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Flutter Midsommer Madnesss

This is a submission for the June Solstice Game Jam When you have a hammer- everything is a nail! This installment brings a Flutter build to Midsommer Madness via Antigravity. A complete Android APK is built with Flutter and some Joystick bugs are fixed! What I Built When it comes to Summar Solstace - the place to be is Sweden. It is one of the highlights of the calendar. This project aimed to recreate some of the mystique around the event- just in time for some fresh surestromming! Now you can get it on the GO! Midsommer Madness now in as an Android APK! Code GitHub repo is here: https://github.com/xbill9/midsommer-flutter xbill9 / midsommer-flutter Midsommer Madness game in Flutter / Web view Midsommer Madness 🇸🇪 Midsommer Madness is a Swedish-themed action retro arcade game inspired by Redneck Rampage and the Swedish Midsummer holiday. Help Sven race against the solar timer to reach the Maypole ( midsommarstång ) before sundown! If you fail, the solstice is lost, you trigger a meltdown, and you are sacrificed to the Wicker Man. 📸 Screen Gallery Title Screen Game Over Screen Victory Screen 🎮 Level Sequence The game features ten distinct thematic levels: IKEA Warehouse: Battle crowded, flatpack-carrying shoppers who throw box projectiles at you. Systembolaget: The state-owned liquor shop crowded with drunk Swedes stumbling and lobbing green beer bottles. Lördagsgodis: Sugar rush Saturday! Dodge hyperactive, strung-out Swedish kids throwing sweet candy projectiles. The Swedish Pub: Sing along with Frank Zappa fans singing "Bobby Brown" (shouting and firing glowing letters B , O , B , B , Y ). Volvo Highway: A survival lane-crossing level where… View on GitHub My Lingonberries are ripening- get to work! Appreciating Procedural Creation Midsommer Madness is a Swedish-themed retro action-arcade game built as a hybrid mobile/web application. The codebase combines a Flutter wrapper (serving as the native shell) with a Vanilla Web App (implementing the core game loop, vis

2026-06-10 原文 →
AI 资讯

Vortex 3.0 RISC-V GPGPU, Pragtical SDL GPU Backend, NVIDIA RTX Spark Launch

Vortex 3.0 RISC-V GPGPU, Pragtical SDL GPU Backend, NVIDIA RTX Spark Launch Today's Highlights Today's top stories highlight significant advancements in open-source GPU hardware with Vortex 3.0 adding a 3D pipeline and a lightweight code editor, Pragtical, leveraging an SDL GPU backend for UI rendering. NVIDIA also unveiled RTX Spark, a new 'superchip' aimed at bringing personal AI agents to Windows PCs with accelerated on-device processing. Vortex 3.0 Released As Full-Stack, Open-Source RISC-V GPU Now With 3D Pipeline (Phoronix) Source: https://www.phoronix.com/news/Vortex-3.0-RISC-V-GPGPU Vortex, an open-source, OpenCL-compatible RISC-V GPGPU implementation developed by Georgia Tech, has released its next major version, 3.0. This significant update introduces a full 3D rendering pipeline, marking a crucial evolution from its previous focus solely on general-purpose GPU (GPGPU) compute. The expansion into 3D graphics capabilities makes Vortex a more comprehensive open-source GPU solution, enabling it to handle a wider range of visual and computational tasks. As an open-source hardware design, Vortex 3.0 provides developers, researchers, and hardware enthusiasts with unparalleled access to study, modify, and implement its architecture. Its OpenCL compatibility ensures that it can leverage existing GPGPU codebases, fostering experimentation with RISC-V-based GPU development, custom hardware accelerators, and exploring alternative GPU instruction sets and architectures. This release allows for deeper exploration into the integration of compute and graphics within an open framework. This development is pivotal for the open-source hardware and RISC-V ecosystems. It underscores the growing maturity of RISC-V for demanding compute and graphics workloads, offering a royalty-free alternative to proprietary GPU designs. The inclusion of a 3D pipeline extends its utility beyond just general-purpose compute to full graphics rendering, potentially impacting future embedded syst

2026-06-10 原文 →
AI 资讯

The AI-generated C# that passes review and breaks in production

TL;DR — AI assistants are producing C# that looks correct and passes review, but reintroduces production regressions we spent years training out of teams. I'm trying to find out whether other .NET teams see the same patterns — and what's actually catching them before merge. More AI-generated C# is landing in pull requests. Most of it is fine. But a specific category keeps slipping through — and it's the dangerous one, because it compiles, tests pass, and a human skim says "looks good." The pattern The code compiles. Tests pass. Review approves. Production finds out. These aren't syntax errors. They're architectural intent violations — the kind of thing a senior dev would have caught in review before PR volume tripled. Five regressions I keep seeing 1. EF Core read paths without AsNoTracking() Fine in dev. Expensive on a hot read path in prod. // ❌ Looks reasonable. Tracks entities you never mutate. var orders = await _db . Orders . Where ( o => o . CustomerId == id ) . ToListAsync ( cancellationToken ); Fix direction: AsNoTracking() on read-only queries, or a team convention documented in CLAUDE.md / Copilot instructions. 2. Captive dependency (scoped service in a singleton) Compiles. Runs. Wrong state across requests. // ❌ Singleton lives forever; scoped dependency does not. services . AddScoped < IOrderRepository , OrderRepository >(); services . AddSingleton < ReportCache >(); // ctor takes IOrderRepository Fix direction: align lifetimes, or inject IServiceScopeFactory instead of capturing scoped services. 3. Dropped CancellationToken The method accepts cancellation. The downstream call ignores it. // ❌ Signature honours cancellation; body doesn't. public async Task RunAsync ( CancellationToken cancellationToken ) { await Task . Delay ( 500 ); // overload with token exists } Fix direction: forward cancellationToken to every downstream async call that accepts one. 4. Swallowed exception Failure disappears. Monitoring stays green. // ❌ "Handle errors gracefully" —

2026-06-10 原文 →
AI 资讯

Building a Four-Bar Linkage Mechanism Simulator in Haskell

Most developers know Haskell as a language for functional programming, type safety, compilers, parsers, and beautiful mathematical abstractions. But can Haskell also be used to build an interactive engineering simulator? That was the motivation behind my project: Four-Bar Mechanism Haskell Simulator Repository: https://github.com/mohammadijoo/Four-Bar-Mechanism-Haskell This project is a browser-backed desktop-style GUI application written in Haskell. It visualizes, classifies, and animates a planar four-bar linkage mechanism, which is one of the most classical mechanisms in mechanical engineering, kinematics, and machine design. The GUI is built with Threepenny-GUI , so the interface runs in a local browser window, while the mathematical model and mechanism logic remain written in Haskell. For me, the interesting part was not only drawing a moving linkage. It was about connecting mechanism design theory , computational geometry , and functional programming in one small educational simulator. What is a four-bar linkage? A four-bar linkage is a closed-loop mechanical system made from four rigid links connected by four revolute joints. In this project, the four links are: Symbol Name Description g Ground link Fixed distance between pivots A and B a Input link Rotating link from A to moving pivot C b Output link Link from fixed pivot B to moving pivot D f Floating link / coupler Link connecting moving pivots C and D The fixed pivots are placed at: A = ( 0 , 0 ) , B = ( g , 0 ) The input link rotates by angle α . Therefore, point C can be computed directly as: C = ( a cos α ,; a sin α ) Point D is more interesting. It must satisfy two geometric distance constraints: ∣ D − C ∣ = f ∣ D − B ∣ = b So the simulator solves the position of point D using a circle-intersection method. One circle is centered at C with radius f . The other circle is centered at B with radius b . Where those two circles intersect, the mechanism can close. That is the basic geometric heart of the sim

2026-06-10 原文 →