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Lorde says Ray-Ban Meta AI glasses are ‘not sexy’
Lorde was performing at the Real Cool Festival in Madrid on Thursday and took some time during her set to speak out against AI glasses. While she didn't specify any brands in particular, it's likely she was taking a shot at festival sponsor Ray-Ban, which has collaborated with Meta on a pair of AI smartglasses. […]
SpaceX built to separate retail investors from their money
Braess's paradox: Adding roads to a road network can slow overall traffic flow
Let's talk about: LinkedIn ghost jobs
LinkedIn has an obvious problem with ghost job postings. A good example: received an email of matched jobs. Opened it and followed one specific link only to see they were no longer accepting applications: https://www.linkedin.com/jobs/view/4439726696/ The job was reposted 7 hours prior and only received 36 applications total. I always assumed that ‘not accepting more applications’ meant a specific threshold was met. But 36 apps in 7 hours? No. Thoughts on what’s going on here?
Pentagon releases new batch of UFO files, China's Tianwen-2 reaches its asteroid target, and more science stories
Catch up on the most interesting science news from the last week.
Defining new Jax types with hijax
What Made the Sopranos Great
A Beautiful Theory Falls to Ugly Data
Neocities: Create your own free website
Cardspark_UI – React UI for TCG Builders
Shall We Go On Sinning So That Grace May Increase? is hypnotic, healing, and hopeful
Matmos are an incredibly accomplished duo between their own solo records like the masterpiece A Chance to Cut Is a Chance to Cure and production classic Bjork records like Vespertine. But Drew Daniel, one half of Matmos, is fiendishly prolific. When he's not literally dreaming up new viral music genres, he's also putting out records […]
How Processes Share Memory Without Copying (Visual)
A visual explanation of how two separate processes can access the same bytes without copying a payload between them. It covers virtual memory, page tables, physical frames, shm_open, mmap(MAP_SHARED), lazy allocation, copy-on-write, shared libraries, memory-mapped files, Redis snapshots, and Dirty COW. submitted by /u/Ok_Marionberry8922 [link] [留言]
Exploiting PackageInstaller parsing: A 974-byte modern Android 14 PoC.
I’ve been exploring the absolute structural floor of the Android APK format. By leveraging hasCode="false" and surgically optimizing the ASN.1 DER encoding of the V2 signature, I’ve managed to get a compliant Android 14 app down to 974 bytes. The system treats it as a first-class app, and it’s fully installable on a stock Android 14 device. It’s an exercise in how much the PackageManager trusts the headers versus what it semantically validates. submitted by /u/Same-Access-6799 [link] [留言]
Today I Rescued 7,234 Old GIFs
Communities turn to barter-style crop swaps to combat cost-of-living crisis
6 months to live for open models
Dense Arena Interning: The Engine of Compiler Performance
Building a Three.js 3D Product Configurator for WooCommerce: 4 Things I Didn't Expect
Most WooCommerce product pages still show the same thing stores have shown for 20 years: a handful of flat photos. I spent the last few months building Noorifa, a plugin that replaces that with an interactive Three.js viewer — customers rotate the model, zoom in, and switch colors/materials on specific meshes in real time, synced to the store's actual WooCommerce variations. The 3D rendering part was the easy 20%. The other 80% was a series of small, specific problems that don't show up in a Three.js tutorial. Here are four of them. 1. A directional light rig can't light a face it can't see Early on, customers rotating a table model would find the underside of the tabletop rendering near-black — no matter how far I pushed the light intensity. The rig at the time was a single key light plus a hemisphere ambient: scene . add ( new THREE . HemisphereLight ( 0xffffff , 0x444444 , 1.2 ) ); const keyLight = new THREE . DirectionalLight ( 0xffffff , 1.2 ); keyLight . position . set ( 3 , 5 , 4 ); scene . add ( keyLight ); The bug was geometric, not a brightness problem: keyLight sits above the model, so its light direction only reaches surfaces whose normal faces back toward it. A downward-facing surface — the underside of an overhanging tabletop — can't receive any direct contribution from a light positioned above it, at any intensity. Cranking the brightness slider was scaling a number that was multiplying against zero. The fix was closer to actual three-point studio lighting: key, fill, and rim from above for shape and separation, plus a dedicated light from below, and a brighter hemisphere ground color to approximate bounced light: scene.add( new THREE.HemisphereLight( 0xffffff, 0x888888, 1.1 * brightness ) ); const keyLight = new THREE.DirectionalLight( 0xffffff, 1.1 * brightness ); keyLight.position.set( 3, 5, 4 ); const fillLight = new THREE.DirectionalLight( 0xffffff, 0.5 * brightness ); fillLight.position.set( -4, 2, 3 ); const rimLight = new THREE.DirectionalLigh