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'Rust makes coding fun again': Why Linux is moving away from C, says Greg KH
Charles Ross spent 50 yrs building Star Axis naked-eye observatory in New Mexico
Medici family mystery may be solved after more than 400 years
I liked stackoverflow
Hello. I really liked stackoverflow >5 years ago. There were many people asking about easy-to-medium problems to be solved, and it was a great way for me to learn C/C++/Bash/awk/sed/cmake/Linux/whatever by solving real-life(!) mediocre problems and also helping people in the process and also being criticized and corrected at the same time, from which I learned triple as much. Now stackoverflow is dead. My almost 150k reputation means nothing. Finally they added a "advice" type of questions which is way way too late. Now I lurk over reddit for typic-specific type of questions, but reddit is more a social network then help-me-with-programming-problem site, and the "help me" part is anyway so easy to solve with an AI. It was great back then - the feeling of learning something new and at the same actually helping and actually feeling like an expert in something. I learned the C programming standard by heart by answering really niche questions about C program behaviors. This was really fun for me. I enjoyed the specificity of stackoverflow - the idea of being "exact", answering only the question asked. There are just no questions nowadays on stackoverflow. There is a void now. And AI. There are topic-specific Discord chats, as a modern replacement of IRC, but I always assumed they are used by developers, not for noobs. I know the times without AI will never come again, but the internet, the thing connecting people across the whole globe, just feels more empty, more robotic and like an advertisement nowadays. submitted by /u/kolorcuk [link] [留言]
Any text-to-SQL benchmark should address difficulties of real-world data stores
Mufal
Undetectable AI copilot for live meetings Discussion | Link
bundlephobia
Rechroma
Build better color palettes. Ship complete color systems. Discussion | Link
All 253 Patterns from Christopher Alexander's a Pattern Language Summarized
MergeForge: Resolve Git Conflicts in VS Code or Cursor Like in JetBrains
Tired of squinting at VS Code’s stacked merge editor? MergeForge brings a JetBrains-style three-pane conflict resolver to VS Code and Cursor — and pairs it with an AI assistant that actually reads your repository before it suggests a fix. The problem We’ve all been there. You’re halfway through a rebase. Git stops. Twelve files are conflicted. You open one in VS Code… and get that familiar stacked layout: Incoming, Current, and a result pane that somehow still feels like a puzzle with half the pieces missing. If you ever used WebStorm or IntelliJ, you know how good merge tools can feel: Your side on the left Their side on the right The result in the middle Gutter arrows that just… work In VS Code land, that flow never quite arrived. You click Accept Current, Accept Incoming, Accept Both, and hope nothing important got flattened. Word-level diffs? Authorship? A clear “who wrote this chunk?” signal? Often missing when you need them most. And when AI entered the chat, a lot of tools treated conflicts like isolated text blobs: “Here are the <<<<<<< markers. Good luck.” But real merges need context. What was the branch trying to do? What does the surrounding file look like? Who touched this last? Without that, “AI resolve” is just confident guessing. I wanted the JetBrains merge experience — inside VS Code and Cursor — with an assistant that behaves more like a careful teammate than a slot machine. So I built it. The solution: MergeForge MergeForge is an open-source VS Code / Cursor extension that turns conflicted files into a proper three-pane visual merge. Layout: Left Center Right Yours (local) Result (editable, seeded from the merge base) Theirs (incoming) Panes scroll together. Chunks connect with bands. Gutter controls let you accept, ignore, or blend sides without fighting the UI. When you’re done, Apply writes the result and stages it with git. If you prefer Cursor, you’re covered too. The editor works the same; for AI features you plug in your own provider key (
SQL query analyzer that generates dialect-specific index DDL across 5 databases without connecting to any of them.
Most SQL performance tooling requires either a $400/month monitoring agent or asking models and hoping the advice applies to your database. The interesting architecture decisions: Heuristic engine runs first (<200ms), LLM is optional and additive — if LLM fails, you still get structured findings All dialect logic lives in one dialect_config.py — DDL templates, optimizer syntax, LLM system prompts, maintenance commands for all 5 DBs Schema-aware mode: paste DDL, get confirmed recommendations with real table names instead of placeholders Every analysis gets a permanent shareable URL Source: https://github.com/AutoShiftOps/querytuner Live: https://querytuner.com submitted by /u/sajjasudhakararao [link] [留言]
NotchAgent – native macOS notch control for AI agents running under herdr
Why Lettuce Is Always Making People Sick
The cyclospora diarrhea outbreak isn't an isolated incident. It's part of a pattern of leafy greens wreaking digestive havoc.
Men That Don't Fit In
How to Actually Protect Yourself From wp2shell (Not Just "Update WordPress")
Everyone's telling you the same thing right now: update WordPress. Which is, fine, yes, obviously but that's not enough. Patching closes the hole. What is someone is already In your system? So let's actually walk through this properly what to do right now, what to do if you can't patch immediately, and what to do if you think you were already hit. Need more context? I wrote a summarising one here. wp2shell: The Bug That Turned an Empty WordPress Install Into a Shell Aditya Pidurkar Aditya Pidurkar Aditya Pidurkar Follow Jul 22 wp2shell: The Bug That Turned an Empty WordPress Install Into a Shell # wordpress # wp2shell # cybersecurity # cve Add Comment 4 min read S1: Stop assuming you're patched. Go check. WordPress flipped on forced automatic background updates for this one because of how serious it is. That's great, except "forced" doesn't mean "guaranteed", VERIFY IT. Go look at your actual running version right now: In the dashboard: wp-admin > Updates Via WP-CLI, if you have shell access: wp core version You want to see 7.0.2 if you're on the 7.0 line, or 6.9.5 if you're on 6.9. If you see anything else — 6.9.0 through 6.9.4, or 7.0.0/7.0.1 — you're still exposed. Update it now!! Come back when done. A few situations where the forced update quietly doesn't happen, in what I read on internet: Managed hosting environments where the host controls the update pipeline and hasn't pushed it yet Sites with a "disable auto-updates" plugin installed months ago for stability reasons and never revisited wp-config.php with WP_AUTO_UPDATE_CORE explicitly set to false Staging or dev environments nobody thinks of as "production" but that are still internet-facing If any of that describes you, don't wait on the automation. Update manually. S2: If you genuinely can't update right now, here's your stopgap aybe you're facing a compatibility issue, a change freeze, or a custom plugin that isn't ready yet. It happens. If you need a little more time before applying the real fix, here'
Request validation with Zod in Express
Express does not validate request input for you. Without a check at the edge, handlers get raw req.body , req.query , and req.params - strings where you expected numbers, missing fields, and shapes that only blow up deep in business logic. Zod is a TypeScript-first schema library. You declare the shape once, infer types with z.infer , and parse at the HTTP boundary so route handlers only see valid data. Invalid input becomes HTTP 400 before your code runs. This post covers Zod 4 schemas ( z.email() , z.uuid() , z.coerce ), Express validation middleware, error formatting and pitfalls. Prerequisites Node.js version 26 Zod 4: npm i zod Express: npm i express and npm i -D @types/express Zod 3 method forms like z.string().email() still work but are deprecated in v4. Prefer the top-level APIs below. Schemas // schemas.ts import { z } from ' zod ' ; export const createUserSchema = z . object ({ email : z . email (), name : z . string (). min ( 1 ). max ( 100 ), age : z . number (). int (). min ( 0 ). max ( 150 ). optional () }); export type CreateUserInput = z . infer < typeof createUserSchema > ; export const userIdParamSchema = z . object ({ id : z . uuid () }); export const listUsersQuerySchema = z . object ({ limit : z . coerce . number (). int (). min ( 1 ). max ( 100 ). default ( 10 ), q : z . string (). trim (). min ( 1 ). optional () }); z.coerce.number() is useful for query strings - HTTP query values arrive as strings. Prefer safeParse over parse at the edge so you control the HTTP status and response body. Format errors once Map ZodError.issues into a stable JSON body, or use Zod 4 helpers z.flattenError() / z.treeifyError() when you want field-keyed or nested shapes. // format-zod-error.ts import { ZodError } from ' zod ' ; export function formatZodError ( error : ZodError ) { return { message : ' Validation failed ' , issues : error . issues . map (( issue ) => ({ path : issue . path . join ( ' . ' ) || ' (root) ' , message : issue . message , code : issue . c
Unity's Path to CoreCLR: What the Mono Cutover Means for Your Studio
Unity is replacing its scripting runtime. Not tweaking it, replacing it. The Mono runtime that has sat under every line of C# you have written in Unity for years is being retired in favour of Microsoft's CoreCLR. It is the most significant change to Unity's foundation in over a decade, and it is no longer a distant roadmap item: the Unity 6.7 public alpha is out now, with CoreCLR arriving as an experimental option. Most of the coverage treats this as good news wrapped in a version number. It is good news. But if you run a real project, the interesting questions are the practical ones: when does this actually reach me, what changes underneath my game, and what is going to break. Here is that read, from the perspective of a studio that plans and runs Unity upgrades for a living. What CoreCLR Is, and Why Unity Is Doing It Unity has been running a heavily customised fork of Mono for years. That custom fork is the reason Unity has always trailed the wider .NET ecosystem: while the rest of the C# world moved to modern runtimes, garbage collectors, and language features, Unity developers looked on from behind a runtime that could not easily keep pace. CoreCLR is Microsoft's modern, open-source .NET runtime, the same one that powers current .NET. Moving to it does three things at once: it gives Unity a far more capable runtime and garbage collector, it unlocks modern C# and the current .NET library ecosystem, and it dramatically improves iteration time, the write-save-wait-for-domain-reload loop that quietly eats hours of every Unity developer's week. Unity 6.8 is expected to target .NET 10 and C# 14. To make room for it, Unity has done something telling: it paused new work on animation and world-building workflows specifically to concentrate engineering on this migration and on architectural stability. That is a company choosing foundations over features, which is the right call, and a sign of how big this change is. The Timeline That Actually Matters The migration lands a
Unity 6.5 Is Here: Should Your Studio Upgrade?
Unity 6.5 arrived in mid-June 2026, and if you skimmed the announcement you would be forgiven for filing it under "minor update." There is no single headline feature to point at. But 6.5 is more consequential than it looks, because the important changes are subtractions. Several systems that a lot of production projects still lean on have been marked for removal, and the countdown has started. This post is the read we would give a client: what actually changed, which parts matter depending on where you are in your development cycle, and a straight answer on whether to upgrade. First, What Kind of Release This Is Under the Unity 6 model there are two kinds of release, and the difference decides most of the upgrade question on its own. Update releases (6.4, 6.5, 6.6) carry the newest features, platform support, and performance work. Unity describes 6.5 as a Supported release with the same stability and critical-fix quality as an LTS, right up until the next release lands. They are aimed at projects in active or mid-cycle development. LTS releases (6.3 LTS, and 6.7 LTS later this year) are the ones to lock production on. 6.3 LTS is supported with fixes and platform updates through December 2027. They are the safe harbour for a title that is shipping or about to. One date to note if you have not moved recently: Unity 6.0 LTS support ends in October 2026. If you are still on it, that is the real deadline on your calendar, not 6.5. The Real Story: What Is Being Deprecated This is the part worth your attention. None of these break your project today, but each one is a planning item. The Built-In Render Pipeline is deprecated. BIRP still works, and Unity has committed to supporting it through the full 6.7 LTS lifecycle, but it will become obsolete in a future release. If your project is still on BIRP, this is your signal to scope a migration to URP while it is a controlled piece of work rather than something forced on you by an engine upgrade you cannot avoid. Unity has add
From Docker Build to Kubernetes Deploy on Ubuntu: The Image Workflow That Never Changed
Amid all the noise about dockershim, one thing got lost: the everyday workflow of building an image with Docker and running it on Kubernetes never changed. Docker is still an excellent build tool, Kubernetes still runs OCI images, and on Ubuntu the loop is clean. Here it is end to end. 1. A build-friendly Dockerfile Multi-stage keeps the runtime image small and the attack surface low — this matters more on Kubernetes, where you pull the image onto every node that schedules the pod: # build stage FROM golang:1.22 AS build WORKDIR /src COPY go.* ./ RUN go mod download COPY . . RUN CGO_ENABLED = 0 go build -o /out/api ./cmd/api # runtime stage — distroless, no shell, tiny FROM gcr.io/distroless/static:nonroot COPY --from=build /out/api /api USER nonroot:nonroot EXPOSE 8080 ENTRYPOINT ["/api"] 2. Build and push with Docker on Ubuntu Use buildx (bundled with modern Docker) so you can build multi-arch — worth it if any nodes are arm64: docker buildx build \ --platform linux/amd64,linux/arm64 \ -t registry.example.com/api:1.4.2 \ --push . Tag with an immutable version, never rely on :latest . Kubernetes caches images per node; :latest makes "which build is actually running?" unanswerable and breaks rollbacks. 3. A deployment that behaves in production apiVersion : apps/v1 kind : Deployment metadata : name : api spec : replicas : 3 selector : { matchLabels : { app : api } } template : metadata : { labels : { app : api } } spec : containers : - name : api image : registry.example.com/api:1.4.2 # the exact tag you pushed imagePullPolicy : IfNotPresent ports : [{ containerPort : 8080 }] resources : requests : { cpu : " 100m" , memory : " 128Mi" } limits : { memory : " 256Mi" } readinessProbe : httpGet : { path : /healthz , port : 8080 } initialDelaySeconds : 3 livenessProbe : httpGet : { path : /healthz , port : 8080 } initialDelaySeconds : 10 The readinessProbe is the piece people skip and regret: without it, Kubernetes sends traffic to a pod before your app is listening, and