Announcing Strictland - new contract testing library for message compatibility
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The Prizes for the SecDim AppSec Village Wargame CtF at DEF CON 34 has been announced! Build and submit a challenge and get a chance to Win a ROG Xbox Ally if your challenge submission wins 1st Place! Challenge submissions close on 31 July. https://sessionize.com/appsec-village-wargame
𝗦𝗮𝘆 𝗵𝗲𝗹𝗹𝗼 𝘁𝗼 𝗟𝘂𝗺𝗼𝗿𝗮 — 𝗧𝗵𝗲 𝗨𝗹𝘁𝗶𝗺𝗮𝘁𝗲 𝗕𝗼𝗼𝘁𝘀𝘁𝗿𝗮𝗽 𝟱 𝗔𝗱𝗺𝗶𝗻 𝗗𝗮𝘀𝗵𝗯𝗼𝗮𝗿𝗱 𝗨𝗜 𝗞𝗶𝘁. 💎 🔗 𝗚𝗶𝘁𝗛𝘂𝗯 𝗥𝗲𝗽𝗼: https://github.com/Chetankumar-Akarte/lumora 🔗 Demo: https://renukatechnologies.in/demo/lumora/ Don't forgot to 🤩 Star and 👉 Fork the Repo 𝗟𝘂𝗺𝗼𝗿𝗮 is a modern, responsive 𝗕𝗼𝗼𝘁𝘀𝘁𝗿𝗮𝗽 𝟱 𝗔𝗱𝗺𝗶𝗻 𝗗𝗮𝘀𝗵𝗯𝗼𝗮𝗿𝗱 𝗨𝗜 𝗞𝗶𝘁 designed for teams that need a polished, enterprise-ready control center without the bloat. Whether you are building for SaaS, CRM, E-commerce, or internal analytics, Lumora provides a scalable, token-driven foundation to speed up your workflow. 𝗟𝘂𝗺𝗼𝗿𝗮 is the result: a complete admin ecosystem featuring everything from KPI blocks and ApexCharts to full E-commerce management flows and authentication screens. 𝗪𝗵𝗮𝘁’𝘀 𝗶𝗻𝘀𝗶𝗱𝗲? • Full UI Kit with basic and advanced components. • Enterprise pages (Users, Roles, Permissions, Invoices). • Interactive apps like Calendar and Contacts. • Clean, token-driven styling for consistent design. 𝗧𝗲𝗰𝗵 𝗵𝗶𝗴𝗵𝗹𝗶𝗴𝗵𝘁𝘀: • Bootstrap 5.3 • ApexCharts & Chart.js • Vanilla JavaScript • Mobile-first design 𝗞𝗲𝘆 𝗛𝗶𝗴𝗵𝗹𝗶𝗴𝗵𝘁𝘀: • 𝗠𝗼𝗱𝗲𝗿𝗻 𝗧𝗲𝗰𝗵 𝗦𝘁𝗮𝗰𝗸: Built with Bootstrap 5.3, Vanilla JS, and CSS3 using a module-first architecture. • 𝗖𝗼𝗺𝗽𝗿𝗲𝗵𝗲𝗻𝘀𝗶𝘃𝗲 𝗗𝗮𝘀𝗵𝗯𝗼𝗮𝗿𝗱𝘀: Includes layouts for Analytics, CRM, Project Management, HRM, and more. • 𝗙𝗲𝗮𝘁𝘂𝗿𝗲-𝗣𝗮𝗰𝗸𝗲𝗱 𝗔𝗽𝗽𝘀: Ready-to-use interfaces for Advanced Chat, Kanban boards, Email, and File Management. • 𝗗𝗮𝗿𝗸 & 𝗟𝗶𝗴𝗵𝘁 𝗠𝗼𝗱𝗲𝘀: Clean, professional visuals with seamless theme switching. • 𝗗𝗲𝘃𝗲𝗹𝗼𝗽𝗲𝗿 𝗙𝗿𝗶𝗲𝗻𝗱𝗹𝘆: Modular CSS, reusable partials, and organized project structure. I built this to bridge the gap between "pretty" templates and "functional" enterprise tools. Check it out, star the repo, and let me know what you think! I'd love for you to take a look at the code and perhaps even use it for your next project. Feedback and contributions are always welcome! WebDevelopment, Bootstrap5, AdminDashboard, OpenSource, UIUX, JavaScript, GitHub, Bootstrap, CodingCommunity, OpenSourceProject, FrontendDev, LumoraUI
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📚 Limn Engine — Complete API Reference Quick Navigation Class Purpose Level Display Canvas, game loop, input, camera, scenes 🟢 L1 Component Every visible game object 🟢 L1 Camera Viewport control (follow, shake, zoom) 🟡 L2 move Movement, physics, particles, helpers 🟢 L1 state Read-only query helpers 🟢 L1 TileMap Grid-based levels 🟡 L2 Tctxt Rich text with backgrounds 🟢 L1 Sound Single audio file 🟢 L1 SoundManager Multiple sounds, volume control 🔴 L4 ParticleSystem Emit, burst, continuous emitters 🟠 L3 Sprite Spritesheet animation 🟡 L2 Display The heart of every Limn Engine game. Creates the canvas, runs the game loop, captures input, manages the camera, and controls scenes. Constructor const display = new Display (); Properties Property Type Description .canvas HTMLCanvasElement The game canvas .context CanvasRenderingContext2D 2D drawing context .keys Array Boolean array indexed by keyCode .scene Number Current active scene (default 0) .camera Camera Attached camera instance .deltaTime Number Time since last frame (seconds) .fps Number Current frames per second .frameNo Number Total frames elapsed .x / .y Number false Methods Method Parameters Description .start(w, h, node) width, height, parentNode Initialise canvas and start game loop .perform() — Activate dual-canvas pipeline (call before .start() ) .add(comp, scene) Component, scene number Register a Component for rendering .stop() — Pause the game loop .scale(w, h) width, height Resize canvas after start .backgroundColor(color) CSS color Set background colour .lgradient(dir, c1, c2) direction, color, color Linear gradient background .rgradient(c1, c2) color, color Radial gradient background .fullScreen() — Enter fullscreen .exitScreen() — Exit fullscreen .tileMap() — Build TileMap from display.map and display.tile Usage const display = new Display (); display . perform (); display . start ( 800 , 600 ); display . backgroundColor ( " #0a0a2a " ); const player = new Component ( 40 , 40 , " blue " , 100 , 100 ); d
Hi folks, I wrote a paper, Fearless Concurrency on the GPU, and maintain the related repository cuTile Rust ( https://github.com/nvlabs/cutile-rs ). The idea is to establish a safe way to write async kernel launch code, extend that across the kernel launch boundary, and sustain (to the extent possible) a safe programming model for GPU programming in Rust. We provide a variety of tools to enable static bounds checks so that the data-race freedom is effectively zero-cost. Sharing in case it's of interest. Happy to answer questions. submitted by /u/Exciting_Suspect9088 [link] [留言]
I promised myself that starting this week I'd switch to lighter topics. But on Monday, my JSNation...
Guys! What’s the best way to gather early adopters to evaluate new dev tool that literally just killed REST, gRPC, Thrift, SignalR, DAPR and GraalVM in one shot? The concept is to shift away from writing code to expose any business logic in any specific integration strategy like create REST controllers or provide proto interfaces or expose via subscription to queue events as well as avoid implementing the integration-specific client code to call that rest or gRPC endpoint. Instead of that the question comes when I call “zip” module from Nuget in .net I just use its public methods and handle exceptions. Why if I want to use it remotely I should expose the same method via REST, map it to routes, strange parameters, http codes and next call that on other end? Wy I cannot just say it will be on this remote node so whenever I ca that method to “unzip” my intention just travel over network and execute there? The potential solution is to bridge runtimes on native level. Think of it like intercepting developer intention at abstract syntax tree so when you perform operation in code before it gets executed and just send it to the remote runtime fulfill job there and return result. Wouldn’t be beautiful if you could just call methods of any module regardless if it’s same tech or different and regardless of its in memory or remotely? Just by calling methods? I know I know there are isolation interfaces etc… but if you apply those concepts design facade properly, decide what should be public, and allow to attach to those calls any headers (to still support JWT, NTLM, api Keys etc) and will add support that if method is static it goes stateless if it’s instance it goes stateful with sticky session and give the DevOps ability to change channel between WebSocket, http/2, tcp/ip or any message bus without touching code as it will be just pure method code. It could really work. Think of it. How clean your codebase would be, how much more design would fit your original uml, how much l
O Event Loop é o mecanismo responsável por decidir quando callbacks e continuidades de operações assíncronas devem ser executados. Ele não executa operações de I/O diretamente, mas organiza a ordem em que elas retornam para o JavaScript. Essa arquitetura permite que o Node.js mantenha uma única thread de execução para JavaScript, enquanto delega operações de rede, disco e sistema operacional para componentes especializados do runtime e do próprio sistema operacional. Início Quando iniciamos um processo Node.js, o runtime carrega o arquivo de entrada da aplicação e executa todo o código síncrono disponível na Call Stack. Somente após essa etapa o Event Loop passa a assumir o controle do fluxo da aplicação, verificando continuamente quais callbacks estão prontos para execução. │ timers │ └─────────────┬─────────────┘ │ v ┌───────────────────────────┐ ┌─>│ pending callbacks │ │ └─────────────┬─────────────┘ │ ┌─────────────┴─────────────┐ │ │ idle, prepare │ │ └─────────────┬─────────────┘ ┌───────────────┐ │ ┌─────────────┴─────────────┐ │ incoming: │ │ │ poll │<─────┤ connections, │ │ └─────────────┬─────────────┘ │ data, etc. │ │ ┌─────────────┴─────────────┐ └───────────────┘ │ │ check │ │ └─────────────┬─────────────┘ │ ┌─────────────┴─────────────┐ │ │ close callbacks │ │ └─────────────┬─────────────┘ │ ┌─────────────┴─────────────┐ └──┤ timers │ └───────────────────────────┘ Trecho retirado da documentação principal. Sobre o Event Loop Durante muito tempo tratei o Event Loop como um dos conceitos mais complexos do Node.js. Depois de estudar a documentação oficial com mais calma, percebi que a dificuldade não está no Event Loop em si, mas na quantidade de conceitos diferentes que normalmente são apresentados ao mesmo tempo: libuv, Call Stack, Promises, Microtasks, Sistema Operacional e I/O. Quando isolamos o papel do Event Loop, ele se torna surpreendentemente simples. Definindo os passos e apresentando o iceberg 🧊 O Event Loop não executa trabalho. Ele agenda tr
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The Quest Begins (The “Why”) Picture this: I’m knee‑deep in a legacy codebase that feels like the Death Star’s trash compactor—every time I try to add a feature, the walls close in and I’m squashed by tight coupling. I’d just spent three hours tracking down a bug that only showed up when the payment gateway was mocked in a test. The culprit? A new PaymentGateway() buried deep inside an OrderService class. It was like trying to defeat Darth Vader with a butter knife—no matter how hard I swung, the Dark Force (aka hidden dependencies) kept pulling me back. I realized I was instantiating collaborators inside the very classes that should be oblivious to their implementation details . The result? Tests that needed a real database, a real Stripe account, and a sacrificial goat to run. Any change to a third‑party API meant hunting down every new scattered across the project. Onboarding a new teammate felt like handing them a map written in ancient Sumerian. Honestly, I was ready to quit coding and become a professional napper. Then, during a late‑night coffee‑fueled refactor session, I stumbled upon a tiny line of documentation that whispered: “Depend on abstractions, not concretions.” It sounded like Yoda giving me a pep talk. The Revelation (The Insight) The magic spell I uncovered is Dependency Injection (DI) —specifically, constructor injection . Instead of a class creating its own collaborators, we hand them in from the outside. Think of it as giving a Jedi their lightsaber rather than making them forge one in the middle of a battle. Why does this feel like discovering the Force? Testability explodes – you can swap in fakes, mocks, or stubs without touching production code. Flexibility skyrockets – swapping a payment provider becomes a one‑line config change, not a scavenger hunt. Clarity reigns – the constructor becomes an honest inventory of what a class needs to do its job. The moment I applied it, the codebase felt lighter, like Luke finally trusting the Force ins
GraphQL: A Complete Guide for Developers in 2026 NEWS: MY GAME JUST LAUNCHED Flip Duel Card Battle - Apps on Google Play Outsmart rivals in 1v1 card duels. Joker, bluff, ranked PvP. 5 rounds. play.google.com If you have built more than a couple of APIs, you have probably felt the friction of REST at scale. You ship an endpoint, the frontend team asks for one more field, you version the route, the mobile team needs a different shape of the same data, and six months later you are maintaining /v3/users/:id/full next to /v2/users/:id/summary and nobody remembers which one the Android app actually calls. GraphQL was built to kill that exact pain. It is a query language and runtime that lets clients ask for precisely the data they need — no more, no less — from a single endpoint, against a strongly typed schema that doubles as living documentation. This guide walks through GraphQL from first principles to production concerns. It is aimed at working developers, so expect schema definitions, resolvers, real queries, the N+1 problem, federation, security, and the parts of the ecosystem that actually matter in 2026. By the end you should be able to decide whether GraphQL belongs in your stack and how to build it without shooting yourself in the foot. What GraphQL Actually Is GraphQL is a specification, not a library or a framework. It was created at Facebook in 2012 to power their mobile apps, open-sourced in 2015, and is now governed by the GraphQL Foundation under the Linux Foundation. The spec defines a query language, a type system, and an execution model — but it deliberately says nothing about which database you use, which programming language you implement it in, or how you transport requests over the wire. That last point trips people up, so let it sink in: GraphQL is transport-agnostic and storage-agnostic. Most implementations run over HTTP with JSON, but that is a convention, not a requirement. Your resolvers can pull data from PostgreSQL, a REST microservice, a gR
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By Sergio Colque Ponce — Software Engineering, Universidad Privada de Tacna. Full source code: github.com/srg-cp/design-principles-go When people say "this code is well designed" , they rarely mean it has clever tricks. They usually mean it is easy to change . New requirements arrive every week, and good design is what lets you absorb them without rewriting half the project. In this article I take a small, very common requirement — "send a reminder to the user" — and I show how four classic design principles turn a fragile module into one that is open to change and easy to test. Everything is written in Go , and you can run it yourself from the repository linked above. The requirement We are building the backend of a bank appointment system. When an appointment is created, the user should get a reminder. Today it goes by email . Next month, product wants SMS too. After that, WhatsApp . The pattern is obvious: the list of channels will keep growing. A first (bad) attempt The fastest thing to write is one function that does everything: func SendReminder ( channel , recipient , body string ) error { if channel == "email" { // ... open SMTP, format the email, send it } else if channel == "sms" { // ... call the SMS provider } else if channel == "whatsapp" { // ... call the WhatsApp API } return nil } It works on Monday. But look at what it costs us: Every new channel means editing this function and risking the ones that already work. The function knows about SMTP, SMS providers and HTTP clients all at once: it has many reasons to change . To test the email path you need a real (or faked) SMTP server, because the logic is glued to the transport. This is the design we want to avoid. Let's fix it one principle at a time. 1. Single Responsibility Principle (SRP) A piece of code should have one reason to change . Instead of one function that knows every channel, we give each channel its own type that only knows how to deliver through that channel. Here is the email one: // E
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This was a random weekend idea/project and turned out to be fun to work on and also fun to see my friends enjoying it. submitted by /u/lfgcampos [link] [留言]