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I Built 31 Developer Tools Into a Single 133 KB HTML File — No Dependencies, No Backend
As a developer, I regularly find myself searching for small online utilities. Format some JSON. Decode a JWT. Test a regex. Generate a UUID. Convert a timestamp. Format an SQL query. Calculate a CIDR subnet. None of these tasks individually justify installing another application. But over time, I ended up with a collection of bookmarks to different websites, each solving one small problem. There was also another issue: privacy. Sometimes the data I'm working with isn't something I necessarily want to paste into an unknown third-party website. So I decided to build an alternative. The constraint: one HTML file I wanted the entire application to exist as a single file. No backend. No npm install. No CDN dependencies. No external API calls. No account. No telemetry. You download the HTML file, open it in a modern browser, and everything runs locally. The final file ended up at approximately 133 KB and contains 31 developer tools. What's inside? The tools are organized into six categories. Encode / Decode JSON Formatter & Validator Base64 Encode / Decode URL Encode / Decode HTML Escape / Unescape JWT Decoder Number Base Converter Generators UUID Generator Password Generator with entropy estimation Hash Generator Slug Generator Lorem Ipsum Generator Random Data Generator Converters Timestamp Converter CSV ↔ JSON JSON ↔ YAML CSS Unit Converter Case Converter Cron Expression Parser CSS Tools Color Picker & Converter Gradient Generator Box Shadow Generator Border Radius Generator CSS Filter Generator Text Tools Regex Tester Markdown Preview Text Diff Character Counter Text Sort & Dedupe String Inspector SQL Formatter Network Tools IPv4 Address and CIDR/Subnet Calculator Everything happens inside the browser. Making a single HTML file feel like an application I didn't want the result to feel like 31 unrelated forms dumped onto one page. So I added some application-level functionality. There's a Ctrl+K / Cmd+K command palette for quickly jumping between tools. The sidebar org
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Engineering a Defensible Suspect-Condition Pipeline (Identify Validate Capture)
Suspect-condition workflows are deceptively simple to prototype and surprisingly hard to make defensible . Anyone can flag "this member might have HCC X." Building a system whose output survives a RADV audit is a different problem. This is a walkthrough of the three stages and the engineering decisions that matter at each. Stage 1: Identify Identification is pattern detection over a member's clinical record — labs, medications, prior diagnoses, utilization. Model it as a set of rules or features that emit candidate HCCs: def identify_suspects ( member ): suspects = [] if member [ " labs " ]. get ( " a1c " , 0 ) >= 9.0 and " insulin " in member [ " meds " ]: suspects . append ({ " hcc " : " HCC38 " , " trigger " : " a1c>=9 + insulin " }) if member . get ( " egfr " ) and member [ " egfr " ] < 30 : suspects . append ({ " hcc " : " HCC326 " , " trigger " : " egfr<30 " }) return suspects The temptation is to maximize recall here — flag everything. Resist it. Every unvalidated suspect you generate is downstream work and downstream risk. Stage 2: Validate (the stage that actually matters) Validation attaches evidence to each suspect and scores its defensibility. This is the difference between a documentation opportunity and an audit liability. def validate ( suspect , member ): evidence = collect_evidence ( suspect [ " hcc " ], member ) # labs, rx, prior dx suspect [ " evidence " ] = evidence suspect [ " confidence " ] = score_evidence ( evidence ) suspect [ " defensible " ] = suspect [ " confidence " ] >= 0.7 return suspect Key design rule: a suspect with an empty evidence array should never reach a coder. Make that a hard gate, not a soft warning. Under CMS-HCC V28 and current audit posture, a captured-but-unsupported diagnosis can be extrapolated across a contract into a real clawback — so "defensible by default" is the right engineering stance. Stage 3: Capture Capture routes validated suspects to the right human with the evidence inline, so the clinician or coder can
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submitted by /u/we_are_mammals [link] [留言]
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AI 资讯
The Start of My RAGgedy Journey
Big Howdy, I'm so tired of hearing all the hype about AI. Don't get me wrong, I think AI is pretty cool and I use it all the time for various tasks throughout the day, but I hate AI marketing. What do I mean by that? Whenever there is any hype, advertising, or corporate shilling about AI, it's always vague. Talks about agents, multi-agent systems, RAG pipelines, etc. are everywhere, and yet the specifics are always just out of reach. Even when I try to dig into deeper technical articles, the handwaving usually begins almost immediately. Several architecture diagrams and acronyms later, I still do not have a much better idea of what is actually happening (although I'm not really looking hard enough). I’m going to fix that. For myself, at least. First Stop: RAG My first target is RAG. It's been out for quite a while now and I've been hearing about it for forever. It also sounds like enough progress has been made that the problem has effectively been solved. Best practices have been established and it's pretty commonplace now, so it's a great place to start. But what is RAG? RAG stands for Retrieval-Augmented Generation , which is... not a helpful name if you are just learning about this for the first time like I am. However, if you use AI at all, you've already been using a form of it without even knowing it. RAG is simply a pattern: Retrieve relevant external information. Add that information to the AI model’s working context. Generate an answer grounded in it. That's it. When you use an AI assistant and it goes and searches the internet for relevant information to give you an answer, that's a form of RAG. That doesn't mean your AI assistant is a RAG system, but it can perform RAG functions. But this STILL sounds a bit hand-wavy to me. How does this work in real life? The Part I Kept Missing Context windows are massive these days, but I have seen technical documents that are literally more than 3,000 pages long and full of dense technical information. Even if one tec
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A question about AI I've been carrying for a while
I remember being at an advisory board of big tech in 2023, close to the starting point of code generation with LLMs. Like everyone else, I was amazed. People were copying and pasting generated code, experimenting with prompts, and imagining a future where AI could become every developer's pair programmer. I was excited too. But I remember having a completely different question. Not: -"Will AI write code?" Instead, I kept wondering: -Why are we still writing code at all? Not because I think programming is going away. Not because programmers won't be needed.And certainly not because programming languages are somehow "wrong." It was a much simpler question. Programming languages have always existed to bridge a gap between humans and machines. Humans think in goals, ideas, and intentions. Machines execute deterministic operations. Programming languages became the interface between those two worlds. For decades, we've improved that interface. Assembly became higher level languages. Higher level languages became frameworks. Frameworks became libraries and abstractions that let us think less about implementation and more about solving problems. Then large language models arrived. Suddenly, we could describe what we wanted in plain language. But instead of questioning the interface itself, we mostly asked AI to become incredibly good at translating our intentions into programming languages. Today, our workflow looks something like this: Human intent - LLM - Programming language - Compiler / Runtime -Machine execution And every time I look at this pipeline, I find myself asking the same question I had back then. -Are we optimizing the wrong layer? Maybe the question isn't "Can AI write code?" Maybe the question is: -Do programming languages still need to be the primary interface between humans and computers? This isn't an entirely new idea.Researchers have explored concepts like Intentional Programming, where software is represented by its intent rather than by a specific pr
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Open Source Parametric DIY Air Purifier Builder
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How I Built a Block Puzzle Game with React Native and Expo
How I Built a Block Puzzle Game with React Native and Expo A few weeks ago, I launched my first mobile game — a block puzzle called Blockbeam. It's an 8x8 grid where you drag colorful blocks, fill rows and columns, and chase high scores. Simple concept, but building it taught me a lot about React Native's capabilities beyond typical CRUD apps. Here's what I learned. Why React Native for Games? Most mobile games are built with Unity or native code. But for a 2D puzzle game, React Native is surprisingly capable. The game doesn't need 60fps 3D rendering — it needs gesture handling, state management, and smooth animations. React Native handles all three well. The key stack: Expo SDK 54 — managed workflow, over-the-air updates, zero native config react-native-reanimated — 60fps drag animations react-native-gesture-handler — PanResponder for drag-and-drop react-native-svg — block rendering AsyncStorage — game state persistence The Puzzle Engine The core of any block puzzle is the board state. I used a flat 64-element array for the 8x8 grid: const BOARD = 8 ; const CELLS = BOARD * BOARD ; // 64 type Board = number []; // 0 = empty, 1-7 = block colors Piece placement is straightforward: check if all target cells are empty, fill them, then scan for complete rows and columns to clear. The interesting part was the "greedy solver" I built for the auto-play bot. It tries every piece in every position and picks the move that clears the most lines: for ( const piece of tray ) { for ( let r = 0 ; r <= BOARD - piece . h ; r ++ ) { for ( let c = 0 ; c <= BOARD - piece . w ; c ++ ) { if ( ! canPlace ( board , piece , r , c )) continue ; const score = simulateClear ( board , piece , r , c ); if ( score > bestScore ) { /* pick this move */ } } } } Drag and Drop with PanResponder The trickiest part was the drag mechanic. Each tray piece has a PanResponder that tracks touch position and renders a floating ghost. On release, it calculates the nearest cell position: const anchor = { col : M
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AI 资讯
Every AI-built site looks the same, so I built a skill that locks taste before any code is written
I build a lot of side projects with AI coding tools. Mostly Claude Code. A few months ago I noticed something that kept bugging me. Every site I shipped looked the same. Same indigo gradient. Same default font. Same rounded cards with the same soft shadow. Then I started noticing it on other people's projects too. Demo days, launch posts, screenshots on social media. The indigo gradient is everywhere. It is basically a uniform at this point. This is not really the AI's fault. When you do not give a model a design direction, it picks the average of the internet. And the average of the internet is a Tailwind starter template with an indigo gradient and Inter. The model is doing exactly what it was trained to do. The problem is that nobody told it what you actually want. So I built tastemaker. It is a skill for Claude Code, and it also works with Cursor, Windsurf, and Codex. The idea is simple: lock the design system before the AI writes a single line of UI. Full disclosure before we go further: I built this. I am a solo builder. It is free and open source under the MIT license. I am posting it here because I want honest feedback, not because I have anything to sell you. There is nothing to buy. Taste first, code second A skill is just a folder of instructions the AI reads before it starts working. tastemaker forces a design decision step at the beginning, with real constraints, instead of letting the model improvise the look as it goes. When you start a UI project with it installed, this is what gets locked before any code exists: A palette. 5 presets, each matched to a mood. Not random hex codes. Combinations that were picked to work together. Fonts. 24 curated Google Font pairings. A display font and a body font that actually belong on the same page. Real assets. Illustrator-grade illustrations, recolored to your palette. No gray placeholder boxes. No generic stock photo energy. A logo. A constructed geometric mark, plus a full favicon set, so the tab icon is not th
AI 资讯
One RTX 5090 vs a 12-GPU Cluster — Benchmarking a Decade of GPUs on the Same Go Proof
You don't need to know anything about Go to read this. The game is just the fixed yardstick. The story is a hardware benchmark: the same program, the same problem, the same settings — only the machine changed, from a 2017 GPU cluster to a single 2026 graphics card. That makes it a rare clean measurement of one decade of progress. What "solving" means here There are two very different things a computer can do with a board game. It can play it well — that's what AlphaGo did. Or it can solve it: mathematically prove the outcome under perfect play from both sides, leaving no doubt. Solving is the hard one. You explore an enormous tree of "if I play here, they play there…" move sequences until you have an airtight proof. Each node in that tree is one position examined. The target here is a single 7x7 opening called JA . In 2023, a NeurIPS paper ( Game Solving with Online Fine-Tuning , Wu et al.) proved its verdict — the attacker cannot win — using a cluster of twelve GTX 1080Ti GPUs running 384 parallel workers. The solver is guided by a neural network that estimates how hard each branch is, and crucially that network is fine-tuned online — it keeps learning during the solve. I rebuilt that exact solver (same code, same problem, same initial model, same search settings) and ran it on one RTX 5090 . It reached the identical proof . Everything but the hardware was held fixed, so the two runs line up as a generation-vs-generation benchmark — and it doubled as a full shakedown of the new Blackwell workstation. The numbers 1x RTX 5090 (2026) 12x GTX 1080Ti (2017) ratio Worker slots 24 384 1/16 the parallelism Per-slot throughput 284 nodes/s 141 nodes/s 2.01x faster Search work to proof 1.01B nodes 1.73B nodes 0.59x (41% less work) Avg work per sub-job 4,189 nodes 6,136 nodes shallower proofs Live model updates 4,007 208 19.3x more Wall-clock time 41.4 h 8.9 h 4.64x slower Verdict loss (proven) loss identical The single card finished slower in wall-clock time (41 h vs 9 h) — b