Could you please remove all references to lemmy-status?

I see at least uptime and response-times badge svgs being included in the sidebar.

I also see it in a head script, which I assume lemmy software generates automatically for preload or something.

[–] 6 points 2 days ago* (last edited 2 days ago)

Quoting here for full context/content and archiving:

Hello all,

Thank you all for the vocal and clear feedback. We intended this change to simplify the setup for developers who use agents to build APIs with coding agents as we see many people struggling in wiring these up. Installing skills for coding agents is a new way of working with Postman and we thought that the in-product and website messaging conveys the intent.

Based on the feedback from the community, we understand this wasn’t the case so we will be re-designing the experience with the right level of control.

In the meantime, we are reverting this change.

Notably, early earlier comments

  • provided proof that information on the website about the cli being included was added later than the issue report
  • one comment said they received this stuff as an update

So the "in product and website messaging" seems like bullshit/lies evading accountability, attempting to change facts.

The supposed goal of "simplify setup for developers who use agents" leading to changes on existing workflows and setups for people without explicit consent, confirmation, or information - questionable at best.

Seems pretty clearly like malware/malware behavior.

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  • [–] 1 point 2 days ago

    voxl was built for things like software factories that use headless VMs and sandboxes (CI, computer-use agents), usually on Xvfb with no GPU. It streams them to a plain browser tab over one WebSocket and has APIs for agents.

    How is it different from RustDesk? RustDesk is an open-source alternative to TeamViewer and AnyDesk, for reaching your own computers or helping someone with theirs: you install its app on both ends, desktop or phone, and the two find each other through an ID server, then connect directly or through a relay. For that it's the better fit, and it also shares Wayland desktops (experimentally) and Android phones, which voxl doesn't. voxl is for desktops on servers, VMs and sandboxes: it's one process that serves its own page, so there's nothing to install on the viewing side and no ID or relay server to run. The stream goes wherever a URL does, can be embedded in another page and comes with the APIs agents use. RustDesk has a web client too, but it still goes through the ID and relay servers, and the self-hosted one comes with RustDesk Server Pro.

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  • [–] 3 points 2 days ago

    This is about GitHub, not Git, so seems better fit to !github@programming.dev

    Resolved
    This incident has been resolved. Thank you for your patience and understanding as we addressed this issue. A detailed root cause analysis will be shared as soon as it is available.
    Posted 6 hours ago. Nov 04, 2026 - 11:50 UTC

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  • [–] 2 points 4 days ago
    • Fixed "Illegal instruction" error on certain x86_64 CPUs without SSE4.1. pr#5162
    • Fixed "lock() not supported" error on Solaris. pr#5167

    Further details are available in the changelog!

    me follows link to changelog, same two list items

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  • [–] 8 points 4 days ago*

    I guess I don't know what kind of posts you mean specifically, but yes, please do.

    "Programming" can be and is typically interpreted quite broadly. It's not just "writing code" but development in general, and entails computer science.

    Looks like this programming.dev instance does not have a computer science community yet, but I would love to see one. Cross-posting is possible too.

    Tangential, there's !experienced_devs@programming.dev, but that's a different branch even if it can entail compsci.

    I would love to see more practice or science or theory or hands-on posts in this community.

    In the end, there's the option of just trying and seeing what votes and comments tell; appreciation or rejection.

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    We thought updating Oh Deer would take a week. Nine months later, we’d end up rebuilding our multiplayer hide-and-seek game from the ground up. Enjoy!

    We share how fixing performance turned into rebuilding almost everything: the Hunter, the maps, the NPC deer, the multiplayer systems, and even a tiny animated screen on a TrailCam. Along the way, we learned better ways to make games and discovered how much we still had to learn.

    The new Oh Deer brings:

    • 10-player matches: one Hunter and up to nine player deer.
    • 100 NPC deer to hide among.
    • Reworked maps, improved visuals, and better performance.
    • Upgraded TrailCams and deer abilities.
    • A completely reworked night phase: survive 40 seconds while your friends hunt you as Wendigos.
    [–] 3 points 6 days ago

    I didn't have this issue, but I will share my opinion anyway.

    What do you mean by "actual programming"? I would expect that to include not knowing stuff beforehand, to explore and prototype solutions and missing information. That's the opposite of what you seem to expect, judging from the rest of your sentence? (missing know how, unclear docs, no youtube course to follow along to)

    I learned through hacking website and related stuff in php, going into a popular C++ FOSS project, and other projects. I oriented myself through what already existed and documentation.

    The best way to learn is through self interest, through actual projects or functionality you try to implement. If it's scoped small enough, with a doable challenge, that's how you grow.

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  • [–] 4 points 1 week ago*

    Implementations

    • Vervis is the reference implementation of ForgeFed. It serves as a demo platform for testing the protocol and new features.
    • Forgejo is implementing federation.
    • Pagure has an unmaintained ForgeFed plugin.

    Only one of the three weblinks works. And no, it's not the reference implementation…

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  • [–] [S] 2 points 1 week ago (1 child)

    In this game at least, there doesn't seem ot be any items or XP.

    But I thought of this as an interesting mechanic as well when they mentioned expert period and deliberately falling to regenerate the following area. It leads to a weighing of lost time due to falling/falling back vs the chance of better alternatives.

    Even for a novice period, falling, whether deliberately or accidentally, and getting a better outcome doesn't seem like a bad thing to me. They describe how that makes progression easier by chance rather than through explicit deliberate game design with easing and fallbacks.

    Other games and game mechanics make use of risk vs potential reward too. I'm thinking of roguelites right now where you can pick something up or not or activate something at a cost. A gain may not be guaranteed. Or it offering a reroll of items on offer.

    I don't see this much different. The form is different through level generation/spooling and a different cost, but the tension or strategy mechanism is not fundamentally different in my eyes.

    I guess it comes down to what you see as "exploitation". When you see it as deliberate game design it's not really exploitation. If it's deliberately part of the influenced scoring then it's not an exploit either. Even if it's multiplayer, it can be part of game depth and game strategy.

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    In Love Me Not you are a flower that climbs out of a cave. The cave has been cursed by a witch, so the level is regenerated above you whenever you fall.

    This is similar to the procedurally generated levels in infinite runners like Doodle Jump, except that instead of erasing the entire level on a failure, Love Me Not only erases the most recent sections. This style of level generation is novel to me. For the purposes of this post I’ll call it spool generation.

    I often simplify a player’s time with a game into a “novice period” and an “expert period”. These are usually characterised by different goals. In Love Me Not a novice’s objective is to escape the cave by any means necessary, while an expert’s objective is to escape the cave as fast as possible.

    Spool generation had some natural effects on the novice period:

    [expert period] I wanted to find a scoring system that could bring spool generation back into the decision space of an expert player.

    Love Me Not on itch.io

     

    […] about some Celeste game-feel tricks. I don’t think that we invented any of these techniques, but they are important parts of the moment-to-moment experience of Celeste.

    1. Coyote Time
    2. Jump Buffering
    3. Halved-Gravity Jump Peak
    4. Jump Corner Correction
    5. Dash Corner Correction
    6. Semi-Solid Popping
    7. Lift Momentum Storage
    8. Wide Wall-Jump Window
    9. Even Wider Super Wall-Jump Window
    10. Stamina Refunds

    You might have noticed a pattern! All are centered around widening timing or positioning windows, so that everything is fudged a tiny bit in the player’s favor. I think that this is a big reason why Celeste can feel kind even though it’s very difficult — it wants you to succeed.

     

    While load testing one of our Rust services at work, we ran into something that took us way longer to figure out than we'd like to admit: memory that shoots up under load and just stays there.

    Though glibc is the default allocator and works well for the majority of applications, it can retain significant allocator-owned memory for bursty workloads due to arena reuse, fragmentation, and cached free chunks.

    Allocator switch, and this article was mentioned in Lemmy Release v0.19.20 - Reduced Memory Usage

    This release significantly reduces memory usage for the Lemmy backend. Metrics on production instances show a reduction up to 10 times. Here you can see the statistics from a few different instances. Read on for a technical explanation below. Note that the change only affects x86, there is no difference on ARM (e.g. Raspberry Pi), see here for details.

     

    Clara explores the concept of metacognitive awareness, the role it plays in learning, common traps in your thinking, and how using LLMs affects it in surprising ways.

    Goes into research about learning, and more specifically about metacognitive awareness.

    Timestamped link to where significant content begins.

    Metacognitive traps:

    • Forming: Right question, wrong answer - right problem understanding, wrong solution approach
    • Dislodging: Failing to change an approach that is not working even upon realization
    • Assumption: Wrong question, right answer - solving the wrong problem
    • Location: So close, but so far - almost done, but realization that crucial steps were skipped in the beginning
    • Achievement: Band-aid on a broken bone - a lot written, small fixes in hopes that it'll start working

    LLM don't solve any but introduce three new metacognitive traps:

    • Progression: Falling Behind Without Noticing - using AI-generated code beyond own understanding
    • Interruption: Distracting pop-ups - like generated-code auto-completion suggestions
    • Mislead: Following bad advice

    Before these sections, I find "pauses are not bad" particularly noteworthy as well. I will be sending this to a Junior colleague.

     

    The htmx team is very happy to announce the release of htmx 4.0.0! This is the culmination of 8 months of work (plus a game) and we are very happy with the results.

    Note that we are not marking 4.0 as latest in NPM because we do not want to force-upgrade users who are relying on non-versioned CDN URLs for htmx. Instead, 2.x will remain latest and the 4.0 line will remain next until some point in early 2027. The website, however, will reference 4.0.

    We hope you enjoy htmx 4. htmx 2 will continue to be supported indefinitely so don’t feel any pressure to upgrade.

     

    For five days in March 2026, a single stolen token let one group poison five software ecosystems including a package downloaded 95 million times a month. The attack started with a misconfigured GitHub Actions workflow, and ended with backdoored code sitting inside CI/CD pipelines around the world.

    Today, two people behind this attack were arrested. TeamPCP, allegedly operated by these threat actors, started attacks in late 2025 running opportunistic cloud exploits, then pivoted in early 2026 to targeting the software supply chain itself.

    Flare’s Emerging Threats Team wanted to share examples of some of the techniques that can be used to unmask one operator behind TeamPCP, using the Flare platform to trace a single alias across the accounts, credentials, and infrastructure that connected back to a real identity. There were other independent investigations on this topic, including by Brian Krebs. Below, we walk through who TeamPCP is and share the process of deanonymizing threat actors.

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