Not sure what you mean by cryptographic strength - they are both Unique ID generators, not meant for anything related to cryptography.
UUIDv7 has 62 bits of random data, ULID uses 80 bits, so if anything ULID is "stronger" (meaning less chances of generating the same id within the same millisecond)
To me ATProto has not proven yet to be really distributed / decentralized.
In terms of "censorship resistant" you can also think of a 100% uptime of your code / work (your repository). Or always available for anyone with a internet connection.
In the context of a federated network (aka fediverse), that's often not the case (if a federated instance is unavailable, many assets will be missing leading to a unuseable application or service).
After reading https://radicle.xyz/guides/protocol my first impression it's the same as how it works with Nostr with one key difference in the conceptual model. Nostr uses relays to distribute the data and Radicle is using a gossip model to distribute the data peer-to-peer (the bittorrent model).
They do explain the difference with a federated model. I miss the explainer compared to a relay model.
I really love Rob Mensching's framing in Open Source Maintenance Fee[1]. "The _software_ is free. The _project_ (issue tracker, forums, release management, package repository, etc.) is not."
It doesn't solve the supplier problem, but it is a very clever way to square the "free software, but I'd like to cover my expenses" circle.
In all three cases, they own hardware (Apple in a slightly different sense) that they'd love for you to pay to run your favorite models on, open or closed.
Slightly less obtusely, it usually was a procedurally generated dungeon-crawler with potions and scrolls and varied weapons to use against varied mobs. When you died, you were dead. Your character began each time with no knowledge and had to learn what a "cloudy red potion" happens to be this time around by drinking it or using an identify scroll.
The biggest difference (as I understand it), is that in classical roguelikes, nothing persisted from run to run. In modern ones, you build your character up over a sequence of runs, so that in later games you're more powerful and can go further. But in classic roguelikes, every run is like the first. So a player's knowledge is the only thing that does keep—they learn the game better, learn the systems better, and progress further because of that. Not because of anything they unlocked in-game over a series of runs.
I'm sure MySpace thought the same thing about their never-before-seen accomplishments. I suspect very few people knew what "something else" was in that case, either.
ChatGPT's threat to Google isn't that Google can't match it--it's that it changes the approach to search results from displaying lists of results where it's "natural" to insert sponsored listings to a more conversational approach where ad opportunities will be rarer (or at least entirely different).
If users prefer the newer, interactive approach to exploring search results, Google's long-standing business model will require a significant update.
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