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How to Catch Risky JavaScript Bugs with ESLint-plugin-security

https://jsdev.space/howto/eslint-plugin-security/
1•javatuts•29s ago•0 comments

PyPie, a DSL for Tensor Programming

https://pypie.dev
1•weiserwx•1m ago•1 comments

Self Teaching Autoencoder

https://the-puzzler.github.io/?p=self-teaching-autoencoder
1•E-Reverance•3m ago•0 comments

Vericoding: The End of "Trust Me Bro, The AI Wrote It"

https://blog.icme.io/vericoding-the-end-of-trust-me-bro-the-ai-wrote-it/
1•_doctor_love•3m ago•0 comments

You need more than attention

https://unrestricted.bearblog.dev/you-need-way-more-than-attention/
1•wrxd•4m ago•0 comments

Private Hearts Club

https://www.meet2live.online/
2•blackblossom•6m ago•1 comments

Workspaces in 4todo

https://4to.do/blog/2026/05/13/workspace
1•haoya•7m ago•0 comments

Quiet in the Zoo

https://danverbraganza.com/writings/quiet-in-the-zoo
1•nvader•8m ago•0 comments

Worrying is self-fulfilling; what to do instead

https://longform.asmartbear.com/worry/
1•herbertl•11m ago•0 comments

The 18-foot-high fence that turned Sonoma and Marin communities upside down

https://www.sfgate.com/sf-culture/article/bay-area-running-fence-22265175.php
1•Stratoscope•12m ago•0 comments

Private Passion Playground

http://layana.meet2live.online
4•misjackson•15m ago•0 comments

Bone Keeper AI Assisted Feature Film

https://sosuke.com/bone-keeper-ai-assisted-feature-film/
1•sosuke•16m ago•0 comments

Show HN: My homelab is outperforming the stock market

https://stocks.sjer.red
1•shepherdjerred•17m ago•0 comments

Parsing IPv6 Addresses Crazily Fast with AVX-512

https://lemire.me/blog/2026/05/23/parsing-ipv6-addresses-crazily-fast-with-avx-512/
2•mfiguiere•18m ago•0 comments

Ten Basic Clouds

https://www.noaa.gov/jetstream/clouds/ten-basic-clouds
2•nopg•18m ago•0 comments

Windows 11 LTSC update issue

2•nicp•18m ago•1 comments

ClaimTrace – open-source engine that traces public claims to preserved evidence

https://github.com/machinesoul11/ClaimTrace
1•machinesoul11•20m ago•0 comments

Hosomaki. A local tool for understanding Linux system output.contributors wanted

https://github.com/rivernova/hosomaki
2•rivernova•20m ago•1 comments

Nuance in all things. A dive into (Anti-) "AI" Myths (2025)

https://k4tana.github.io/blog/2025/06/04/AI-Nuanced-Take.html
2•rendx•20m ago•0 comments

Show HN: My tool found 1 DELETE TABLE log from 1M logs

https://rocketgraph.app/ml
2•kvaranasi_•25m ago•1 comments

Ask HN: Where to begin in removing "safety" features from new cars?

1•sky2224•25m ago•2 comments

Postings for software engineering jobs increasing

https://twitter.com/DavidSacks/status/2058606722110107970
1•JessieJanie•28m ago•0 comments

Bolt Challenges Nvidia with a Focus on Cutting-Edge Graphics

https://spectrum.ieee.org/bolt-graphics-zeus-gpu
2•mroche•28m ago•0 comments

Peer-to-peer collaborative code playground in a single 0.5 MB HTML file

https://github.com/micouy/koper
1•micouay•34m ago•0 comments

Vibe-learning: the answer to cognitive debt

https://blog.airistotle.org/vibe-learning
1•tigitouchdown•34m ago•0 comments

Wi-R: Using the human body as a "wire" for inter-device communication

https://www.ixana.ai/blog/wi-r-technology-white-paper
1•strongpigeon•36m ago•0 comments

Richard Feynman is Now A.I. Slop [video]

https://www.youtube.com/watch?v=A2_8199CL1I
1•dreamcompiler•39m ago•0 comments

Berkeley toddler who inspired 'Go the Fuck to Sleep' is now off to college

https://oaklandside.org/2026/05/22/go-the-fk-to-college-adam-mansbach-author-go-the-fk-to-sleep/
3•gnabgib•40m ago•0 comments

SpaceX is being killed to save Grok

https://peq42.com/blog/spacex-is-being-killed-to-save-grok/
1•peq42•40m ago•0 comments

Professional Cognitive Surrenderer

https://unlike.ly/professional-cognitive-surrenderer/
1•eviluncle•45m ago•0 comments
Open in hackernews

Generating Mazes with Inductive Graphs (2017)

https://jelv.is/blog/Generating-Mazes-with-Inductive-Graphs/
20•todsacerdoti•1y ago

Comments

tomfly•1y ago
where is the entrance and exit?
Jaxan•1y ago
Doesn’t matter, because all positions are reachable. So just pick any two positions at the border and remove a wall.
kazinator•1y ago
Here is a maze that was generated recursively starting at the upper left cell.

  +    +----+----+----+----+----+----+----+----+----+
  |    |                        |                   |
  |    |                        |                   |
  +    +----+----+    +----+    +----+    +----+    +
  |              |         |                   |    |
  |              |         |                   |    |
  +----+----+    +    +----+----+----+----+----+    +
  |              |    |                        |    |
  |              |    |                        |    |
  +    +----+----+    +    +----+----+----+    +    +
  |         |              |              |    |    |
  |         |              |              |    |    |
  +    +----+    +    +----+----+----+    +    +----+
  |              |    |                   |    |    |
  |              |    |                   |    |    |
  +----+----+----+    +    +----+----+----+    +    +
  |                        |                   |    |
  |                        |                   |    |
  +    +----+----+----+    +    +----+----+----+    +
  |    |    |              |    |              |    |
  |    |    |              |    |              |    |
  +    +    +    +    +----+    +    +----+    +    +
  |    |    |    |    |         |    |         |    |
  |    |    |    |    |         |    |         |    |
  +    +    +    +    +----+----+----+    +    +    +
  |    |    |    |    |                   |         |
  |    |    |    |    |                   |         |
  +    +    +----+    +    +----+----+    +----+----+
  |              |         |                        |
  |              |         |                        |
  +----+----+----+----+----+----+----+----+----+    +

It matters to start there because it will be easier if you go backwards.

The maze has 100 cells. For each cell, we can calculate which exit goes back toward the entrance, assigning the letters U, D, L, R:

  U R R D L L R D L L
  U L L D L U L L L U
  R R U D D L L L L U
  U L D L L R R D U U
  U L L U D L L L U D
  R R R U L R R R U D
  U D R R U U R R D D
  U D U U R U U D L D
  U D U U D L L L U L
  U L L U L R R U L L
Stats:

  L - 33
  U - 29
  R - 20
  D - 18
Left and Up are more frequent back-to-entrance escapes than Right or Down. This is because of the way the maze was generated.

To check the hypothesis, we should analyze it in the other direction. For each cell, determine the exit which heads in the direction of the exit:

  D R R D L L R D L L
  D R D D L U L L L U
  D L L D D L L L L U
  D L R D L R R D D U
  R R U D D L L L U D
  R R R R D R R R U D
  U D R D L U R R D D
  U D U D R U U D L D
  U D U D R R R D U L
  U L L R U R R R R D
Stats:

  D - 30
  R - 28
  L - 24
  U - 18
There is a weaker bias for the D-R axis toward the exit, compared to the L-U axis toward the entrance. I suspect if we study larger numbers of larger mazes, we will find similar findings.

So that is to say, it is easier to navigate the maze in the reverse direction: the heuristic to try left/up exits will work more often than the right/down in the proper direction.

smartmic•1y ago
From the book "Mazes for Programmers" by Jamis Buck, 2015, The Pragmatic Programmers (a must-read for any maze/programming enthusiast!):

> Aren't mazes supposed to have starting points and end points? […] honestly, […] it's entirely up to you. […] The maze […] is a perfect maze, and one of the attributes of a perfect maze is that there exists exactly one path between any two cells in it. […] You pick them, and there's guaranteed to be a path between them.

You do not need to choose an entrance or exit only on the sides, but you can also choose "Pacman-style" where the goal is to reach points inside the maze.

"Perfect" refers to the mathematical/logical properties of a maze (i.e. no loops), not the aesthetical aspect. I have not checked though if the mazes in the source here are all perfect.

kazinator•1y ago
While you can put the entrance and exit wherever you want, if you know that the maze was generated by a recursive branching process which had a starting point somewhere, it probably behooves you to put the start at that point corresponding to the root of the tree, so that the maze wanderer faces the most branching choices.

Laying out the abstract maze tree into the rectilinear grid of cells obfuscates the tree somewhat, but not entirely. A process that generates from upper left to lower right, for instance, will tend to generate cells whose parent-headed exits going left and up more often than not, making the reverse direction a bit easier.

(Again, it depends on the maze generation process.)

kazinator•1y ago
Making random mazes in a rectilinear grid is a good exercise for one big reason: mazes are not all the same. Mazes have style can be very knotty and twisty, or have long passages. You can add hacks into a given algorithm to vary the style, but there are certain things it won't necessarily do.