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AI 资讯

How to Build an Unblockable AI Agent for Browser Automation with Node.js, Bright Data, Gemini, and Playwright

In this full guide, you’ll learn: 📛 Why most AI browser agents fail on modern websites. 🧱 How browser fingerprinting and anti-bot systems work. ⛑️ How to build an AI browser agent using JavaScript (Node.js) that combines Gemini, Playwright , and Bright Data to browse real websites, extract live data, analyze, reason, and generate reports locally without maintaining fragile anti-bot infrastructure ourselves that breaks 5 days later. 🗃️ How to setup Bright Data production-ready browser sessions for AI agent automation without user’s assistance manually. 🪁Introduction Building unrestricted anonymous browser automation has developed far beyond writing Playwright scripts that click buttons and scrape HTML. Modern websites actively detect automated traffic using browser fingerprints , TLS signatures , IP reputation, and behavioral analysis, making reliable automation significantly more challenging than it was just a few years ago. Modern AI browser agents don’t usually fail because they’re arbitrary. Their reasoning, prompts, and planning loops are often sophisticated. The execution layer underneath is fragile. Most tutorials show how to connect an LLM to a browser, execute a few Playwright commands , and declare you’ve built an autonomous agent. await page . goto ( url ) await page . click ( selector ) await page . type ( selector , text ) In reality, you’ve ONLY automated a browser. Commercial sites don’t gauge how intelligent your agent is. They judge whether they believe your browser is genuine. Before a page even finishes loading, they inspect what your browser actually is: the TLS handshake , IP reputation, browser fingerprints, canvas and WebGL fingerprints , cookies, device characteristics, and even the rhythm of your connection. Dozens of signals are examined in the time it takes the page to start loading. If those signals don’t look authentic, your agent rarely reaches the real application. Instead, it encounters CAPTCHA challenges, verification pages, silent re

2026-07-05 原文 →
开发者

Is There a "Library of Websites" for the Entire Internet?📚

Hey developers, I've been thinking about a problem and wanted to get some feedback from the community. We have search engines like Google, Bing, and others that help us find websites through keywords. We also have directories and archives, but I haven't found a place that attempts to catalog every active website on the internet in a structured and discoverable way. So my first question is: Does a platform already exist where I can browse or search through a massive database of active websites, regardless of whether they're popular or not? The Idea Imagine a project called "Library of Websites." Instead of ranking sites primarily through SEO and search algorithms, the goal would be to build a continuously growing database of active websites across the internet. Website owners could install a small script or verification snippet on their sites, similar to how Google Search Console verification works. Once verified, the website would automatically become part of the Library of Websites database. The platform could then: Categorize websites by industry, niche, and technology. Track whether sites are still active. Allow users to browse websites like books in a library. Discover small, independent websites that search engines rarely surface. Create a searchable index of the web that focuses on discovery rather than ranking. Over time, this could become a living map of the internet, helping people explore websites they would never normally find. Does something like this already exist? What are the biggest technical challenges in building such a database? Would website owners actually be willing to install a verification script? Is there a better approach than relying on voluntary website registration? What would you personally want from a "Library of Websites" platform? I'd love to hear your thoughts, criticism, and suggestions. Thanks!

2026-07-05 原文 →
AI 资讯

Bundling a CLI Binary as a Tauri v2 Sidecar: Lessons from Building a Desktop App

When you build a desktop app with Tauri v2 , sooner or later you'll hit a question: how do I bundle and manage an external CLI binary inside my app? Maybe it's ffmpeg for video processing. Maybe it's a database engine. Maybe — as in my case — it's frpc , the reverse-proxy client from the popular frp project. This post walks through the full lifecycle: bundling, spawning, lifecycle management, and even self-updating the binary at runtime — all from Rust. 1. Declaring the Sidecar In tauri.conf.json , declare the binary under bundle.externalBin : { "bundle" : { "externalBin" : [ "binaries/frpc" ] } } Tauri identifies the target platform by a filename suffix convention . You need to place the correctly-named binary in your project: Platform Filename macOS (Apple Silicon) frpc-aarch64-apple-darwin macOS (Intel) frpc-x86_64-apple-darwin Windows (x64) frpc-x86_64-pc-windows-msvc.exe Tauri automatically strips the suffix at runtime and loads the right binary for the current platform. 2. Spawning the Process Use tauri_plugin_shell to spawn the sidecar: use tauri_plugin_shell ::{ ShellExt , process :: CommandEvent }; #[tauri::command] async fn start_frpc ( app : tauri :: AppHandle ) -> Result < (), String > { let sidecar = app .shell () .sidecar ( "frpc" ) .map_err (| e | e .to_string ()) ? ; let ( mut rx , child ) = sidecar .args ([ "-c" , "frpc.toml" ]) .spawn () .map_err (| e | e .to_string ()) ? ; // Store the child handle so we can kill it later app .state :: < std :: sync :: Mutex < Option < tauri_plugin_shell :: process :: CommandChild >>> () .lock () .unwrap () .replace ( child ); // Listen to stdout/stderr in a background task tauri :: async_runtime :: spawn ( async move { while let Some ( event ) = rx .recv () .await { match event { CommandEvent :: Stdout ( line ) => { // Parse log line, update UI state... } CommandEvent :: Stderr ( line ) => { /* ... */ } CommandEvent :: Terminated ( _ ) => { // Process exited — update state machine } _ => {} } } }); Ok (()) } The

2026-07-05 原文 →
AI 资讯

Fable May Not Be the Best Choice for Some Engineers

Fable and Opus may not be the most comfortable tools for engineers who learned to code by hand. I started thinking about this after reading Simon Willison's recent note . His point is simple: with a strong coding agent like Fable, it may be better to let the model exercise its own judgment than to spell out every condition yourself. Instead of writing detailed rules like "run tests for larger features, but not for small copy changes, except for design changes...," you can simply say: write and run tests where appropriate. The same applies to cost. Rather than deciding manually which tasks should go to which model, you can ask the agent to choose an appropriate lower-cost model and delegate the work to a subagent. Manual cars and automatics This is a rough analogy, but it feels similar to driving a car. People who enjoy driving often like manual cars. They want to choose the gear themselves. They want to feel the engine speed and have the car respond directly to their intent. For people who simply want to get somewhere, an automatic is easier. Software engineers are similar. If you have written code professionally for a long time, you usually have your own way of working. You may want to get the types right first. You may prefer small diffs. You may have a specific sense for how granular tests should be. You may even have an order in which you like to read an unfamiliar codebase. (At least, I hope you do.) For someone with that kind of style, a highly autonomous model like Fable or Opus can feel a little too automatic. The stronger the model, the more small instructions get in the way This is the same structure as management in human organizations. A junior member needs concrete instructions: read this document from this angle and summarize it in this format. A senior member can take a rougher assignment: I want to solve this problem, so investigate it, come up with an implementation plan, and move it forward. Of course this does not mean throwing work over the wall.

2026-07-05 原文 →
AI 资讯

purefetch: a fastfetch-style system info tool in Rust with zero dependencies

I like neofetch / fastfetch , but I wanted one with a genuinely empty dependency graph — nothing pulled from crates.io. So I built purefetch : a small system-info fetcher written entirely in Rust using only std plus raw Linux syscalls. Disclosure up front: purefetch was built largely with AI assistance (Claude Code). I directed the design, and every change was reviewed and tested — including running it on four architectures under QEMU — but most of the code is AI-generated. I'd rather be honest about that than pretend otherwise. _,met$$$$$gg. ooonea@unicorn ,g$$$$$$$$$$$$$$$P. ────────────── ,g$$P" """Y$$.". OS Debian GNU/Linux 13.5 (trixie) x86_64 ,$$P' `$$$. Host ThinkPad P53 (20QQS0JD01) ',$$P ,ggs. `$$b: Kernel 6.12.94+deb13-amd64 `d$$' ,$P"' . $$$ Uptime 6 days, 15 hours, 30 mins $$P d$' , $$P Packages 2477 (dpkg), 1 (flatpak) $$: $$. - ,d$$' Shell zsh 5.9 $$; Y$b._ _,d$P' Display 1920x1080 (eDP-1) Y$$. `.`"Y$$$$P"' DE GNOME 48.7 `$$b "-.__ WM Mutter (Wayland) `Y$$ Terminal kitty 0.41.1 `Y$$. CPU Intel(R) Core(TM) i7-9850H @ 4.60 GHz `$$b. GPU Quadro RTX 3000 `Y$$b. Memory 15.28 GiB / 62.61 GiB (24%) `"Y$b._ Swap 0 B / 8.00 GiB (0%) `""" Disk (/) 8.52 GiB / 489.57 GiB (2%) Locale en_US.UTF-8 Battery 76% (Not charging) Zero dependencies, really No libc crate, no sysinfo , no nix , no color crate — nothing from crates.io. Almost everything is just reading and parsing /proc and /sys . The result is a single ~484 KiB binary that builds offline. The only things std can't do are statfs (disk usage) and ioctl (terminal size / tty check). Instead of pulling in a binding crate, those are issued as raw Linux syscalls via core::arch::asm! : #[cfg(target_arch = "x86_64" )] unsafe fn syscall3 ( n : usize , a1 : usize , a2 : usize , a3 : usize ) -> isize { let ret : isize ; core :: arch :: asm! ( "syscall" , inlateout ( "rax" ) n as isize => ret , in ( "rdi" ) a1 , in ( "rsi" ) a2 , in ( "rdx" ) a3 , out ( "rcx" ) _ , out ( "r11" ) _ , options ( nostack ), ); ret } Four arch

2026-07-04 原文 →
AI 资讯

Weaponizing Silence: How to Disappear While Staying Connected

Everyone is talking. Almost no one is thinking. Your morning starts with a vibration, then another, then a pile-on. Slack wants a status update. Instagram wants your face. A group chat you muted in March has resurrected itself to debate brunch. By 9:07 am you have done the emotional labor of a small call center and you have not finished your coffee. We call this being connected. A more honest word is being farmed. The internet does not pay you for your best ideas. It pays you for your fastest replies. Availability became a virtue, then a job description, then a personality. Silence got rebranded as flaking. I decided to rebrand it back, but with better tools. Not the aesthetic digital detox where you post a grainy photo of trees with “offline” in lowercase and then lurk from a finsta. I mean real disappearance. The kind where your work still ships, your people still feel held, your money still moves, and you are simply not there to watch the conveyor belt. You do not need to quit. You need to quit performing presence. The Attention Tax Is Real, and You Are Overdrawn Every ping is a micro-withdrawal from your nervous system. You pay in focus, in mood, in the ability to finish a thought. Platforms collect the interest. Researchers at UC Irvine have been tracking this for years. After an interruption it takes roughly 23 minutes to get back to the original task. The average knowledge worker gets interrupted 80 to 90 times a day. Do the multiplication and you realize most people never actually get back. They just start new half-tasks until bedtime. We treat this like a willpower problem. It is an architecture problem. Your phone is designed to win. You will not out-discipline a trillion-dollar attention refinery. You have to change the plumbing. Silence is not doing nothing. Silence is compound interest for your brain. Ten uninterrupted minutes today becomes a finished essay next week becomes a body of work next year. The people who seem calm are not morally superior. Th

2026-07-04 原文 →
AI 资讯

Where Sovereignty Begins

AI doesn’t become sovereign because it is powerful. It becomes sovereign when it is built on a foundation capable of representing meaning, constraints, and legitimacy. Before scale, before optimisation, before autonomy, there must be architecture. Pillar 1 introduces the structural reality: sovereignty cannot emerge from systems built on non‑sovereign foundations. The Perception Most discussions about AI sovereignty focus on perceived challenges: speed, scale, capability, and the widening gap between technological acceleration and governance capacity. These concerns are understandable — AI is moving quickly, and institutions are struggling to keep pace. But none of these are the real challenge. They are symptoms of a deeper architectural issue, not the cause. The Reality The real challenge isn’t that AI is accelerating faster than governance. It’s that the systems we’re trying to govern were never built on the right semantic foundations. We’re not dealing with a speed problem. We’re dealing with an origin problem. If the base semantics are wrong, every behaviour, boundary, and constraint the system learns will be shaped by that initial misalignment. And once misalignment becomes embedded at the origin layer, no amount of oversight, policy, or optimisation can correct it — only contain it. What Sovereign Actually Means Sovereign doesn’t mean national. It doesn’t mean local. It doesn’t mean “our cloud instead of theirs.” And it definitely doesn’t mean branding. Sovereign, in the context of AI, means something far more fundamental: the ability to maintain coherent meaning, stable constraints, and legitimate behaviour regardless of external acceleration. Sovereignty is not a political property. It is a physics property. A system is sovereign when its core semantics — its understanding of meaning, boundaries, and permissible transitions — cannot be destabilised by external actors, external systems, or external optimisation pressure. With the wrong base semantics, soverei

2026-07-04 原文 →
AI 资讯

💿 The Death of the Disc: Why Sony's 2028 Digital Monopolisation Was Inevitable

Sony shared an announcement with the console market: physical disc production for all PlayStation games will completely stop in January 2028. You can read the official announcement on the PlayStation Blog . From a pure engineering perspective, modern internet infrastructure has rendered physical distribution redundant. We no longer need plastic circles to transport megabytes. The gamer community response isn't about data transfer speeds. It is over true digital ownership, consumer rights, and software preservation. In this article, we break down the details, look at the history leading to this moment and explore why console makers would pursue this direction. 🔍 The Announcement Break Down The 2028 Deadline: The mandate strictly applies to new games launching after January 1, 2028. Legacy Back Catalog: Discs pressed before this date will still function (assuming future hardware maintains optical drive compatibility). "Code-in-a-Box" Retail: Stores will still sell physical cases on shelves, but they will contain a paper download voucher instead of a disc. I am no sustanability poster boy, seems wasteful to preserve retail shelf presence. 🛑 The Illusion of Ownership: "Buying" vs. "Renting" When you hit "Buy" on a digital storefront, you aren't purchasing a game. You are purchasing a conditional license to stream or download it—a long-term rental agreement that can be unilaterally altered or revoked. No Secondary Market: Players completely lose the ability to resell, trade, or lend games to friends. Monopoly Pricing: Eliminating discs removes competitive pricing from retailers like GameStop, JB Hi-Fi, or Amazon, leaving users locked to a single proprietary storefront. Delisting Vulnerability: If a publisher loses IP rights, the software vanishes instantly. 🎮 Case Study: My Close Call with Digital Erasure Look no further than Star Trek: Resurgence for proof of how fragile digital stores are. In April 2026, the publishers suddenly lost their IP distribution rights. Within

2026-07-04 原文 →
AI 资讯

I Built My Own Text Editor

I’ve wanted to build a text editor for a long time. Not because I thought the world needed another one — it clearly doesn’t — but because editors are one of those projects where you end up touching everything: rendering, input handling, text buffers, undo, plugins, configuration, even OS integration. It felt like the most honest way to learn how these tools actually work. So I finally did. cdin is a lightweight, keyboard-centric text editor with Vim-style modal editing. It started as a fork of lite , but over time it became something more personal. I kept the parts I liked, removed the parts I did not, and reshaped the rest to match the way I actually work. A big reason for that was my computer. I have a weak machine, and that made heavier text editors feel frustrating to use. They were often slow, laggy, or just too much for what I needed. That is how I discovered lite in the first place. It was close to what I wanted, but not quite there. So I forked it, renamed it to cdin, and started making it mine. That meant more than just small tweaks. I removed features I did not need, changed the things that felt awkward, moved from SDL2 to SDL3, and rewired a lot of the project structure along the way. The result is cdin: a small editor built around speed, simplicity, and hackability. The name itself is simple too. cdin means “CODE in”. The code is split between C and Lua. The C side handles the window, renderer, and SDL bindings. Everything else — behavior, plugins, keybindings, config — is loaded in Lua at runtime. That keeps the editor flexible without making it feel heavy. If you want to explore the project, here are the main docs: Overview · Getting Started · Building from Source · Configuration · Vim Keybindings · Plugins · Command Reference There is still a lot I want to improve, but cdin already feels like something that belongs to me in a way no other editor ever did. If you check it out, please leave a star, fork it, or send an Issue or PR if you find a bug or wa

2026-07-04 原文 →
AI 资讯

Why I'm Building the Fast Series

Why I'm Building the Fast Series I'm building the Fast Series because creator software has gotten too complicated. Plenty of tools are powerful, but they make you fight the software before you can make anything. You want to record a tutorial, stream a game, clip a useful moment, compress a file, or turn an idea into a short video. Instead, you're digging through settings, codecs, plugins, device permissions, export presets, and cryptic error messages. That's the problem I keep running into, and the Fast Series is my attempt to solve it: practical Windows software where each tool does one job clearly and reliably. Not everything needs to be a giant all-in-one platform. Sometimes the better product is a small tool that opens quickly, gives you sensible defaults, explains what's happening, and gets out of your way. That's the direction I'm taking with Sturm Technologies. The Problem With Creator Tools There are already great tools for recording, streaming, editing, clipping, and compressing. OBS is powerful. Professional editors are powerful. FFmpeg is powerful. There are cloud tools, browser tools, AI tools, and creator suites that promise to do everything. But power is not the same thing as clarity. Most creators don't want to become experts in capture APIs, bitrate math, encoder settings, audio routing, or export pipelines. They want to make something and publish it. The pain usually shows up in small moments. You record a video and the audio is missing. You compress a file and it still doesn't meet the upload limit. You spend more time scrubbing a long video than actually clipping it. You hit an error and the app hands you a technical dump instead of telling you what to fix. That's where I think there's room for better software. Not bigger software. Better software. Start With FastCast The first product in the series is FastCast , a Windows recording and streaming app for people who want OBS-level practicality without OBS-level setup. FastCast focuses on screen cap

2026-07-04 原文 →