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AI 资讯

Show HN: Running PrismML's Bonsai inside DRAM by breaking DDR4 timing rules

The excitement surrounding PrismML’s 1-bit/ternary Bonsai models has the industry closely watching how smartphone giants, particularly Apple, will implement LLMs on edge devices. Moving AI on-device is a brilliant and necessary strategy. It ensures absolute user privacy in alignment with EU regulations, fundamentally shifts the economics away from costly cloud inference, and paves the way for a significant hardware upgrade supercycle as users seek true AI-capable silicon. To create a smart on-de

2026-07-23 原文 →
AI 资讯

Jerry Ran Out of Numbers But Drank All the Punch

This is a submission for DEV's Summer Bug Smash: Smash Stories powered by Sentry . 🦄 I debated writing this for a long time, but I finally talked myself into really writing again after a hiatus, and there's no better way than story time. So here's one of the most challenging bugs—or really, the series of them—I've run into in the enterprise world. Grab some popcorn and Skittles, because this one takes a while. Better yet, cue up Jerry's actual theme song— Jerry Was a Race Car Driver by Primus , because of course it is —and let the best bass player on the planet score the whole mess while you read. And yes, it's the Summer Bug Smash and my entire cast is dressed for Christmas. Stay with me. Meet Jerry 🪦 If you work with software any length of time, you already know the particular nightmares that come with legacy applications. This one is no different. It started life as a rewrite of some antiquated, bash-flavored system back when Java 8 was the coolest kid at the table. Let's call him Jerry. Jerry is a well-rounded app—or he was, before he let himself go. He came up on a then-modern Java stack and served exactly one purpose: get data from upstream into the database, correctly and on time. He was good at his one job. Then his one job got split into parts, and the sum of those parts did not add up to a whole—Jerry just expanded along the midline with no particular purpose or direction in life. You can imagine how it goes: a few retirements, a couple of half-finished rewrites, several well-meaning somebodies who swore they'd whip him into shape and left him half-done every time. Take your eyes off him at Christmas and he's the weird uncle who shouldn't have been left alone with the punch. That's about when Jerry and I met, more than three years ago. The Infestation Begins 🪰 Jerry did his best to keep up with everything we kept piling on him, but communication was never his strong suit—a patch here, an upgrade there, enough to keep the lights on and the punch bowl full.

2026-07-23 原文 →
开发者

Unity Foundational Architecture: Managing Global State

Table of Contents: Introduction Constants Singletons & Services Singleton Service Locator Introduction Every Unity developer eventually hits the exact same wall: how do I get my UI script to talk to my Game Manager without turning my codebase into a tangled web of dependencies? Managing global state is a fundamental challenge in game architecture, and the internet is full of conflicting, often dogmatic advice on how to handle it. In this article, we are going to look at some popular approaches to managing global state: Static Constants, Singletons and Service Locator. Before we start though, I encourage you to read some of my previous blog posts in this series on project scaffolding or, even more crucial to some sections in this article, the bootstrapping process . Constants Not every piece of global data needs a instance to live in, interfaces, or an initialization phase. Some data is constant and never changes at runtime (constants). These constants are usually defined with static readonly or const (at least they should be if they never change). Example: public static class MathConstants { public const float MilesToKm = 1.60934f ; } public class CharacterAnimationController : MonoBehaviour { // we must use static readonly instead of const here because we need to generate the SpeedHash from the string literal. public static readonly int SpeedHash = Animator . StringToHash ( "Speed" ); } Constants are also tied to the type they are defined in. So to keep things neat, you should only define constants where appropriate. Meaning if you have a constant for the max networked inventory slot capacity, this shouldn't be defined in a class called NetworkedConstants and instead should reside inside the class that represents the NetworkedInventory which needs this data. In fact, if this is the only class that needs this data, you can even make it private although it's perfectly fine to make it public as well if there's a need for it in other scripts as long as you are not just

2026-07-23 原文 →