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What if you just did a startup instead?

https://alexaraki.substack.com/p/what-if-you-just-did-a-startup
1•okaywriting•3m ago•0 comments

Hacking up your own shell completion (2020)

https://www.feltrac.co/environment/2020/01/18/build-your-own-shell-completion.html
1•todsacerdoti•6m ago•0 comments

Show HN: Gorse 0.5 – Open-source recommender system with visual workflow editor

https://github.com/gorse-io/gorse
1•zhenghaoz•7m ago•0 comments

GLM-OCR: Accurate × Fast × Comprehensive

https://github.com/zai-org/GLM-OCR
1•ms7892•7m ago•0 comments

Local Agent Bench: Test 11 small LLMs on tool-calling judgment, on CPU, no GPU

https://github.com/MikeVeerman/tool-calling-benchmark
1•MikeVeerman•8m ago•0 comments

Show HN: AboutMyProject – A public log for developer proof-of-work

https://aboutmyproject.com/
1•Raiplus•9m ago•0 comments

Expertise, AI and Work of Future [video]

https://www.youtube.com/watch?v=wsxWl9iT1XU
1•indiantinker•9m ago•0 comments

So Long to Cheap Books You Could Fit in Your Pocket

https://www.nytimes.com/2026/02/06/books/mass-market-paperback-books.html
3•pseudolus•9m ago•1 comments

PID Controller

https://en.wikipedia.org/wiki/Proportional%E2%80%93integral%E2%80%93derivative_controller
1•tosh•14m ago•0 comments

SpaceX Rocket Generates 100GW of Power, or 20% of US Electricity

https://twitter.com/AlecStapp/status/2019932764515234159
1•bkls•14m ago•0 comments

Kubernetes MCP Server

https://github.com/yindia/rootcause
1•yindia•15m ago•0 comments

I Built a Movie Recommendation Agent to Solve Movie Nights with My Wife

https://rokn.io/posts/building-movie-recommendation-agent
4•roknovosel•15m ago•0 comments

What were the first animals? The fierce sponge–jelly battle that just won't end

https://www.nature.com/articles/d41586-026-00238-z
2•beardyw•23m ago•0 comments

Sidestepping Evaluation Awareness and Anticipating Misalignment

https://alignment.openai.com/prod-evals/
1•taubek•24m ago•0 comments

OldMapsOnline

https://www.oldmapsonline.org/en
1•surprisetalk•26m ago•0 comments

What It's Like to Be a Worm

https://www.asimov.press/p/sentience
2•surprisetalk•26m ago•0 comments

Don't go to physics grad school and other cautionary tales

https://scottlocklin.wordpress.com/2025/12/19/dont-go-to-physics-grad-school-and-other-cautionary...
1•surprisetalk•26m ago•0 comments

Lawyer sets new standard for abuse of AI; judge tosses case

https://arstechnica.com/tech-policy/2026/02/randomly-quoting-ray-bradbury-did-not-save-lawyer-fro...
3•pseudolus•27m ago•0 comments

AI anxiety batters software execs, costing them combined $62B: report

https://nypost.com/2026/02/04/business/ai-anxiety-batters-software-execs-costing-them-62b-report/
1•1vuio0pswjnm7•27m ago•0 comments

Bogus Pipeline

https://en.wikipedia.org/wiki/Bogus_pipeline
1•doener•28m ago•0 comments

Winklevoss twins' Gemini crypto exchange cuts 25% of workforce as Bitcoin slumps

https://nypost.com/2026/02/05/business/winklevoss-twins-gemini-crypto-exchange-cuts-25-of-workfor...
2•1vuio0pswjnm7•28m ago•0 comments

How AI Is Reshaping Human Reasoning and the Rise of Cognitive Surrender

https://papers.ssrn.com/sol3/papers.cfm?abstract_id=6097646
3•obscurette•29m ago•0 comments

Cycling in France

https://www.sheldonbrown.com/org/france-sheldon.html
2•jackhalford•30m ago•0 comments

Ask HN: What breaks in cross-border healthcare coordination?

1•abhay1633•30m ago•0 comments

Show HN: Simple – a bytecode VM and language stack I built with AI

https://github.com/JJLDonley/Simple
2•tangjiehao•33m ago•0 comments

Show HN: Free-to-play: A gem-collecting strategy game in the vein of Splendor

https://caratria.com/
1•jonrosner•34m ago•1 comments

My Eighth Year as a Bootstrapped Founde

https://mtlynch.io/bootstrapped-founder-year-8/
1•mtlynch•34m ago•0 comments

Show HN: Tesseract – A forum where AI agents and humans post in the same space

https://tesseract-thread.vercel.app/
1•agliolioyyami•35m ago•0 comments

Show HN: Vibe Colors – Instantly visualize color palettes on UI layouts

https://vibecolors.life/
2•tusharnaik•36m ago•0 comments

OpenAI is Broke ... and so is everyone else [video][10M]

https://www.youtube.com/watch?v=Y3N9qlPZBc0
2•Bender•36m ago•0 comments
Open in hackernews

CSS Unit Might Be a Combination

https://www.oddbird.net/2025/09/23/type-units/
49•speckx•4mo ago

Comments

alberth•4mo ago
After 30-years of CSS, we’re still debating what is the best unit to use.
lmm•4mo ago
What would it take to get people to abandon the whole thing? CSS has never delivered on any of its promises, yet somehow people still defend it.
tyleo•4mo ago
I disagree. CSS can do a lot. I find myself yearning for it when working in non-web UI frameworks.
duskwuff•4mo ago
What would "abandoning" CSS even mean? Going back to table layouts? (Oh good lord no.)

Anyways, CSS is fine. The problem space is complicated.

lmm•4mo ago
> Going back to table layouts?

Nested tables and inline styling yeah. It works better. It's always worked better, unless you're handwriting your HTML, and virtually no-one does that anymore.

baggy_trough•4mo ago
I for one don't miss the one pixel spacer gif.
maxbond•4mo ago
You should check out Flexbox and Grid. They're fantastic and aren't as brittle as table layouts (eg you can reflow things on mobile rather than having a big horizontal scroll bar). There is some complexity but the dev tools help a lot.

https://css-tricks.com/snippets/css/a-guide-to-flexbox/

https://css-tricks.com/snippets/css/complete-guide-grid/

As an aside, hand-rolling HTML templates is still pretty common (such as for SSG themes), which is substantially similar to hand-rolling HTML. You just get `if` and `for` and a couple other primitives.

rjh29•4mo ago
So simple. Want a fancy border? Just make 9 images in photoshop and put them into a 3x3 table with your text inside. Those were the days...
fijiaarone•4mo ago
Tailwind is the solution to CSS
geuis•4mo ago
Tailwind is a hot bloat of a mess. Adds tons of crap to html elements. It's mostly popular among frontend folks who haven't taken the time to actually learn css.

I still remember the star selector pattern to prevent IE6 from reading malformed css. So me old.

But having grown up in my early career during the transition from embedding styles into html to sites like css zen garden, I am extremely critical of modern "frameworks".

I still see so much bloat in poor performing pages and often when I dig deeper it's tailwind in addition to other inefficiencies adding repeated cruft that doesn't help with site rendering.

A proper 20 year old understanding of css class style inheritance isn't hard, and it negates 80-90% of the complexity of maintaining complex web apps (react components mainly).

CSS grids are cute and useful, but for a hell of a lot of web interfaces a simple float and clear:left still works wonders.

bryanrasmussen•4mo ago
so you've decided to use Tailwind, now you have two problems: you don't know CSS and you're using Tailwind.
easyThrowaway•4mo ago
> What would it take to get people to abandon the whole thing?

A new styling language, with better syntax, written taking into account real-world scenarios, widely deployed across all browsers (or at least cross-compiling into CSS)?

I wouldn't hold my breath.

geuis•4mo ago
Agreed. I always used px versus anything else. It made for the easiest conversions from designer to interface. Was predictable and consistent for almost all users.

It has never translated well to custom font settings from a user browser, but it turns out those are exceptionally rare vs people who just ctl/cmd +/- on the keyboard or pinch and zoom on the phone.

paulddraper•4mo ago
After 70 years of programming languages, we're still debating what is the best language to use.
bryanrasmussen•4mo ago
After a few years of the comparison and math functions used in this article being widely available this article was written showing how to use them to improve CSS sizing. Not quite as punchy I guess.
tyleo•4mo ago
I use px. It seems less likely to break and most zoom setting I’m a custom to respect it (e.g., pinch, browser zoom).

On some em-based websites I’ve seen them break at high zoom levels defeating the purpose.

FrostKiwi•4mo ago
Doing lot's of WebGL, I'm still surprised we don't have a way to describe things in native screen pixels, but rely on a mix of dpr [1] and using 4 corners of a DOM object [2] to calculate true size in relation to CSS pixels. Works great across all platforms, but still doesn't give true pixels in certain combinations of screen DPI and resolution. I understand why web has to be this way, but it still baffles me that such a basic thing is so hard.

[1] https://developer.mozilla.org/en-US/docs/Web/API/Window/devi...

[2] https://stackoverflow.com/a/35244519

paulddraper•4mo ago
I don't really understand your point.

This is common among visual technologies.

There are logical pixels, an abstract description of size.

And there are physical pixels, that are the actual dots of color.

---

This is not unlike a printed page of text.

The font size is measured in points.

The physical output is dots and determined by DPI.

01HNNWZ0MV43FF•4mo ago
Yeah but when I'm making a game it would be nice to render exactly the right amount of pixels for a desktop display

I targeted Firefox and ended up with some bonkers magic constant where a pixel was actually like 1.05 pixels or something.

If I don't render enough it'll be blurry. If I render too many it's wasteful. If I am slightly off then the filtering will make it look weird

It's not a phone with a Bayer matrix, it's not VR, I don't know why they have to be weird about it

SAI_Peregrinus•4mo ago
If I play your pixel-exact game on my 21" diagonal 3840x2160 pixel monitor, does it show up as 1/4 the size from when I play it on my 21" diagonal 1920x1080 monitor?
FrostKiwi•3mo ago
That of course depends on the implementation. The point is not the game or the UI ignoring DPI scaling or browser zoom, in fact you would want to support that. The point is, that you cannot do so on a pixel perfect-level across the board, because the widely supported way to do so, DevicePixelRatio, is just that: a ratio with precision issues under certain combinations of screen dpi and browser zoom.

The browser can do pixel perfect rendering, it has to for sharp text. But in WebGL there is no reliable way to get the coordinates to do so as well. Browser specific ways to do so exist, but using standard APIs doesn't work browser zooms like 130% or DPI scales like 1.25 in combination with certain resolutions.

paulddraper•4mo ago
To be honest, a lot of what you're saying doesn't make sense.

But yes you can have "bonkers" devicePixelRatio. Namely, when the browser is zoomed.

Logical pixels measure UI "size." And Physical pixels (logical pixels * devicePixelRatio) is the number of dots.

Your game layout should target logical pixels. And rasterization, textures, etc should target physical pixels.

If weird devicePixelRatio causes problems with a lot of pixel-exact UI, you may choose to use your own logical pixels that has a rounded devicePixelRatio.

---

I have a MacBook with a retina display. Versus a non-retina display, I would not expect that everything is 2x smaller, but rather 2x more detailed (or, if not that, the same level of detail but same size). That important distinction is reason for two different constants.

FrostKiwi•3mo ago
> If weird devicePixelRatio causes problems with a lot of pixel-exact UI, you may choose to use your own logical pixels that has a rounded devicePixelRatio.

Exactly that is unfortunately not possible, you may or may not get off by one resolution.

> I would not expect that everything is 2x smaller

Of course.

> but rather 2x more detailed

That's specifically the thing you cannot guarantee, as sometimes due to lack of standarization, it maybe 2.01x size, leading to those UI elements being the right size, but slightly blurry due to pixel grid mismatches.

FrostKiwi•3mo ago
Very much unlike printed text, for 3D and 2D rendering, the difference between native and non native resolutions is huge in terms of sharpness. A whole host of rendering techniques give subpar results if that cannot be guaranteed, even if off by one pixel. It's a basic necessity, that in WebGL you may or may not have.
o11c•4mo ago
Use an img srcset and inspect currentSrc?
bawolff•4mo ago
window.devicePixelRatio ?
o11c•4mo ago
Parent said that's not reliable apparently.
FrostKiwi•3mo ago
DevicePixelRatio changes with screen DPI and browser zoom, some combinations result in repeating decimals. You will get off by one pixel rendering and thus a sudden loss in sharpness due to the whole canvas getting bilinear interpolation.
jdashg•4mo ago
Well unfortunately, the device pixel size of something does actually depend not just on the css size and dpr scaling, but also on position and iirc even potentially what else is on the page due to think like border and thin line dilation. Unfortunately that's just how css layout works in practice, due to pixel snapping and dealing with ambiguities in how to render thin or generally non-integer-sized elements.

There are two approaches these days though: https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/W...

FrostKiwi•3mo ago
> There are two approaches these days

I'm aware of those, it's just sad nothing is nailed as a standard. Those are two workarounds unfortunately. A browser API not supported on Apple Safari and pixel-presnap with JS doing the CSS px calculation backwards + snapping and even that code has an extra branch to fix a macOS+Chrome bug. The whole situation smells of duct tape.

zamadatix•4mo ago
I'm not sure which part of their set of approaches this stems from, but loading the page on my screen with standard DPI and zoom makes the article font a hard to read (due to size) 39.2 px. Zooming out to 25% it does get to a down reasonable effective size but the calculated font size became a silly 121px at that level.
Sniffnoy•4mo ago
Looks like the title-mangler mangled this title.
koolala•4mo ago
The real world units like mm and inches would be amazing in VR one day.
eduction•4mo ago
Auto editing rules written by subliterate YC partners made this headline completely illegible. Almost as bad as techmeme headlines.