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Tiny C Compiler

https://bellard.org/tcc/
102•guerrilla•3h ago•44 comments

SectorC: A C Compiler in 512 bytes

https://xorvoid.com/sectorc.html
186•valyala•7h ago•34 comments

Speed up responses with fast mode

https://code.claude.com/docs/en/fast-mode
110•surprisetalk•7h ago•116 comments

Brookhaven Lab's RHIC concludes 25-year run with final collisions

https://www.hpcwire.com/off-the-wire/brookhaven-labs-rhic-concludes-25-year-run-with-final-collis...
43•gnufx•6h ago•45 comments

Software factories and the agentic moment

https://factory.strongdm.ai/
130•mellosouls•10h ago•280 comments

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

https://openciv3.org/
880•klaussilveira•1d ago•269 comments

Stories from 25 Years of Software Development

https://susam.net/twenty-five-years-of-computing.html
129•vinhnx•10h ago•15 comments

Hoot: Scheme on WebAssembly

https://www.spritely.institute/hoot/
166•AlexeyBrin•12h ago•29 comments

The F Word

http://muratbuffalo.blogspot.com/2026/02/friction.html
97•zdw•3d ago•46 comments

FDA intends to take action against non-FDA-approved GLP-1 drugs

https://www.fda.gov/news-events/press-announcements/fda-intends-take-action-against-non-fda-appro...
60•randycupertino•2h ago•90 comments

First Proof

https://arxiv.org/abs/2602.05192
96•samasblack•9h ago•63 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
265•jesperordrup•17h ago•86 comments

I write games in C (yes, C) (2016)

https://jonathanwhiting.com/writing/blog/games_in_c/
167•valyala•7h ago•148 comments

Al Lowe on model trains, funny deaths and working with Disney

https://spillhistorie.no/2026/02/06/interview-with-sierra-veteran-al-lowe/
85•thelok•9h ago•18 comments

Eigen: Building a Workspace

https://reindernijhoff.net/2025/10/eigen-building-a-workspace/
4•todsacerdoti•4d ago•1 comments

Start all of your commands with a comma (2009)

https://rhodesmill.org/brandon/2009/commands-with-comma/
549•theblazehen•3d ago•203 comments

Show HN: I saw this cool navigation reveal, so I made a simple HTML+CSS version

https://github.com/Momciloo/fun-with-clip-path
49•momciloo•7h ago•9 comments

Show HN: A luma dependent chroma compression algorithm (image compression)

https://www.bitsnbites.eu/a-spatial-domain-variable-block-size-luma-dependent-chroma-compression-...
26•mbitsnbites•3d ago•2 comments

The silent death of Good Code

https://amit.prasad.me/blog/rip-good-code
48•amitprasad•1h ago•47 comments

Selection rather than prediction

https://voratiq.com/blog/selection-rather-than-prediction/
24•languid-photic•4d ago•6 comments

The AI boom is causing shortages everywhere else

https://www.washingtonpost.com/technology/2026/02/07/ai-spending-economy-shortages/
246•1vuio0pswjnm7•13h ago•388 comments

Microsoft account bugs locked me out of Notepad – Are thin clients ruining PCs?

https://www.windowscentral.com/microsoft/windows-11/windows-locked-me-out-of-notepad-is-the-thin-...
80•josephcsible•5h ago•107 comments

Reinforcement Learning from Human Feedback

https://rlhfbook.com/
108•onurkanbkrc•12h ago•5 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

https://arcadeblogger.com/2026/02/02/unseen-footage-of-atari-battlezone-cabinet-production/
138•videotopia•4d ago•44 comments

A Fresh Look at IBM 3270 Information Display System

https://www.rs-online.com/designspark/a-fresh-look-at-ibm-3270-information-display-system
57•rbanffy•4d ago•17 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
215•limoce•4d ago•123 comments

Coding agents have replaced every framework I used

https://blog.alaindichiappari.dev/p/software-engineering-is-back
303•alainrk•12h ago•482 comments

72M Points of Interest

https://tech.marksblogg.com/overture-places-pois.html
48•marklit•5d ago•9 comments

Where did all the starships go?

https://www.datawrapper.de/blog/science-fiction-decline
121•speckx•4d ago•185 comments

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

https://github.com/valdanylchuk/breezydemo
294•isitcontent•1d ago•39 comments
Open in hackernews

Rubik's Cube in Prolog – Order

https://medium.com/@kenichisasagawa/i-am-preparing-material-for-a-prolog-book-af7580acfee7
41•myth_drannon•4w ago

Comments

phkahler•3w ago
I'm not sure if anyone has noticed, a rubiks cube can be represented by only the orientations of the pieces. You do this by defining their "correct" position in cube coordinates rather than piece coordinates (local about the piece center). In other words you might define a 3d model for each piece in world space assuming the cube as a whole is centered on the origin. With pieces offset from the origin like this, any rotation about an axis will appear to move the piece as well as rotate it. With 24 orientations, you'll find 3 that place a corner in the same position but colors rotated. Similarly edges have 2 orientations for each of 12 locations.

One does need to compute the traditional position of the pieces to determine which ones need to be rotated for a given move, but the total state is significantly reduced.

Tell me this isn't news to the cube world. It cant be. Can it?

dsfiof•3w ago
Unable to fully parse what you are trying to express.

> the total state is significantly reduced.

The minimal "state space" of a rubiks cube is a constant value. Any "reduction" would imply the model being reduced was inefficient.

On the topic of cool "alternative" views of rubiks I recently saw this and thought it was novel.

https://old.reddit.com/r/gifs/comments/z3okyv/the_only_way_t...

wowczarek•3w ago
That link. This is a Celtic Knot and 92 is half of 99. I had to.
phkahler•3w ago
>> > the total state is significantly reduced. >> The minimal "state space" of a rubiks cube is a constant value.

The article is about solving a cube with software. Software typically represents both the orientation AND position of 20 (or 26) pieces. Orientation might be enumerated so it can be represented by number 1-24 or 0-23 as software tends to do. It could also be represented by a set of Euler angles for each piece. Position is could be enumerated since there are only 20 positions or it could be a vector indicating the piece center relative to the origin. There is a certain amount of data needed to represent the cube in a useful way. Apparently some people store the color (1-6) for each face for a total of 6x9 = 54 numbers each from 1-6. Any of these representations has more possible states than an actual cube because you can encode position that are not possible to achieve on a real cube (solved with a single corner rotate for example). My point is that the 20 orientations are enough without the positions if you're trying to track position AND orientation like the linked article does. The positions can be recovered from the orientations.

spartanatreyu•3w ago
I'm trying to figure out what you're trying to say here.

You didn't really define what "cube coordinates" or "piece coordinates" are.

If you're trying to reduce the size of the state needed to represent the entire state of the cube, you can represent it as the operations needed to transform a solved cube into that state.

Each possible permutation of legal state in a rubiks cube can be achieved in 20 operations (moves) or less.

But that's expensive to calculate if you are only given the target state without the list of operations to generate that state.

It also doesn't let you represent illegal states (e.g. someone has spun a single corner piece on the spot) or know if a given state is illegal without trying to brute-force solve the cube.

Needing to represent the state of a cube without knowing the operations that generate that state is far more useful than being given a state that's already the solution to solve a cube.

phkahler•3w ago
By "cube" coordinates i mean a coordinate system centered on the whole cube. By "piece" coordinates i mean with the origin centered on one of the smaller pieces of the puzzle.

In graphics programming you'd use world coordinates and object coordinates in a similar way. Each piece is geometrically the same (except color) in object coordinates. To rotate you normally rotate in object coordinates and then move (translate) in world coordinates. Im saying just define each piece in world coordinates and rotate them in world coordinates. They'll orbit the center of the whole cube that way and you'll only be changing their orientation.

Another way to say it might be: use quaternions to describe the orientation of a piece where (1,0,0,0) is the piece in "solved" position. After applying several rotations to a piece you still have orientation in a single quaternion, which can also be applied to the original position vector to find out where it is now. Location and orientation are not independent.

Another way to say it is that if you have any given piece and know its orientation, there is only one place it can be on the puzzle.

DHRicoF•3w ago
I don't have enough time now to work out how are the movement described in your representation to evaluate its convenience. If you have worked out something, could you share it?

I don't know anything about the cube world as I'm just a noob in this.

taeric•3w ago
Fun article! Makes me want to play with prolog again.

I put together something looking at a rubik's cube as a permutation of numbers a while back. https://taeric.github.io/cube-permutations-1.html I remember realizing that my representation essentially had some permutations of numbers that it would never hit, but wasn't sure it was worth trying to more directly model the pieces of the cube. Curious if there are advantages here that I'm ignoring.

QuadmasterXLII•3w ago
one nice thing is that if you represent the state as a permutation matrix P, and have a matrix of starting piece locations x, rendering is just Px. Then, for smooth rotation animations, if your move is a permutation M, animation is just expm ( t logm( M)) P x with t going from 0 to 1

I blather about the permutation matrix of a rubiks cube for a long while at https://www.hgreer.com/TwistyPuzzle/

taeric•3w ago
Nice! I have a css based animation at the bottom of the page I was playing with. Considered trying to do it with 3d animations, but at that point I was assuming something like the main article here would be needed to keep the faces coherent to each other.

I also never kept going down this route to actually learn solutions. Which, I think should be easy enough to do.

Nora23•3w ago
Prolog's pattern matching makes this elegant. The constraint-based approach for state space pruning is clever.
nurettin•3w ago
OT: The time between releasing a free Rubik's cube program to play store and receiving a cease & desist has always impressed me.
timonoko•3w ago
It would be much funnier, if the Cube was at origo. So indexes are {-1,0,+1}. And thus Cube[0,0,0] is empty, or maybe there is a ball with 6 screw-holes in it.
timonoko•3w ago
Nearest nonhuman intelligence seems to be the only one to appreciate this approach. It shortens the code and also search space as it is easier to recognize symmetries.