<v Speaker 1>observations playoff Moore's law in other ways or seem to

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<v Speaker 1>evoke More's law. For example, there's Worth's law w I

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<v Speaker 1>R T H that's named after Nicholas Worth, who wrote

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<v Speaker 1>an article that's titled a Plea for Lean Software. Worth

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<v Speaker 1>observation was that as computers get faster, software is getting slower,

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<v Speaker 1>and effect software it gets slower at a rate that's

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<v Speaker 1>greater than hardware's improvement. So hardware is getting faster, but

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<v Speaker 1>software is getting slower faster than hardware is getting faster.

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<v Speaker 1>If you will, so words law explains why you might

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<v Speaker 1>go out and buy a brand new computer and it

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<v Speaker 1>doesn't necessarily feel that much faster than the one you

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<v Speaker 1>had a couple of years ago. Now, it's pretty natural

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<v Speaker 1>for us to think, like, let's say we're using a computer,

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<v Speaker 1>and we might think, oh, if I buy a new

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<v Speaker 1>one in a couple of years, it's gonna leave this

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<v Speaker 1>one in the dust. It's gonna be so much faster.

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<v Speaker 1>But this ignores the fact that within those same two years,

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<v Speaker 1>developers are going to make increasingly complex software that gobbles

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<v Speaker 1>up those precious resources on the new machines. The software

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<v Speaker 1>two years from now would likely require more than what

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<v Speaker 1>your current machine could even handle. So Worth was saying

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<v Speaker 1>to software developers, hey, guys, chill out and uh figure

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<v Speaker 1>out ways to create less demanding software. Don't just pounce

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<v Speaker 1>on computational capabilities just because they're they're this. Don't treat

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<v Speaker 1>it like everest and you're climbing it because it's there.

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<v Speaker 1>And this always makes me think of Triple A video games,

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<v Speaker 1>which frequently on their highest settings anyway, have extremely high

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<v Speaker 1>graphics processing demands, and they often push even the most

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<v Speaker 1>powerful GPUs to their limits. And then you get the

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<v Speaker 1>next entry in the franchise, and it will be even

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<v Speaker 1>more demanding and will push whatever the current bleeding edge

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<v Speaker 1>GPU is to its limits, and so on. It never

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<v Speaker 1>eases off. On a sort of similar note, and one

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<v Speaker 1>that involves not just tech but human nature is Brooks's law,

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<v Speaker 1>and this comes from an observation by Fred Brooks back

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<v Speaker 1>in nineteen He says that under some conditions, adding a

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<v Speaker 1>person to a project, particularly software development, when the project

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<v Speaker 1>is running behind schedule, will push the project to um

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<v Speaker 1>to even further behind. So, in other words, if a

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<v Speaker 1>project is not going to meet deadline, adding another person

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<v Speaker 1>will likely make things worse. And there are lots of

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<v Speaker 1>different reasons for that. I'm sure many of you are

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<v Speaker 1>anticipating some of them. If you've ever gone through any

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<v Speaker 1>sort of onboarding process, either with a company or a team,

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<v Speaker 1>or if, bless your heart, you have been in charge

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<v Speaker 1>of on boarding someone else, you know that it takes

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<v Speaker 1>time for a new team member to get their bearings

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<v Speaker 1>and get understanding of how things are working and find

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<v Speaker 1>ways to contribute to that process. And until they get

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<v Speaker 1>to that point, while the new person is more likely

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<v Speaker 1>to be a drain on resources rather than adding to

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<v Speaker 1>the resources. And it's not it's not their fault. They

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<v Speaker 1>don't magically know where the project is and it's development cycle,

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<v Speaker 1>or what is working or was not working, or how

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<v Speaker 1>to make it better. It's just kind of the way

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<v Speaker 1>things are. Other issues can also contribute to a slowdown.

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<v Speaker 1>For example, as you add more people to a team,

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<v Speaker 1>communication becomes more complicated. And boy, how do you do

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<v Speaker 1>I feel this one? If you've ever used any sort

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<v Speaker 1>of project management or communication platform to communicate with a team,

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<v Speaker 1>you know, things like Slack or base camp or whatever,

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<v Speaker 1>you know that things can get pretty chaotic. As more

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<v Speaker 1>people join into a project. You can get cross talk,

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<v Speaker 1>you can get conversations that maybe should happen within a

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<v Speaker 1>subgroup rather than the whole group. You can have points

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<v Speaker 1>where various subgroups haven't communicated with one another, and so

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<v Speaker 1>things get all jump lee, just a lot of stuff

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<v Speaker 1>that gets harder as more people join in. Uh and uh,

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<v Speaker 1>you know that's something that we're going to touch on again.

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<v Speaker 1>A little bit later in this episode, when we talk

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<v Speaker 1>about processors adding people or resources to some jobs sometimes

0:13:23.280 --> 0:13:27.120
<v Speaker 1>makes sense if those jobs can be divided up into

0:13:27.240 --> 0:13:31.160
<v Speaker 1>individual tasks, but it makes less sense if the job

0:13:31.400 --> 0:13:34.480
<v Speaker 1>isn't divisible, And we'll come back to that idea in

0:13:34.559 --> 0:13:38.480
<v Speaker 1>just a moment. First, before we get into more loss stuff,

0:13:38.720 --> 0:13:49.640
<v Speaker 1>let's take a quick break. We're back e Room's Law.

0:13:49.880 --> 0:13:52.240
<v Speaker 1>Here's another one that's all play on Moore's law, because

0:13:52.280 --> 0:13:55.839
<v Speaker 1>the room is actually more spelled backwards. It's e R

0:13:55.960 --> 0:13:58.959
<v Speaker 1>O O M. It describes the process of developing new

0:13:59.080 --> 0:14:03.960
<v Speaker 1>drugs like pharmaceuticals, and that developing new drugs gets progressively

0:14:04.080 --> 0:14:07.959
<v Speaker 1>harder over time, and that means it takes longer and

0:14:08.080 --> 0:14:11.079
<v Speaker 1>costs more money to develop new drugs as time goes on.

0:14:11.240 --> 0:14:15.040
<v Speaker 1>Despite the fact that you've got scientists and engineers and

0:14:15.120 --> 0:14:18.080
<v Speaker 1>chemists who have developed some really super cool high tech

0:14:18.120 --> 0:14:22.000
<v Speaker 1>equipment specifically for the purposes of drug development, that even

0:14:22.000 --> 0:14:27.800
<v Speaker 1>though our capabilities grow, the difficulty still grows. And generally,

0:14:28.480 --> 0:14:30.800
<v Speaker 1>the Rooms Law says that the cost of developing a

0:14:30.840 --> 0:14:34.920
<v Speaker 1>new drug doubles pretty much every nine years. Okay, now,

0:14:35.280 --> 0:14:38.120
<v Speaker 1>way back in three, which was more than a decade

0:14:38.120 --> 0:14:42.160
<v Speaker 1>before Gordon Moore's article about cramming components on integrated circuits

0:14:42.200 --> 0:14:45.880
<v Speaker 1>would come out, there was a person named Herb Gross

0:14:46.360 --> 0:14:50.080
<v Speaker 1>who observed that computer performance increases as the square of

0:14:50.120 --> 0:14:54.640
<v Speaker 1>the cost. So, in other words, as a computer's price doubles,

0:14:54.840 --> 0:14:58.720
<v Speaker 1>its computer processing power should be four times as great.

0:14:59.200 --> 0:15:01.600
<v Speaker 1>So if you're looking at two computers and the first

0:15:01.600 --> 0:15:03.880
<v Speaker 1>one is five dollars and the second one is one

0:15:03.920 --> 0:15:07.080
<v Speaker 1>thousand dollars, the second computer should be four times as

0:15:07.120 --> 0:15:10.360
<v Speaker 1>powerful as the first computer. Uh. This is one of

0:15:10.360 --> 0:15:13.880
<v Speaker 1>those laws that at various times wasn't you know, totally accurate.

0:15:14.160 --> 0:15:17.520
<v Speaker 1>But generally it's saying that as computers get more expensive,

0:15:17.920 --> 0:15:21.280
<v Speaker 1>the price of computational performance, if you were able to

0:15:21.360 --> 0:15:24.240
<v Speaker 1>like divide that up on a per unit basis, is

0:15:24.280 --> 0:15:28.760
<v Speaker 1>actually coming down. Then there's Kumi's law, which describes the

0:15:28.840 --> 0:15:33.480
<v Speaker 1>power efficiency of hardware over time. Essentially, Kumi said that

0:15:33.680 --> 0:15:36.800
<v Speaker 1>every one point five seven years, the amount of battery

0:15:36.920 --> 0:15:40.640
<v Speaker 1>you would need to handle a fixed computing load would

0:15:40.720 --> 0:15:43.360
<v Speaker 1>fall by a factor of two, meaning that if you

0:15:43.400 --> 0:15:46.920
<v Speaker 1>were to perform the exact same computational load on computers

0:15:46.920 --> 0:15:49.120
<v Speaker 1>that were made essentially a year and a half apart

0:15:49.160 --> 0:15:51.920
<v Speaker 1>from each other, the more recent computer would do it

0:15:51.960 --> 0:15:56.200
<v Speaker 1>without consuming nearly as much power. After two thousand, Kumi

0:15:56.360 --> 0:15:58.720
<v Speaker 1>adjusted this to say the trend would actually follow every

0:15:58.760 --> 0:16:01.600
<v Speaker 1>two point six year instead of one point five seven.

0:16:02.320 --> 0:16:04.600
<v Speaker 1>And you might wonder, well, why doesn't this mean that

0:16:04.640 --> 0:16:08.400
<v Speaker 1>we see laptop computers that have batteries that have you know,

0:16:08.480 --> 0:16:13.080
<v Speaker 1>an all day operation, Like why don't they last many, many,

0:16:13.120 --> 0:16:16.640
<v Speaker 1>many more hours than old laptops? After all, if we're

0:16:16.680 --> 0:16:20.120
<v Speaker 1>talking about it, the battery load decreasing by a factor

0:16:20.160 --> 0:16:24.240
<v Speaker 1>of two every even every two point six years, shouldn't

0:16:24.280 --> 0:16:26.480
<v Speaker 1>that be the case. Well, then we have to remember

0:16:26.480 --> 0:16:29.160
<v Speaker 1>Worth's law and the fact that software bloats at are

0:16:29.160 --> 0:16:32.640
<v Speaker 1>really fast rate, so we're not running the exact same

0:16:32.680 --> 0:16:36.600
<v Speaker 1>computational loads as time goes on. The computational loads are

0:16:36.600 --> 0:16:39.680
<v Speaker 1>getting bigger as time goes on, so it all kind

0:16:39.680 --> 0:16:44.360
<v Speaker 1>of negates each other, all right. Then we have Gustafson's law,

0:16:44.840 --> 0:16:47.040
<v Speaker 1>which gets back to that issue I was talking about

0:16:47.040 --> 0:16:49.040
<v Speaker 1>with Brooks law. You know, that was the one that

0:16:49.080 --> 0:16:52.480
<v Speaker 1>says adding more people to a project doesn't necessarily speed

0:16:52.480 --> 0:16:57.080
<v Speaker 1>things up. Gustupson's law covers how much faster a computer

0:16:57.280 --> 0:17:02.080
<v Speaker 1>with parallel processors will complete given task compared to a

0:17:02.120 --> 0:17:06.880
<v Speaker 1>computer with a single core processor. All right, now, when

0:17:06.880 --> 0:17:10.280
<v Speaker 1>it comes to parallel processing, I use this analogy pretty

0:17:10.359 --> 0:17:14.960
<v Speaker 1>much every single time to describe single core versus multi

0:17:14.960 --> 0:17:18.200
<v Speaker 1>core processors. But let's do it again. Okay, Let's say

0:17:18.240 --> 0:17:20.840
<v Speaker 1>you got yourself a math class and there are six

0:17:20.960 --> 0:17:23.960
<v Speaker 1>students in the math class. One student, and we're gonna

0:17:23.960 --> 0:17:27.320
<v Speaker 1>call her Annie, is like super good at math. She

0:17:27.560 --> 0:17:30.560
<v Speaker 1>is a genius. Now, the other five students in the

0:17:30.600 --> 0:17:33.120
<v Speaker 1>class are really good at math, but they're not at

0:17:33.160 --> 0:17:36.879
<v Speaker 1>Annie's level. One day, the teacher comes in and proposes

0:17:36.920 --> 0:17:40.080
<v Speaker 1>a contest. She's going to hand out a pop quiz

0:17:40.400 --> 0:17:43.359
<v Speaker 1>with five math problems on it. Annie will have to

0:17:43.400 --> 0:17:47.880
<v Speaker 1>complete all five problems, but the other five students will

0:17:47.960 --> 0:17:51.080
<v Speaker 1>each only have to solve one of the five problems.

0:17:51.080 --> 0:17:54.000
<v Speaker 1>So student one gets problem one, Student two gets problem

0:17:54.080 --> 0:17:57.720
<v Speaker 1>to et cetera, And then the teacher starts the clock

0:17:58.040 --> 0:18:01.120
<v Speaker 1>and lo and behold the group of five students finish.

0:18:01.400 --> 0:18:06.400
<v Speaker 1>There's collectively first, Annie is faster at answering individual questions

0:18:06.560 --> 0:18:10.000
<v Speaker 1>than her counterparts are, so she can answer question one

0:18:10.320 --> 0:18:13.920
<v Speaker 1>before student one can do the same. But keep in mind,

0:18:14.040 --> 0:18:17.400
<v Speaker 1>students two through five are still working on those other

0:18:17.520 --> 0:18:21.960
<v Speaker 1>problems while Annie is still finishing up question one, so

0:18:22.640 --> 0:18:24.760
<v Speaker 1>she is not able to finish her quiz faster than

0:18:24.800 --> 0:18:29.040
<v Speaker 1>the collective classmates for that particular pop quiz. This is

0:18:29.160 --> 0:18:33.560
<v Speaker 1>kind of like parallel processing. Parallel processors are great for

0:18:33.680 --> 0:18:38.360
<v Speaker 1>certain types of computational problems, namely problems that can be

0:18:38.440 --> 0:18:42.280
<v Speaker 1>solved in parts. The various cores can tackle the different

0:18:42.400 --> 0:18:45.800
<v Speaker 1>parts of the problem and then together they all arrive

0:18:45.880 --> 0:18:49.200
<v Speaker 1>at the solution, and potentially they can do this much

0:18:49.240 --> 0:18:53.680
<v Speaker 1>faster than a more powerful single core processor could. However,

0:18:54.480 --> 0:18:58.760
<v Speaker 1>not all problems are parallel. Some problems require a serial

0:18:58.920 --> 0:19:02.800
<v Speaker 1>approach s e. R I. A L not captain crunch,

0:19:03.520 --> 0:19:06.080
<v Speaker 1>and a serial approach means that you can't just divide

0:19:06.119 --> 0:19:08.359
<v Speaker 1>the problem up into parts. You have to go from

0:19:08.400 --> 0:19:11.040
<v Speaker 1>beginning through all the way to the end. And in

0:19:11.080 --> 0:19:14.720
<v Speaker 1>those cases, the more powerful single core processor is going

0:19:14.760 --> 0:19:18.640
<v Speaker 1>to solve the problem faster than the parallel processor where

0:19:18.640 --> 0:19:21.320
<v Speaker 1>each core is not running at the same you know,

0:19:21.400 --> 0:19:25.719
<v Speaker 1>high level clock speed. So Gustopherson's law takes all this

0:19:25.760 --> 0:19:29.919
<v Speaker 1>into account and gives a mathematical expression to estimate how

0:19:30.000 --> 0:19:33.639
<v Speaker 1>much faster a parallel processor can solve a given type

0:19:33.640 --> 0:19:35.879
<v Speaker 1>of problem if you happen to know how much of

0:19:35.920 --> 0:19:40.920
<v Speaker 1>that problem is serial rather than parallel. Alternatively, you could

0:19:41.040 --> 0:19:44.679
<v Speaker 1>use this to estimate how slowly a single core processor

0:19:45.000 --> 0:19:49.199
<v Speaker 1>would solve a parallel problem. All right, Well, what if

0:19:49.200 --> 0:19:50.840
<v Speaker 1>you were to look at Moore's law and say, hey,

0:19:50.880 --> 0:19:53.600
<v Speaker 1>that's nice and all, but it's way too slow. Well,

0:19:53.640 --> 0:19:56.959
<v Speaker 1>then you could take a gander at Nevin's law. This

0:19:57.040 --> 0:20:00.159
<v Speaker 1>is named after Hartmut Nevin, who works in discipline is

0:20:00.200 --> 0:20:03.919
<v Speaker 1>like quantum computing in robotics, and his law proposes that

0:20:04.040 --> 0:20:08.680
<v Speaker 1>quantum computers increase in power at a doubly exponential rate,

0:20:09.040 --> 0:20:12.560
<v Speaker 1>which is quick and crazy fast. And we can sort

0:20:12.560 --> 0:20:16.480
<v Speaker 1>of see why this is too so. For classical computers,

0:20:16.920 --> 0:20:20.080
<v Speaker 1>the basic unit of information is the bit, and a

0:20:20.119 --> 0:20:23.240
<v Speaker 1>bit is a binary digit, so we designated as either

0:20:23.359 --> 0:20:26.040
<v Speaker 1>a zero or a one, which you can think of

0:20:26.080 --> 0:20:30.399
<v Speaker 1>like a switch being turned off or on. Using lots

0:20:30.400 --> 0:20:33.280
<v Speaker 1>of bits, we can tell machines to do all sorts

0:20:33.280 --> 0:20:36.480
<v Speaker 1>of stuff based on specific input. This is the basis

0:20:36.640 --> 0:20:42.480
<v Speaker 1>of computer science. But quantum computing has a different basic unit.

0:20:42.560 --> 0:20:47.119
<v Speaker 1>It is called the cubit or quantum bit, and a

0:20:47.240 --> 0:20:49.760
<v Speaker 1>bit can either be a zero or a one, right,

0:20:49.800 --> 0:20:52.080
<v Speaker 1>it has to be one or the other. It is binary,

0:20:52.080 --> 0:20:56.880
<v Speaker 1>But a cubit, thanks to stuff like superposition, can effectively

0:20:56.960 --> 0:21:01.400
<v Speaker 1>inhabit both the zero state and the one states simultaneously,

0:21:01.440 --> 0:21:05.200
<v Speaker 1>as well as technically all states in between. So as

0:21:05.280 --> 0:21:08.679
<v Speaker 1>you add in the ability to handle more cubits, as

0:21:08.680 --> 0:21:13.359
<v Speaker 1>you build quantum systems that have more cubits incorporated into them,

0:21:13.440 --> 0:21:16.480
<v Speaker 1>you vastly expand what the computer is capable of doing.

0:21:16.840 --> 0:21:20.879
<v Speaker 1>Your collection of cubits can, in a sense, perform drastically

0:21:20.960 --> 0:21:25.200
<v Speaker 1>larger numbers of simultaneous processes to solve a specific subset

0:21:25.280 --> 0:21:28.479
<v Speaker 1>of computational problems. That sounds like word sellad, but it

0:21:28.520 --> 0:21:30.560
<v Speaker 1>does make sense if you start to break it down,

0:21:31.119 --> 0:21:33.400
<v Speaker 1>And it doesn't mean that a quantum computer is good

0:21:33.400 --> 0:21:37.080
<v Speaker 1>for every kind of computational problem, just like a parallel

0:21:37.200 --> 0:21:39.800
<v Speaker 1>processor is not going to be good for are not

0:21:39.840 --> 0:21:43.480
<v Speaker 1>going to be better at at a serial level kind

0:21:43.520 --> 0:21:46.760
<v Speaker 1>of computational problem than a single core processor could be.

0:21:47.760 --> 0:21:49.639
<v Speaker 1>A quantum computer is not going to be great at

0:21:49.680 --> 0:21:54.080
<v Speaker 1>every single type of computational load, but for a subset

0:21:54.119 --> 0:21:57.040
<v Speaker 1>of them, they could be phenomenal as long as computer

0:21:57.119 --> 0:22:02.200
<v Speaker 1>scientists develop effective algorithms to lever the quantum computing UH,

0:22:02.240 --> 0:22:04.439
<v Speaker 1>and these are problems that would take a traditional computer

0:22:04.560 --> 0:22:07.760
<v Speaker 1>decades or maybe centuries or thousands of years to complete,

0:22:07.760 --> 0:22:12.000
<v Speaker 1>depending upon the complexity. So one example of of the

0:22:12.080 --> 0:22:15.240
<v Speaker 1>type of problem that quantum computers might be really good

0:22:15.280 --> 0:22:19.440
<v Speaker 1>at tackling is UH is known as the traveling salesman problem.

0:22:19.480 --> 0:22:21.920
<v Speaker 1>And here's a version of this problem. Let's say you've

0:22:21.920 --> 0:22:26.600
<v Speaker 1>got a salesman whose region includes you know, ten different cities,

0:22:27.400 --> 0:22:29.600
<v Speaker 1>and the salesman's trying to figure out what is the

0:22:29.640 --> 0:22:33.240
<v Speaker 1>most efficient route that will allow the salesman to visit

0:22:33.440 --> 0:22:36.719
<v Speaker 1>every city at least once with the least amount of

0:22:36.760 --> 0:22:40.600
<v Speaker 1>travel time. And in a classical computer system, a computer

0:22:40.640 --> 0:22:44.919
<v Speaker 1>would have to go through every single possible variation of

0:22:45.040 --> 0:22:48.800
<v Speaker 1>every route between every city and record the results. And

0:22:48.840 --> 0:22:52.120
<v Speaker 1>then once it had run every single variation, it could

0:22:52.119 --> 0:22:55.480
<v Speaker 1>then compare all the results against each other UH and

0:22:55.520 --> 0:22:58.760
<v Speaker 1>then determine which route would be the fastest, and that,

0:22:59.000 --> 0:23:01.520
<v Speaker 1>depending again on the complexity of the problem, could take

0:23:01.600 --> 0:23:05.480
<v Speaker 1>hundreds of years. A quantum computer with a sufficient number

0:23:05.480 --> 0:23:09.560
<v Speaker 1>of cubits along with the appropriate algorithm, could potentially solve

0:23:09.640 --> 0:23:13.960
<v Speaker 1>this problem much faster. Also, interestingly, the solutions that quantum computers.

0:23:14.000 --> 0:23:17.880
<v Speaker 1>Generator actually listed in probabilities, not certainties, so you would

0:23:17.920 --> 0:23:22.000
<v Speaker 1>get an answer that what might have like a threshold

0:23:22.680 --> 0:23:25.520
<v Speaker 1>of certainty saying that this is the right answer, which

0:23:25.520 --> 0:23:28.960
<v Speaker 1>means it might not be, but it probably is. Now

0:23:29.000 --> 0:23:32.640
<v Speaker 1>I'm being very fast and loose and very very high

0:23:32.720 --> 0:23:36.440
<v Speaker 1>level with this description. It gets so much more complicated

0:23:36.480 --> 0:23:38.760
<v Speaker 1>and technical than what I'm I'm saying. But this is

0:23:38.800 --> 0:23:41.600
<v Speaker 1>just to give you an idea of what quantum computers

0:23:41.640 --> 0:23:43.800
<v Speaker 1>will be used for. They won't be used for everything,

0:23:44.480 --> 0:23:47.600
<v Speaker 1>but for the applications that they can be used for,

0:23:48.040 --> 0:23:51.919
<v Speaker 1>they can potentially be far more powerful than any classical system.

0:23:51.960 --> 0:23:55.680
<v Speaker 1>All Right, We've got a few more laws to cover

0:23:55.880 --> 0:24:07.440
<v Speaker 1>before we wrap this up, but let's take another quick break. Okay,

0:24:07.560 --> 0:24:11.280
<v Speaker 1>let's let's talk about a few more laws. Robert Metcalf

0:24:11.640 --> 0:24:15.320
<v Speaker 1>made an observation that we now call Metcalf's law, and

0:24:15.359 --> 0:24:19.000
<v Speaker 1>this has to do with the value of a telecommunications network.

0:24:19.040 --> 0:24:22.359
<v Speaker 1>And by value, we're kind of talking about the number

0:24:22.400 --> 0:24:26.960
<v Speaker 1>of possible connections that can exist within a network. And

0:24:27.160 --> 0:24:31.760
<v Speaker 1>the mathematical expression of this law is N times and

0:24:31.920 --> 0:24:35.840
<v Speaker 1>minus one all divided by two, So N represents the

0:24:35.960 --> 0:24:40.120
<v Speaker 1>number of nodes in a network. All right, Let's let's

0:24:40.119 --> 0:24:43.240
<v Speaker 1>start using actual examples to kind of explain what this means.

0:24:43.680 --> 0:24:47.080
<v Speaker 1>So let's say we have the simplest network imaginable. Let's

0:24:47.080 --> 0:24:49.760
<v Speaker 1>say we've got a couple of kids and they've got

0:24:49.840 --> 0:24:53.240
<v Speaker 1>to tin cans and a string connecting to them, so

0:24:53.359 --> 0:24:56.560
<v Speaker 1>the two kids can talk to one another. But that's it, right,

0:24:56.600 --> 0:25:00.240
<v Speaker 1>you can only have two people using that network, and

0:25:00.320 --> 0:25:02.600
<v Speaker 1>so that means our n in this case, the number

0:25:02.600 --> 0:25:05.840
<v Speaker 1>of nodes is too. We have two people, two nodes.

0:25:06.840 --> 0:25:10.800
<v Speaker 1>So then we take that mathematical expression you know, in

0:25:11.160 --> 0:25:13.880
<v Speaker 1>times in minus one divided by two, So that means

0:25:13.880 --> 0:25:17.719
<v Speaker 1>it's two times two minus one divided by two, and

0:25:17.840 --> 0:25:20.639
<v Speaker 1>two minus one is one, so then you have two

0:25:20.680 --> 0:25:23.800
<v Speaker 1>times one. That means you've got to you're divided by two,

0:25:24.080 --> 0:25:26.399
<v Speaker 1>you're left with one. So one is the number of

0:25:26.440 --> 0:25:28.919
<v Speaker 1>connections we can make with this network. We have two nodes,

0:25:29.320 --> 0:25:32.480
<v Speaker 1>only one connection can happen. What happens if we add

0:25:32.520 --> 0:25:35.320
<v Speaker 1>a third person in there. Let's say we've graduated from

0:25:35.320 --> 0:25:41.320
<v Speaker 1>tin cans and string to actual like um telephone system. Well,

0:25:41.320 --> 0:25:44.280
<v Speaker 1>now our n is three, so it's three times three

0:25:44.320 --> 0:25:46.840
<v Speaker 1>minus one divided by two three minus one is two

0:25:47.080 --> 0:25:49.680
<v Speaker 1>two times three six six divided by two is three.

0:25:49.880 --> 0:25:54.480
<v Speaker 1>We went from one connection to three potential connection connections

0:25:54.520 --> 0:25:58.879
<v Speaker 1>just by adding one person. Now let's say we go

0:25:58.960 --> 0:26:02.600
<v Speaker 1>up to twenty. We go through that same mathematical expression,

0:26:02.600 --> 0:26:04.600
<v Speaker 1>which I'm not going to walk you through because you've

0:26:04.600 --> 0:26:07.080
<v Speaker 1>heard it several times, but it ends up with one.

0:26:08.400 --> 0:26:10.640
<v Speaker 1>So again, with two people, you have a maximum number

0:26:10.640 --> 0:26:13.480
<v Speaker 1>of connections set at one. With twenty you have one

0:26:15.000 --> 0:26:19.399
<v Speaker 1>possible different connected pairs. So the more nodes you have

0:26:19.520 --> 0:26:23.600
<v Speaker 1>in the communications network, the higher the value of the network.

0:26:24.440 --> 0:26:29.080
<v Speaker 1>On a similar note, David P. Read R E. D.

0:26:29.720 --> 0:26:34.560
<v Speaker 1>Observed that the usefulness of large networks, specifically social networks,

0:26:35.000 --> 0:26:40.560
<v Speaker 1>scales exponentially with the size of the network. So even

0:26:40.600 --> 0:26:43.800
<v Speaker 1>adding just a few people to a social network creates

0:26:43.960 --> 0:26:48.560
<v Speaker 1>exponential growth in that network's utility. And read described this

0:26:48.640 --> 0:26:52.640
<v Speaker 1>in terms of subgroups, that the more people join a network,

0:26:52.960 --> 0:26:58.159
<v Speaker 1>the more subgroups can exist within that network. And again

0:26:58.200 --> 0:27:01.240
<v Speaker 1>you have a mathematical expression you can used to describe this.

0:27:01.960 --> 0:27:04.639
<v Speaker 1>In this case, you would say that the the number

0:27:04.680 --> 0:27:07.960
<v Speaker 1>of subgroups is you take the number of people in

0:27:08.000 --> 0:27:10.680
<v Speaker 1>your network, or a number of components in your network.

0:27:10.880 --> 0:27:13.439
<v Speaker 1>This is your n and you take two to the

0:27:13.480 --> 0:27:17.000
<v Speaker 1>power of n, then you subtract in from that number,

0:27:17.119 --> 0:27:20.240
<v Speaker 1>and then you subtract one from that number. So let's

0:27:20.240 --> 0:27:22.920
<v Speaker 1>say we've got eight people in this social network. Two

0:27:22.960 --> 0:27:25.360
<v Speaker 1>to the power of eight is two hundred fifty six.

0:27:25.840 --> 0:27:28.760
<v Speaker 1>We substract, subtract eight from that, and we get two

0:27:29.160 --> 0:27:31.959
<v Speaker 1>forty eight. We subtract one from that, and we get

0:27:32.040 --> 0:27:35.160
<v Speaker 1>to forty seven. So with eight people, you could potentially

0:27:35.240 --> 0:27:39.239
<v Speaker 1>have as many as two hundred forty seven subgroups. And

0:27:39.240 --> 0:27:41.760
<v Speaker 1>obviously it just gets crazier from there as you start

0:27:41.800 --> 0:27:45.160
<v Speaker 1>to add people. So this points out how social networks

0:27:45.200 --> 0:27:49.960
<v Speaker 1>can very quickly grow and become more important. Though it's

0:27:50.000 --> 0:27:53.000
<v Speaker 1>obviously not a guarantee because obviously those those eight people

0:27:53.000 --> 0:27:56.960
<v Speaker 1>could have potentially as many as two forty seven subgroups,

0:27:56.960 --> 0:27:59.479
<v Speaker 1>But that doesn't mean you would actually see every single

0:28:00.160 --> 0:28:03.240
<v Speaker 1>variation of a group play out in real life, Like

0:28:03.560 --> 0:28:07.240
<v Speaker 1>maybe any inner mathematics classmates are all part of those

0:28:07.280 --> 0:28:10.240
<v Speaker 1>eight people, and any refuses to be in any subgroup

0:28:10.280 --> 0:28:13.960
<v Speaker 1>with our five classmates, Well, that would eliminate a ton

0:28:14.320 --> 0:28:16.880
<v Speaker 1>of options there. But you get the idea. And then

0:28:16.920 --> 0:28:20.920
<v Speaker 1>we have a couple of dark laws in tech. Laws

0:28:21.000 --> 0:28:25.760
<v Speaker 1>of observations that show some of them not so pleasant

0:28:25.840 --> 0:28:29.160
<v Speaker 1>sides of technology. One of those is called Zimmerman's law,

0:28:29.680 --> 0:28:33.200
<v Speaker 1>which states that the capability for computational devices to track

0:28:33.280 --> 0:28:36.919
<v Speaker 1>what we're doing doubles every eighteen months. And when you

0:28:36.960 --> 0:28:42.400
<v Speaker 1>think about stuff like social networks, location tracking, targeted advertising,

0:28:42.480 --> 0:28:44.480
<v Speaker 1>all this kind of thing, you start to see what

0:28:44.560 --> 0:28:47.280
<v Speaker 1>Zimmerman was saying with this. And some of this is

0:28:47.280 --> 0:28:50.600
<v Speaker 1>based off the capabilities of the technology, how the technology

0:28:50.640 --> 0:28:53.520
<v Speaker 1>is getting better at doing this stuff, but some of

0:28:53.560 --> 0:28:55.280
<v Speaker 1>it also has to do with how we choose to

0:28:55.320 --> 0:28:59.520
<v Speaker 1>interact with tech. Like obviously, if we didn't, if we

0:28:59.520 --> 0:29:01.920
<v Speaker 1>weren't part participants in this, or at least we weren't

0:29:01.920 --> 0:29:05.800
<v Speaker 1>eager participants in this, it wouldn't have quite the same

0:29:05.920 --> 0:29:08.960
<v Speaker 1>level of effectiveness. So if more and more people were

0:29:09.000 --> 0:29:10.200
<v Speaker 1>to say, you know what, I'm not going to do

0:29:10.280 --> 0:29:13.520
<v Speaker 1>social network stuff anymore, maybe they don't even use a

0:29:13.520 --> 0:29:16.440
<v Speaker 1>smartphone or anything like that, it would cut way back

0:29:16.480 --> 0:29:20.440
<v Speaker 1>on this. But most of us are willing participants to

0:29:20.520 --> 0:29:22.800
<v Speaker 1>some degree or another in this system, and that just

0:29:22.880 --> 0:29:27.000
<v Speaker 1>makes it more effective. And then we have Godwin's law.

0:29:27.320 --> 0:29:30.840
<v Speaker 1>Anyone who's been part of any online community is likely

0:29:30.920 --> 0:29:35.080
<v Speaker 1>to be aware of Godwin's law. It's named after Mike Godwin,

0:29:35.480 --> 0:29:39.280
<v Speaker 1>and this law essentially says that the longer any online

0:29:39.280 --> 0:29:42.800
<v Speaker 1>discussion goes, the more likely someone will bring up a

0:29:42.840 --> 0:29:48.160
<v Speaker 1>comparison that involves Nazis or Hitler, and that should a

0:29:48.240 --> 0:29:52.280
<v Speaker 1>conversation go on long enough, the probability becomes a certainty.

0:29:52.640 --> 0:29:55.040
<v Speaker 1>And God would observe this way back in the youth

0:29:55.120 --> 0:29:58.760
<v Speaker 1>net news group days, essentially, people would get into conversations,

0:29:58.760 --> 0:30:01.320
<v Speaker 1>someone would disagree with someone, and else things would get heated,

0:30:01.560 --> 0:30:06.240
<v Speaker 1>and ultimately someone would compare either a person or an

0:30:06.280 --> 0:30:11.840
<v Speaker 1>idea to uh, something that the Nazis would have celebrated

0:30:11.960 --> 0:30:15.000
<v Speaker 1>or something that Hitler would have proposed, and then Godwin's

0:30:15.040 --> 0:30:18.200
<v Speaker 1>law would be complete. Like you would have said, yes,

0:30:18.240 --> 0:30:21.160
<v Speaker 1>this is Godwin's law. This conversation has reached the point

0:30:21.360 --> 0:30:25.320
<v Speaker 1>where someone made that comparison, and essentially they were saying

0:30:25.320 --> 0:30:28.720
<v Speaker 1>that if a conversation goes long enough, the probability that

0:30:28.760 --> 0:30:32.640
<v Speaker 1>would happen ends up being a certainty. Now, some folks

0:30:32.800 --> 0:30:36.480
<v Speaker 1>say that if someone invokes a comparison to Nazis or

0:30:36.560 --> 0:30:40.640
<v Speaker 1>Hitler in a conversation, that person automatically loses whatever the

0:30:40.720 --> 0:30:44.360
<v Speaker 1>argument was about. Essentially, the idea is that you were

0:30:44.440 --> 0:30:47.920
<v Speaker 1>unable to defend your position, so you ended up resorting

0:30:47.920 --> 0:30:53.000
<v Speaker 1>to this comparison. This, this emotionally charged comparison. Therefore, your

0:30:53.000 --> 0:30:59.040
<v Speaker 1>position is indefensible and you lose, You get nothing. As

0:30:59.040 --> 0:31:01.880
<v Speaker 1>Willy Wonka would say, Uh, Now, I do not want

0:31:01.880 --> 0:31:05.000
<v Speaker 1>to end on that note. Obviously it's really a bummer

0:31:05.040 --> 0:31:07.480
<v Speaker 1>of a note. So we're gonna throw in the bonus here.

0:31:07.680 --> 0:31:10.760
<v Speaker 1>Of the laws of robotics as originally proposed by science

0:31:10.760 --> 0:31:14.720
<v Speaker 1>fiction author Isaac Asimov, and originally there were just three

0:31:14.880 --> 0:31:18.560
<v Speaker 1>laws of robotics. The first law states that a robot

0:31:18.720 --> 0:31:22.800
<v Speaker 1>may not cause harm to a human being or through inaction,

0:31:23.320 --> 0:31:26.640
<v Speaker 1>allow a human to come to harm. Uh. The second

0:31:26.720 --> 0:31:30.320
<v Speaker 1>law is that a robot must obey any and all

0:31:30.440 --> 0:31:34.320
<v Speaker 1>orders given to it by a human, except if doing

0:31:34.400 --> 0:31:37.240
<v Speaker 1>so would violate the first law. So I couldn't tell

0:31:37.800 --> 0:31:41.680
<v Speaker 1>a robot to um to grab a specific chair just

0:31:41.760 --> 0:31:44.600
<v Speaker 1>as you're trying to sit in that chair, because if

0:31:44.600 --> 0:31:47.600
<v Speaker 1>the robot did that, you would miss the chair and

0:31:47.680 --> 0:31:50.800
<v Speaker 1>you would sit down and hit the floor and possibly

0:31:50.840 --> 0:31:53.280
<v Speaker 1>hurt yourself. And so the robot would not be able

0:31:53.320 --> 0:31:56.000
<v Speaker 1>to do that, even though it is otherwise compelled to

0:31:56.320 --> 0:32:00.080
<v Speaker 1>obey every command given to it by a human. The

0:32:00.120 --> 0:32:03.200
<v Speaker 1>third law is that a robot must protect itself unless

0:32:03.320 --> 0:32:05.520
<v Speaker 1>by doing so it would come into conflict with the

0:32:05.640 --> 0:32:09.280
<v Speaker 1>first or second law. So if the robot protecting itself

0:32:09.320 --> 0:32:11.840
<v Speaker 1>would allow a human to come to harm, well, then

0:32:11.880 --> 0:32:16.160
<v Speaker 1>the robot will take whatever action is necessary, including actions

0:32:16.200 --> 0:32:20.360
<v Speaker 1>that would harm itself. Now later, as Amov would add

0:32:20.560 --> 0:32:24.440
<v Speaker 1>the zero law, this states that a robot may not

0:32:24.560 --> 0:32:28.520
<v Speaker 1>harm humanity or through an action, allow humanity to come

0:32:28.560 --> 0:32:32.800
<v Speaker 1>to harm. So not just a human, but humanity in general. Uh,

0:32:32.840 --> 0:32:34.720
<v Speaker 1>this is the law that really helps you get around

0:32:34.800 --> 0:32:38.320
<v Speaker 1>that science fiction trope in which engineers create a super

0:32:38.440 --> 0:32:43.240
<v Speaker 1>powerful artificial intelligence like superhuman AI, and then you know,

0:32:43.320 --> 0:32:46.760
<v Speaker 1>they use the AI as a decision making engine and

0:32:46.800 --> 0:32:49.760
<v Speaker 1>they ask for it to bring about world peace, like

0:32:49.920 --> 0:32:52.200
<v Speaker 1>this is a problem so big that humans can't solve it,

0:32:52.240 --> 0:32:56.320
<v Speaker 1>but you are smarter than humans, make world peace, And

0:32:56.360 --> 0:32:58.640
<v Speaker 1>the AI ends up saying, well, the only guarantee for

0:32:58.680 --> 0:33:00.960
<v Speaker 1>world peace is if I wipe out all the humans,

0:33:01.160 --> 0:33:03.560
<v Speaker 1>because then they can't fight each other, and that's the

0:33:03.600 --> 0:33:05.800
<v Speaker 1>only guarantee for world peace. So I guess a better

0:33:05.840 --> 0:33:10.040
<v Speaker 1>get to it launch nuclear weapons now, the zero law

0:33:10.120 --> 0:33:13.520
<v Speaker 1>would presumably tell the AI, Nope, that's off the table,

0:33:14.240 --> 0:33:17.880
<v Speaker 1>try again, and then the AI would probably dissolve into

0:33:17.880 --> 0:33:21.880
<v Speaker 1>goo because the problem we gave it was way too hard. Anyway,

0:33:22.320 --> 0:33:26.000
<v Speaker 1>those are the basic laws of robotics. Obviously, science fiction authors,

0:33:26.040 --> 0:33:29.760
<v Speaker 1>including Isaac Asimov have played with those in various ways

0:33:29.800 --> 0:33:33.080
<v Speaker 1>to create scenarios in which robots would behave in in

0:33:33.760 --> 0:33:36.920
<v Speaker 1>what you might consider an unpredictable manner, because it was

0:33:37.000 --> 0:33:41.400
<v Speaker 1>the robots method of attempting to complete a task while

0:33:41.480 --> 0:33:45.560
<v Speaker 1>also trying to obey the laws of robotics. As the

0:33:45.640 --> 0:33:50.040
<v Speaker 1>science fiction stories show, these basic ideas, while it seems

0:33:50.080 --> 0:33:54.080
<v Speaker 1>like it's like covering all your bases, doesn't necessarily result

0:33:54.120 --> 0:33:57.520
<v Speaker 1>in that when you put it into practice, uh, which, again,

0:33:57.560 --> 0:34:01.240
<v Speaker 1>like good science fiction should be something that that teaches

0:34:01.320 --> 0:34:05.040
<v Speaker 1>us something either about ourselves or about the potential for

0:34:05.160 --> 0:34:09.240
<v Speaker 1>us to have blinders on when we make certain decisions

0:34:09.280 --> 0:34:12.719
<v Speaker 1>and not foresee the consequences of our actions, so that

0:34:12.960 --> 0:34:17.200
<v Speaker 1>maybe we spend a little more time considering things before

0:34:17.239 --> 0:34:20.600
<v Speaker 1>we act on them. Anyway, I hope you enjoyed this

0:34:20.640 --> 0:34:23.799
<v Speaker 1>Tex stuff. Tidbits ended up being now almost the length

0:34:23.800 --> 0:34:26.759
<v Speaker 1>of a regular episode, so I'm again really bad at

0:34:26.760 --> 0:34:29.719
<v Speaker 1>this whole tidbit thing. But yes, that's just a selection

0:34:29.880 --> 0:34:34.520
<v Speaker 1>of some of the quote unquote laws in technology. Maybe

0:34:34.560 --> 0:34:36.600
<v Speaker 1>sometime I'll do a follow up, or I'll cover some

0:34:36.680 --> 0:34:40.680
<v Speaker 1>of the more specific laws and talk about, you know,

0:34:40.719 --> 0:34:44.320
<v Speaker 1>how those came to be? Uh they there, I would argue,

0:34:44.320 --> 0:34:49.160
<v Speaker 1>more obscure except for specific sectors of the tech industry,

0:34:49.600 --> 0:34:53.000
<v Speaker 1>and thus you're less likely to come across them. But

0:34:53.320 --> 0:34:55.680
<v Speaker 1>we might do a follow up episode in the future.

0:34:55.840 --> 0:34:58.120
<v Speaker 1>If you have suggestions for topics I should cover in

0:34:58.239 --> 0:35:00.960
<v Speaker 1>episodes of tech Stuff, feel free to reach out to me.

0:35:01.200 --> 0:35:03.400
<v Speaker 1>The best way to do that is over on Twitter,

0:35:03.600 --> 0:35:06.680
<v Speaker 1>and a handle for the show is tech Stuff h

0:35:07.080 --> 0:35:11.600
<v Speaker 1>s W and I'll talk to you again, really sis y.

0:35:15.880 --> 0:35:18.919
<v Speaker 1>Tech Stuff is an I Heart Radio production. For more

0:35:18.960 --> 0:35:22.360
<v Speaker 1>podcasts from my Heart Radio, visit the i Heart Radio app,

0:35:22.520 --> 0:35:25.640
<v Speaker 1>Apple Podcasts, or wherever you listen to your favorite shows.