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Show HN: Pipelex – Declarative language for repeatable AI workflows

https://github.com/Pipelex/pipelex
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Show HN: Research Hacker News, ArXiv & Google with Hierarchical Bayesian Models

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Show HN: Learn German with Games

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Show HN: Simple Video Resizer for iOS. No ads/tracking/in-app purchases

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Show HN: Run Independent ATProto Networks in Docker or Kubernetes

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Show HN: I Built an LSP and CLI for Ron (Rusty Object Notation)

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Show HN: Bash Screensavers

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224•attogram•1d ago•75 comments

Show HN: Free Geo (SEO for LLM)

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Show HN: ISS in Real Time – 25 Years Aboard the International Space Station

https://issinrealtime.org
152•bfeist•2d ago•24 comments

Show HN: Kedr Programming Language

https://codeberg.org/denismarkelov/kedr
2•denismarkelov•4h ago•2 comments

Show HN: Oblivious HTTP for Go

https://github.com/confidentsecurity/ohttp
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Show HN: Automate robot data quality improvement

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Show HN: Butter – A Behavior Cache for LLMs

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40•edunteman•1d ago•21 comments

Show HN: Dexto – Connect your AI Agents with real-world tools and data

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Show HN: Qwe – Atomic Version Control System

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Show HN: JSON Query

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Show HN: MyraOS – My 32-bit operating system in C and ASM (Hack Club project)

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Show HN: Write Go code in JavaScript files

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Show HN: Erdos – open-source, AI data science IDE

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Show HN: Git Auto Commit (GAC) – LLM-powered Git commit command line tool

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52•merge-conflict•2d ago•35 comments

Show HN: Apache Fory Rust – 10-20x faster serialization than JSON/Protobuf

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Show HN: Ordered – A sorted collection library for Zig

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Show HN: I was tired of people dmming me just "hi", so I made this - NoGreeting

https://nogreeting.kuber.studio
18•kuberwastaken•1d ago•17 comments

Show HN: HortusFox – FOSS system for houseplants with enterprise-scale features

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7•foxiel•19h ago•0 comments
Open in hackernews

Show HN: Kedr Programming Language

https://codeberg.org/denismarkelov/kedr
2•denismarkelov•4h ago
Kedr is a programming language for games, primarily deriving from F# and Rust. Its approach is to create a game with automatic reference counting, and then switch impactful types to manual memory management one by one. Below are some of my findings.

We are used to having imports at the beginning of every file, but it might be better to keep them all in one place for the entire crate. This way code can be moved freely between files, and smaller files are encouraged. To open a file and immediately see useful code is also refreshing.

It is highly beneficial when braces always mean closure. A strong argument for the indent-based code structure.

Object tree creation looks more natural without parentheses and commas for function invocation.

Sequential code enforcement, when elements can only depend on what is defined above, opens new possibilities. One is splitting the type constructor among multiple files, potentially located in different crates. An example of how this is useful. One crate contains UI control definitions with layout code, while additional crates extend control types with data and calculations, necessary for their rendering, resulting in multiple switchable backends, like Vulkan or Skia. Maintaining such data outside complicates the code.

There is a tendency to move away from type hierarchies. I think it is better to tune them down and reevaluate. A major source of complexity is the ability to override existing implementation of a method, because a code is being added to a type without a guarantee on whether it is going to stay. Such a guarantee will make hierarchies worth keeping more often.

Comments

Panzerschrek•2h ago
What useful features does it have? What has it specifically for game development?
denismarkelov•1h ago
Games require a high-productivity and high-performance language without a garbage collector. Kedr achieves this by having reference counting that can be switched off for any particular type separately. Otherwise you either have to manage memory manually, or suffer potentially unacceptable performance losses. I wouldn't even consider languages with GC, as too much attention goes into not allocating temporary objects.