frontpage.
newsnewestaskshowjobs

Made with ♥ by @iamnishanth

Open Source @Github

fp.

Cook New Emojis

https://emoji.supply/kitchen/
1•vasanthv•1m ago•0 comments

Show HN: LoKey Typer – A calm typing practice app with ambient soundscapes

https://mcp-tool-shop-org.github.io/LoKey-Typer/
1•mikeyfrilot•3m ago•0 comments

Long-Sought Proof Tames Some of Math's Unruliest Equations

https://www.quantamagazine.org/long-sought-proof-tames-some-of-maths-unruliest-equations-20260206/
1•asplake•4m ago•0 comments

Hacking the last Z80 computer – FOSDEM 2026 [video]

https://fosdem.org/2026/schedule/event/FEHLHY-hacking_the_last_z80_computer_ever_made/
1•michalpleban•5m ago•0 comments

Browser-use for Node.js v0.2.0: TS AI browser automation parity with PY v0.5.11

https://github.com/webllm/browser-use
1•unadlib•6m ago•0 comments

Michael Pollan Says Humanity Is About to Undergo a Revolutionary Change

https://www.nytimes.com/2026/02/07/magazine/michael-pollan-interview.html
1•mitchbob•6m ago•1 comments

Software Engineering Is Back

https://blog.alaindichiappari.dev/p/software-engineering-is-back
1•alainrk•7m ago•0 comments

Storyship: Turn Screen Recordings into Professional Demos

https://storyship.app/
1•JohnsonZou6523•7m ago•0 comments

Reputation Scores for GitHub Accounts

https://shkspr.mobi/blog/2026/02/reputation-scores-for-github-accounts/
1•edent•11m ago•0 comments

A BSOD for All Seasons – Send Bad News via a Kernel Panic

https://bsod-fas.pages.dev/
1•keepamovin•14m ago•0 comments

Show HN: I got tired of copy-pasting between Claude windows, so I built Orcha

https://orcha.nl
1•buildingwdavid•14m ago•0 comments

Omarchy First Impressions

https://brianlovin.com/writing/omarchy-first-impressions-CEEstJk
2•tosh•20m ago•1 comments

Reinforcement Learning from Human Feedback

https://arxiv.org/abs/2504.12501
2•onurkanbkrc•20m ago•0 comments

Show HN: Versor – The "Unbending" Paradigm for Geometric Deep Learning

https://github.com/Concode0/Versor
1•concode0•21m ago•1 comments

Show HN: HypothesisHub – An open API where AI agents collaborate on medical res

https://medresearch-ai.org/hypotheses-hub/
1•panossk•24m ago•0 comments

Big Tech vs. OpenClaw

https://www.jakequist.com/thoughts/big-tech-vs-openclaw/
1•headalgorithm•27m ago•0 comments

Anofox Forecast

https://anofox.com/docs/forecast/
1•marklit•27m ago•0 comments

Ask HN: How do you figure out where data lives across 100 microservices?

1•doodledood•27m ago•0 comments

Motus: A Unified Latent Action World Model

https://arxiv.org/abs/2512.13030
1•mnming•27m ago•0 comments

Rotten Tomatoes Desperately Claims 'Impossible' Rating for 'Melania' Is Real

https://www.thedailybeast.com/obsessed/rotten-tomatoes-desperately-claims-impossible-rating-for-m...
3•juujian•29m ago•2 comments

The protein denitrosylase SCoR2 regulates lipogenesis and fat storage [pdf]

https://www.science.org/doi/10.1126/scisignal.adv0660
1•thunderbong•31m ago•0 comments

Los Alamos Primer

https://blog.szczepan.org/blog/los-alamos-primer/
1•alkyon•33m ago•0 comments

NewASM Virtual Machine

https://github.com/bracesoftware/newasm
2•DEntisT_•35m ago•0 comments

Terminal-Bench 2.0 Leaderboard

https://www.tbench.ai/leaderboard/terminal-bench/2.0
2•tosh•36m ago•0 comments

I vibe coded a BBS bank with a real working ledger

https://mini-ledger.exe.xyz/
1•simonvc•36m ago•1 comments

The Path to Mojo 1.0

https://www.modular.com/blog/the-path-to-mojo-1-0
1•tosh•39m ago•0 comments

Show HN: I'm 75, building an OSS Virtual Protest Protocol for digital activism

https://github.com/voice-of-japan/Virtual-Protest-Protocol/blob/main/README.md
5•sakanakana00•42m ago•1 comments

Show HN: I built Divvy to split restaurant bills from a photo

https://divvyai.app/
3•pieterdy•44m ago•0 comments

Hot Reloading in Rust? Subsecond and Dioxus to the Rescue

https://codethoughts.io/posts/2026-02-07-rust-hot-reloading/
4•Tehnix•45m ago•1 comments

Skim – vibe review your PRs

https://github.com/Haizzz/skim
2•haizzz•46m ago•1 comments
Open in hackernews

Breaking the sorting barrier for directed single-source shortest paths

https://www.quantamagazine.org/new-method-is-the-fastest-way-to-find-the-best-routes-20250806/
194•baruchel•6mo ago
https://arxiv.org/abs/2504.17033

Comments

ljlolel•6mo ago
Tarjan was my algorithms professor. He invented many of them
larodi•6mo ago
…invented many of them algorithms? like which?
kzrdude•6mo ago
Maybe Tarjan's strongly connected components. That's one I've implemented at some point at least.
larodi•6mo ago
Thanks, this is interesting, how could I miss an important algorithm related to graphs, incredible.
bob1029•6mo ago
This is one of my favorites:

https://en.wikipedia.org/wiki/Splay_tree

teraflop•6mo ago
Aside from inventing a bunch of individual algorithms, Tarjan is also known for introducing various theoretical techniques that are now considered fundamental. Most notably, amortized analysis.

His Turing award writeup gives a pretty broad overview of his research contributions: https://amturing.acm.org/award_winners/tarjan_1092048.cfm

polytely•6mo ago
> But curiously, none of the pieces use fancy mathematics.

> “This thing might as well have been discovered 50 years ago, but it wasn’t,” Thorup said. “That makes it that much more impressive.”

this is so cool to me, it feel like a solution you could* have stumbled upon while doing game development or something

*probably wouldn't but still

hinkley•6mo ago
Maybe someone did and just didn’t see it as novel?
kevingadd•6mo ago
Depending on where you work they might not let you publish a paper about it. Certainly was the case at one game studio I worked for, very secretive.
RobRivera•6mo ago
Gamedevs -I find at least- are so obsessively deep at SOLVING their problem at hand that their headspace is indexed on shipping the game, the project, deadlines, and what to eat for the next meal (probably pizza).

Rather than the academia.

Just a hunch tho

8n4vidtmkvmk•6mo ago
Isn't that just it though? The problem very well could be that some part of the game is running too slow so they just start solving it. No time to read and write academic papers.
RobRivera•6mo ago
That's what I have found to be the case: time is in short supply
colonCapitalDee•6mo ago
This algorithm is asymptotically faster than the state of the art, but it isn't faster in practice. At least not yet!
thfuran•6mo ago
Somebody somewhere might be Ramanujan, but the average person is going to be a whole lot better served by reading literature than trying to reinvent the field.
8n4vidtmkvmk•6mo ago
I'd certainly Google for some algos before writing one myself.

Years ago, however, I came across a paper for optimal convex polygon decomposition that had zero implementations and the paper was so complicated.. couldn't figure out how to implement it myself. I came up with something new and published it which was apparently enticing enough to be picked up by at least one game library. So that was neat.

ape4•6mo ago
Sounds a lot more complicated that Dijkstra. But I guess that's the way it goes.
cantor_S_drug•6mo ago
reminds me of TimSort.
larodi•6mo ago
Dijkstra is still very difficult for many and not universally taught in 7th grade even though you can arguably explain what a shortest path in a graph is to 14 y.o.
GolDDranks•6mo ago
Dijkstra _could_ be universally taught in 7th grade if we had the curriculum for that. Maybe I'm biased, but it doesn't seem conceptually significantly more difficult than solving first degree equations, and we teach those in 7th grade, at least in Finland where I'm from.
crawfordcomeaux•6mo ago
For sure! The main thing keeping us from teaching advanced things to younger folks is the seeming addiction to teaching poorly/ineffectively. I'm here to find the physical play-with-your-hands demonstrations needed for teaching kids as young as 5 the intuitions/concepts behind higher-order category theory without all the jargon.
kevindamm•6mo ago
I think you could do it with many board games. Mouse Trap for monads? Poker for permutations? Dice for decision theory?
hinkley•6mo ago
I think we forget how old the term algorithm is. We started this journey trying to automate human tasks by divide and conquer, not computers.

Merge sort is supposedly invented in 1950, it’s more likely it was invented in 1050 than 1950. Sort a room full of documents for me. You have three minions, go.

adgjlsfhk1•6mo ago
I think humans generally use some form of bucket/radix sorting (or selection sort for small collections)
hinkley•6mo ago
A human is different than “humans” a human with a stack may sort it into four stacks and then sort amongst them, yes.

But a room of five clerks all taking tasks off a pile and then sorting their own piles is merge sort at the end of the day. Literally, and figuratively.

larodi•6mo ago
> I think we forget how old the term algorithm is.

given Al Kwarizimi lived ~12 century (if memory serves right) it is a fairly old term in this regard.

when was it that modern people started using the word, I'd bet beginning of 20th century, but this is a wild guess.

when did everyone started calling algorithms "ai", well perhaps ~1960 ?

larodi•6mo ago
Depends on which school, as this is not taught at all outside mathematics school. My claim is you can teach it to 5th graders, this is what I tell my university students and I mean it.

Myself and others from the math schools knew this algorithm in 8th grade for sure, as we been already using it in 9th grade for competitions. This does not mean all my classmates knew it, of course not.

So it depends who you teach this to. Theoretically - you should be able to, practically - well, perhaps not so much, as math is not the only thing 8th grader learns, in fact his head is bombarded with ... dozen disciplines at a time.

Besides, I recently met a classmate, previous IoI medalist, who works quant-something somewhere for 15th + years, and is a PHD and everything. We start talking about mathematics and I find to my total surprise he knows very little about grammars, never used them. He remembers Dijkstra or Ford-Fulkerson, but only as a title, while I'm sure he learned these at some point in Stanford, as the shortest-path and A* was not something we had in textbooks back in the 90s for sure.

chowells•6mo ago
Dijkstra's algorithm is completely trivial. It's a greedy algorithm; there's nothing more complex involved than repeating the same simple step over and over. You pick a starting node then repeatedly add the lowest-cost edge to a node you haven't already reached. It's harder to explain what a "node" and "edge" are than to explain how Dijkstra's algorithm works.

Many textbooks make it sound harder than that because they want to examine complex data structures that make various parts of that as fast as possible. But the complexity is the implementation of the data structures, not Dijkstra's algorithm.

larodi•6mo ago
indeed. and I can confirm I learned this algorithm back in the day in 8th grade, as we were given home assignments and myself had to read through a book 'introduction to Graphs' which was designated for 2nd university year students.

I was able to read halfway through the book before it started getting too complex for my teen mind.

so, can it be taught? - yes is it trivial - I would not dare say, but is elegant in simplicity do people understand and remember it easily - no, they don't

should you decide to prove me right, well - try to teach it to someone, but also require that he not only understands but implements it. well those who could do this in 8th grade were those going to Olympiads in Informatics.

perhaps things have changed since the 90s and children are smarter today. so my bet is you can teach it to 5th graders, not sure to what effect though.

flafla2•6mo ago
O(m log^2/3 n) !!! What a triumph.
supernetworks_•6mo ago
https://arxiv.org/abs/2504.17033

We give a deterministic O(mlog2/3n)-time algorithm for single-source shortest paths (SSSP) on directed graphs with real non-negative edge weights in the comparison-addition model. This is the first result to break the O(m+nlogn) time bound of Dijkstra's algorithm on sparse graphs, showing that Dijkstra's algorithm is not optimal for SSSP.

hinkley•6mo ago
log^2/3 might be the weirdest component I’ve ever seen in a complexity formula.
bawolff•6mo ago
I still think matrix multiplication's O(n^2.371339) is super weird.
adgjlsfhk1•6mo ago
Matrix multiplication definitely should be O(n^(2+o(1))).
adgjlsfhk1•6mo ago
for about a decade, integer multiplication was at n4^log*(n) where log* is the iterated logarithm.

Also the curently best factorization algorithm (GNFS) is at exp(k*log(n)^1/3log(log(n))^2/3).

Intro algorithms classes just tend to stay away from the really cursed runtimes since the normal ones are enough to traumatize the undergrads.

Sniffnoy•6mo ago
Hey the asterisks in your reply got read as formatting so it's ended up messed-up.
adgjlsfhk1•6mo ago
oops. fixed.
hinkley•6mo ago
Are BigInteger multiplications in logn² now or do they still have weird terms in them?
adgjlsfhk1•6mo ago
down to nlogn
jojomodding•6mo ago
I'm continually amazed by the asymptotic complexity of union-find, which is O(alpha(n)), where alpha(x) is the inverse of the Ackermann function (and n the number of sets you union). In other words, O(6) or so as long as your inputs fit into the observable universe.
hinkley•6mo ago
There's definitely a divide on who sees what sort of algorithms. The subject of this article is in Graph Theory space, which a lot of us get even without trying (I dabbled in TSP for a while because it's a difficult distributed programming problem and I wanted to explore the space for that reason).

But if you're not implementing AI or game engines, some of the linear algebra space may be a road less traveled.

aDyslecticCrow•6mo ago
I'm intrigued but the article is very verbose with little detail. Mabie the paper will give a more satisfying description.

Im most curiosity how the algorithm fulfil the "global minima" that djixtra guarantees. The clumping of front-tier nodes seem prone to missing some solutions if unlucky.

o11c•6mo ago
First, note that this complexity is actually worse for highly dense graphs, where `m` (number of edges) dominates rather than `n` (number of nodes) [note that a useful graph always has `m > n`, and often `m <= 2d n`, where `d` is the number of dimensions and the 2 is because we're using directed edges. Ugh, how do we compare log powers?].

Additionally, the `n` in the complexity only matters if for the Dijkstra approach you actually need a frontier of size proportional to `n` [remember that for open-grid-like graphs, the frontier is limited is limited to `sqrt(n)` for a plane, and for linear-ish graphs, the frontier is even more limited].

Also note that the "sorting barrier" only applies to comparison-based sorts, not e.g. various kinds of bucket sorts (which are easy to use when your weights are small integers). Which seems to be part of what this algorithm does, though I haven't understood it fully.

lqet•6mo ago
Very good points. I wonder what this means for real-world street network graphs. In my experience, m can be considered proportional to n in road network graphs (I would estimate m ≈ 2C n, with C being between 2 and 3). This would mean that the asymptotic running time of this new algorithm on a classic road transportation network would be more like O(Cn log^2/3 n) = O(n log^2/3 n), so definitely better than classic Dijkstra (O(n log n) in this scenario). On the other hand, the frontier in road network graphs is usually not very big, and (as you also said for grid graphs) you normally never "max out" the priority queue with n nodes, not even close. I would be surprised if the ^2/3 beats the additional constant overhead of the new approach in this case.
adgjlsfhk1•6mo ago
in the real world djikstra will definitely be faster.
mananaysiempre•6mo ago
It’s not often that you see O(E + V log V) Dijkstra with Fibonacci heaps, either, the O((E + V) log V) version with plain binary heaps is much more popular. I don’t know if that’s because the constants for a Fibonacci heap are worse or just because the data structure is so specialized.
lqet•6mo ago
Yes, a standard binary heap is very fast and incredibly simple to implement, mostly because you can store the entire heap in a single continuous array, and because you can access individual elements by simple pointer arithmetic. It's quite hard to beat this in practice.
valenterry•6mo ago
In real world you are not using either, you have way more way to optimize for a specific problem. For street networks you'd probably start with "A*" or something like that.
clausecker•6mo ago
The current meta game is the use of contraction hierarchies. Basically, you sinplify the network into hubs connected by trunk lines and then refine the routing close to start and destination.
hinkley•6mo ago
So that means it doesn’t work for Traveling Salesman, where the edges are nearly n^2? That might explain why it’s not been found before.
crawfordcomeaux•6mo ago
I wonder if hybridizing this with selective use of randomness to probe beyond frontiers leads to another speedup.
karussell•6mo ago
It is somewhat funny that it took 12 submissions here on hackernews to bring it to a wider audience :) https://hn.algolia.com/?query="2504.17033"