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OpenCiv3: Open-source, cross-platform reimagining of Civilization III

https://openciv3.org/
419•klaussilveira•5h ago•94 comments

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
771•xnx•11h ago•465 comments

Show HN: Look Ma, No Linux: Shell, App Installer, Vi, Cc on ESP32-S3 / BreezyBox

https://github.com/valdanylchuk/breezydemo
137•isitcontent•5h ago•15 comments

Monty: A minimal, secure Python interpreter written in Rust for use by AI

https://github.com/pydantic/monty
131•dmpetrov•6h ago•54 comments

Dark Alley Mathematics

https://blog.szczepan.org/blog/three-points/
37•quibono•4d ago•2 comments

Show HN: I spent 4 years building a UI design tool with only the features I use

https://vecti.com
242•vecti•8h ago•116 comments

A century of hair samples proves leaded gas ban worked

https://arstechnica.com/science/2026/02/a-century-of-hair-samples-proves-leaded-gas-ban-worked/
63•jnord•3d ago•4 comments

Microsoft open-sources LiteBox, a security-focused library OS

https://github.com/microsoft/litebox
309•aktau•12h ago•153 comments

Sheldon Brown's Bicycle Technical Info

https://www.sheldonbrown.com/
309•ostacke•11h ago•84 comments

Show HN: If you lose your memory, how to regain access to your computer?

https://eljojo.github.io/rememory/
168•eljojo•8h ago•124 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
391•todsacerdoti•13h ago•217 comments

Why I Joined OpenAI

https://www.brendangregg.com/blog/2026-02-07/why-i-joined-openai.html
39•SerCe•1h ago•34 comments

An Update on Heroku

https://www.heroku.com/blog/an-update-on-heroku/
315•lstoll•12h ago•230 comments

Show HN: R3forth, a ColorForth-inspired language with a tiny VM

https://github.com/phreda4/r3
48•phreda4•5h ago•8 comments

I spent 5 years in DevOps – Solutions engineering gave me what I was missing

https://infisical.com/blog/devops-to-solutions-engineering
107•vmatsiiako•10h ago•34 comments

How to effectively write quality code with AI

https://heidenstedt.org/posts/2026/how-to-effectively-write-quality-code-with-ai/
183•i5heu•8h ago•128 comments

PC Floppy Copy Protection: Vault Prolok

https://martypc.blogspot.com/2024/09/pc-floppy-copy-protection-vault-prolok.html
9•kmm•4d ago•0 comments

Understanding Neural Network, Visually

https://visualrambling.space/neural-network/
233•surprisetalk•3d ago•30 comments

Introducing the Developer Knowledge API and MCP Server

https://developers.googleblog.com/introducing-the-developer-knowledge-api-and-mcp-server/
15•gfortaine•3h ago•1 comments

I now assume that all ads on Apple news are scams

https://kirkville.com/i-now-assume-that-all-ads-on-apple-news-are-scams/
972•cdrnsf•15h ago•414 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
141•limoce•3d ago•79 comments

FORTH? Really!?

https://rescrv.net/w/2026/02/06/associative
40•rescrv•13h ago•17 comments

I'm going to cure my girlfriend's brain tumor

https://andrewjrod.substack.com/p/im-going-to-cure-my-girlfriends-brain
42•ray__•2h ago•11 comments

Evaluating and mitigating the growing risk of LLM-discovered 0-days

https://red.anthropic.com/2026/zero-days/
34•lebovic•1d ago•11 comments

Show HN: Smooth CLI – Token-efficient browser for AI agents

https://docs.smooth.sh/cli/overview
76•antves•1d ago•57 comments

The Oklahoma Architect Who Turned Kitsch into Art

https://www.bloomberg.com/news/features/2026-01-31/oklahoma-architect-bruce-goff-s-wild-home-desi...
18•MarlonPro•3d ago•4 comments

Show HN: Slack CLI for Agents

https://github.com/stablyai/agent-slack
38•nwparker•1d ago•9 comments

Claude Composer

https://www.josh.ing/blog/claude-composer
104•coloneltcb•2d ago•69 comments

How virtual textures work

https://www.shlom.dev/articles/how-virtual-textures-really-work/
25•betamark•12h ago•23 comments

Planetary Roller Screws

https://www.humanityslastmachine.com/#planetary-roller-screws
36•everlier•3d ago•8 comments
Open in hackernews

Fundamentals of garbage collection (2023)

https://learn.microsoft.com/en-us/dotnet/standard/garbage-collection/fundamentals
142•b-man•7mo ago

Comments

pjmlp•6mo ago
On the context of .NET runtime, as missing from the title.
BlimpSpike•6mo ago
Kindof unrelated to the article, but I was recently wondering if it would be possible to detect and deny pointer cycles in a language in an efficient way, so that you could then use simple reference counting instead of full-blown garbage collection.

It probably wouldn't be usable for a general-purpose programming language, but for a special-purpose scripting language I could see it making the language implementation easier.

louthy•6mo ago
On any one object you can just follow the references to see if you get back to the same object. Not super efficient as you’d have to do it for each reference as it is set.

But if it was a simple scripting language and you needed that constraint, it’s relativity easy to implement.

Findecanor•6mo ago
That would still be tracing. The problem is that if there is a cycle, the reference count would be too high, and you'd not detect that the object should be reclaimed.
louthy•6mo ago
I was replying to the OP:

> "but I was recently wondering if it would be possible to detect and deny pointer cycles in a language in an efficient way"

...not whatever issue you are worried about.

creata•6mo ago
One solution is to forbid recursive data types - e.g., require every struct type to only reference types that have already been defined. I can't think of any languages that do this.

Another solution is to make things immutable (like Erlang), or "as-if" immutable (like Koka), which guarantees that data can only point to things that have already been defined, preventing cycles.* Erlang uses this to simplify generational collection - because old data can't point to young data, it doesn't need a card table or anything like that.

I think it's perfectly possible to have a general purpose language without cycles: you can just use integer indices into an array instead of pointers if you want cyclic data structures. This is common in Rust, when people want to avoid the overhead of reference counting, but don't want to use unsafe code.

* A hidden assumption here is that the language is eagerly evaluated. There are languages like Haskell that have immutability and cyclic data structures.

asplake•6mo ago
Even with cyclic relationships between types, immutability makes cycles within instances difficult (without laziness anyway). A syntax tree would be a good example.
creata•6mo ago
Yes, either is sufficient, I think.

Edit: I think the common idea with both solutions is that our objects have some weak order (the order in which their types were defined, and the time at which the object was created, respectively), and objects are only allowed to point to objects strictly less than them in this order.

xscott•6mo ago
Yes, and the nice thing about doing it with immutability is you can still have recursive types to build linked lists, trees, and/or dags. From there you can build hash-array-mapped-tries, finger-trees, and so on, giving you friendly dict/list or JSON style data structures.
daxfohl•6mo ago
Couldn't you make lazily evaluated code in erlang too, even if it's not lazy by default like Haskell? You'd just need function pointers, right? Or is that not enough?
creata•6mo ago
Haskell can have circular references because its laziness is implemented with thunks, which have a mutable cell in which to store the computed value so that terms don't get evaluated more than once. Here's a Haskell function that makes a circular linked list:

    -- circular linked list with one item
    repeat x = let xs = x:xs in xs
Here's a rough equivalent in JavaScript that doesn't use thunks, just functions:

    function repeat(x) {
        function xs() {
            return [x, xs]; // [first, rest]
        }
        return xs;
    }
The Haskell version has a cycle because, after evaluation, `repeat x` will be a circular linked list, but all the "lists" we create in the JavaScript code above are just the closure `xs`.

For completeness, here's a JavaScript version that uses thunks:

    class Thunk {
        constructor(f) { this.f = f; }
        get() { if (this.f) { this.v = (this.f)(); delete this.f; } return this.v; }
    }

    function repeat(x) {
        let xs = new Thunk(() => {
            return [x, xs]; // [first, rest]
        });
        return xs;
    }
If you try calling `x = repeat(1); x.get()`, you can see that we get a circular list.
andreamonaco•6mo ago
Hello, I'm writing an implementation of the Common Lisp language that uses an enhanced reference counting algorithm (that I've taken from literature) that detects and handles cycles. Performance seems okay, though I still haven't tried large programs.

https://savannah.nongnu.org/p/alisp

zozbot234•6mo ago
A somewhat different approach was recently proposed here: https://news.ycombinator.com/item?id=44319427 but it seems to have non-trivial overhead. (Still very much worthwhile, given the potential advantages of deterministic cycle collection.) The paper you reference is quite a bit older so it would of course be interesting to do a proper comparison.
andreamonaco•6mo ago
I'll look at that. About performance: people in practice have always favored GC, so I think there's a lot to be discovered in optimization of reference counting algorithms, including concurrent traversal (which is easier because each node has local info in the form of refcounts and flags) and maybe detection of problematic worse-case graphs
sfink•6mo ago
Naive ref counting (RC) and tracing GC are very different, but they start looking more and more similar the more you optimize them. Adding cycle collection to RC means adding some tracing. Adding deferred/batched destruction to RC is similar to making a tracing GC incremental. Saturated ref counts (or otherwise avoiding updates) are similar to creating an older generation in a tracing GC. Barriers in a tracing GC (for incremental/generational/concurrent collection) are similar to the ref count updates when mutating RC objects. RC cycle collection time is heavily determined by how much of the graph is traced through from "suspected" roots, so it can be optimized by tracing known-live stuff and removing it from consideration.

But some significant performance-relevant differences remain. RC's cycle collection tends to take time proportional to the amount of dead stuff. Tracing GC tends to take time proportional to the amount of live stuff. (Both use optimizations that weaken the connection, but they still show their origins.)

Findecanor•6mo ago
The talk for this paper came up on YouTube just the other day: https://www.youtube.com/watch?v=GwXjydSQjD8
n_plus_1_acc•6mo ago
Like Rust if it has no Rc?
tonyedgecombe•6mo ago
Rc is implemented in Rust so it would be possible to create an equivalent in your own code.
Someone•6mo ago
> I was recently wondering if it would be possible to detect and deny pointer cycles in a language in an efficient way

In general, I think that cannot be done, but if one restricts what programs can do, solutions exist.

A simple way to do it is by requiring all references “pointing out of” an object to be set the moment the object is created, and be immutable afterwards (that’s what Lisp cons (https://en.wikipedia.org/wiki/Cons) does. Without setf or similar, lisp code cannot create cycles)

That disallows quite a ome code that modifies structures without introducing cycles, but still allows for quite some code to work.

One could also store an ‘age’ field with each object and check, when a reference is updated in an object, that it points to an object that is older than the one being modified. That gives some more leeway, at the price of using more (a lot more, in code using small objects) memory.

Another idea is to add a bit to each object “there are no cycles containing this object”, and have the runtime clear that when it no longer can guarantee that (edit: unfortunately, maintaining that invariant can be very costly. Whenever code does foo.field = bar, with both foo and bar known to be not part of a cycle, you still have to do a search through all objects reachable from bar to check whether a cycle was created and, if so, clear that bit in all objects in the cycle(s). That makes this idea impractical)

If, as I suspect happens in programming languages which are “mostly immutable”, there are many objects for which that flag stays set, that can significantly speed up checking for the creation of cycles.

jlouis•6mo ago
You can make a programming language where cycles are impossible. Erlang is a prime example.

Region inference is another strategy in this space. It can limit the need for full-blown garbage collection in many cases, but also comes with its own set of added trade-offs.

Reference counting is just a different kind of garbage collection, really. It acts like a dual construction to a tracing GC in many cases. If you start optimizing both, you tend to converge to the same ideas over time. Refcounting isn't void of e.g. latency problems either: if I have a long linked list and snip the last pointer, then we have to collect all of that list. That's going to take O(n) time in the size of the list. For that reason, you'd have to delay collecting the large list right away, which means you are converging toward a tracing GC that can work simultaneously with the mutator. See e.g., Go's garbage collector.

zozbot234•6mo ago
> latency problems either: if I have a long linked list and snip the last pointer, then we have to collect all of that list. That's going to take O(n) time in the size of the list. For that reason, you'd have to delay collecting the large list right away

These latency issues are inherent to deterministic destruction, which is an often desirable feature otherwise; they have little to do with reference counting itself. In principle, they can be addressed by "parking" objects for which delayed disposal is non-problematic onto a separate, lower-priority task.

battle-racket•6mo ago
> It acts like a dual construction to a tracing GC in many cases

yeah one of the most helpful realizations I’ve read is that tracing and ref counting are essentially two formulations of the same problem - one is finding objects that are alive (by tracing), and the other is finding things that are dead (i.e. their ref counts reach zero). and of course, every object is either dead or alive!

fc417fc802•6mo ago
It's a useful realization but the follow on (unfortunately rather popular) claim that this inverse relation makes them the same thing is clearly wrong. They exhibit entirely different performance characteristics in places where it matters.
rurban•6mo ago
reference counting is never simple. It blows up the data size, and it costs twice for each setter.
kazinator•6mo ago
Lexical closures easily give rise to cycles, without the program doing any imperative pointer swizzling to make a cycle explicitly.

For instance, a named lexical function can have itself in scope so that it can call itself recursively. This means that, as an object, it has a pointer to an environment, and that environment has an entry which contains that function itself: cycle.

If you deny cycles, that blows up at the starting line.

ozim•6mo ago
Question: does anyone run "Server GC" for the ASP.NET applications?

There is bunch of people copy pasting documentation to SO "explaining" server GC. I am running bunch of .NET stuff in VMs and never set "Server GC" and never ran into issues with default but also not sure if it is worth testing out.

I guess it does not matter much if you are running in containers but I am running on VMs in IIS.

diggan•6mo ago
When I play around with changing various GCs for Java (via Clojure), then I always setup benchmarks measuring what kind of thing I want to improve, run all GCs via that benchmark to chose which to use for that service/project and call it a day. There is a lot of theorizing and navel-gazing around GCs it seems to me, and in the end it is the results that count so setup some way to measure, find the differences then move on from there :)
bob1029•6mo ago
Server GC is a tradeoff between latency and throughput. It makes a ton of sense for a web server where a small additional overhead of a few milliseconds on some responses won't matter.

Workstation GC is what you want when latency is critical. This is what you'd use if you were developing a UI or game engine.

I've seen workstation GC stay in the microsecond region when strategically executing GC.Collect at allocation batch boundaries.

ozim•6mo ago
Well great but you did not write out anything more than I could understand as a 15+ years developer of C#/.Net from whatever all those people in Stack Overflow wrote.

Do you have anything like running a business line application for couple of years on Server GC to write about?

Lariscus•6mo ago
Server GC is the default garbage collector for Asp.net Core.

> https://github.com/dotnet/AspNetCore.Docs/blob/main/aspnetco...

ozim•6mo ago
Great one to see, definetly vote up!
Metalnem•6mo ago
I recently re-read this article and can confirm that it's excellent—not just this specific page, but all the other sections under "Garbage Collection" as well.

If you want to dive deeper into memory performance analysis in .NET, this is another must-read: https://github.com/Maoni0/mem-doc/blob/master/doc/.NETMemory...

It was written by Maoni Stephens, the architect of .NET's garbage collection.