Many years ago, I used to make informational websites for small, local businesses and they all wanted the cookie banner "just to be safe", even after explaining they didn't need it.
But are you a software developer or a lawyer? Do they 'not need it' because the government provided a way to ensure it's not needed or because your interpretation of the law indicates it's unnecessary? Are you willing to indemnify them for legal costs if your guidance was wrong?
Most small business owner's I've spoken to are keenly aware they are only one bad lawsuit away of closing down. Almost no one care's about the cookie banner. Most just mindlessly click to allow cookies and go on with their life. There's almost no cost to having it.
The 'better safe than sorry' calculation of small businesses skews almost 100% toward 'safe' because almost all govt regulations contain no reasonable size scaling cap on penalties. Any penalties on a website that are per-occurance could be almost infinite.
Agree, and I'll add 3 other really useful QEMU features for osdev:
1) Record & Replay: Record an execution and replay it back. You can even attach GDB while replaying, and go back in time while debugging with "reverse-next" and "reverse-continue": https://qemu-project.gitlab.io/qemu/system/replay.html
2) The QEMU monitor, especially the "gva2gpa" and "xp" commands which are very useful to debug stuff with virtual memory
3) "-d mmu,cpu_reset,guest_errors,unimp": Basically causes QEMU to log when your code does something wrong. Also check "trace:help", there's a bunch of useful stuff to debug drivers
I used an STM32F401 (the "blackpill" board). Shoved it into a gameboy case I got from aliexpress and connected an ILI9341 display, a PCB for the buttons I found online from some hobbist selling them and 4 AA batteries in series. The screen wasn't really the same as the gameboy's one in dimensions so it all looked very janky, but it was cool enough to impress people.
I had no audio, I was able to play simple GB games quite well but I had some significant slowdowns with stuff like Super Mario Land 2 or the later pokemon.
I had 3 big problems:
- First, I didn't use DMA at all. That's because I picked a display controller with 8 data GPIOs because at the time I thought "8 lines vs 1? its gonna be faster right?". Dumb me, I didn't consider that DMA existed...
- Second, I wanted to scale the image to fit the entire screen. I couldn't fit the scaled framebuffer in memory though, so I had to keep the original size but send each pixel to the screen 4 times
- Last, I read games from an SD-card. I had a tiny in-memory cache for recently read data blocks, but you could see when I got a cache miss. It wasn't often though so it wasn't bad at all.
I'm sure you know this, and perhaps it's way too late, but still: the STM32s can certainly use DMA to write to GPIO pins. See for instance [1] (not my project, just a random search hit that seemed nice).