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> In Vermilion Parish, the shoreline is eroding between 3.3 and 23 feet per year

What does this mean, how can a shoreline erode


Grade school level Louisiana info (probably somewhat wrong): It's generally brackish marsh/swamp land. Basically think silt/dirt with a bunch of plants evolved for this specific environment.

Then you take a bunch of humans and you cut down all the really old cypress trees for lumber. To facilitate that process you cut channels through all the plants that are in the way so you can ship that lumber via new unobstructed waterways. You also do it for oil/gas exploitation.

So now you have a lot of infiltration of saltier or fresher water and less protection during storm surge and such. Lots of plants die and these plants were holding the dirt/soil in place (and the storm surge helps wash that away).

Also you re-engineer the original waterways that deposited silt/dirt and helped build these areas up so that they deposit silt/dirt in other places (also you harvest the silt/dirt for use in farming so it never even gets that far down the waterways in the first place).


In the Netherlands we rely on beach grass, a type of grass that can root well in loose sand, to keep dunes together. This forms the main sea barrier. The grass has historically been replanted at least partially to maintain the protection. This spans back at least a few hundred years I believe.

It's interesting that Lousisana works so differently. I always kind of assumed that dunes would always be needed to keep the sea out in low lying areas, but that's not the case at all.


Most of the erosion is due to oil and gas companies dredging poorly thought out canals to move drilling equipment through the marsh, causing unslowed erosion for ~70+ years.


The oil and gas companies brought in huge massive drilling rigs in the 1930s-1960s. The marsh was too soft/soggy to bring in the equipment overland, so they just... dredged huge canals in the soggy marsh a couple feet deep. You can see this in the opening shot of the video with the boat in the narrow canal. Labor was cheap and they were making a ton of money. They would put the dredged mud on one side of the channel, at random, causing random tracts to flood and most of the plants died, and then the marshes slowly sank below the water. One EPA report says for every acre of dredging they did (and they did a LOT) cause 3 more additional acres of erosion. If you go zoom in on the area where they're building, there are big squares and rectangles of dredging material, surrounding what look like square lakes. The state has been trying to get the oil and gas companies to restore the land but not much luck. Part of this deal with SpaceX (allegedly) is to restore the land and close off the canals to prevent further erosion.


I used htmx but had to migrate to svelte for storybook for development, I wish htmx had that sort of tooling


Is « cacheability » a property of the data structure or of the lookup algorithm?


Both. The hypothesis with Eytzinger is that you're doing vanilla binary search on a data structure where each hop is one operation. It doesn't, by itself, do anything to optimize around particular hot leaves, so assuming you aren't doing a weighted rebalance operation before construction it additionally assumes access patterns are somewhat uniform. That's the algorithm and input pattern whose cachability we're trying to optimize.

Imagine, e.g., doing a b-tree lookup on a binary Eytzinger layout. You would always grab more cache lines than optimal. Even more obviously, consider an inorder traversal. The properties of an algorithm and data structure depend properly on both components.


Locality is a property of how data is arranged, so it's a property of the data structure, no?


It's a combination of both. Your data layout could be very cachable for one algorithm, but very much not so for another algorithm.


It has to be both. You can lay things out in memory so they are tightly packed together and thus ostensibly cache efficient but that doesn't help you if you index into that data structure in such a way that every new index loads a new cache line.


Data arrangement and data structure are the same word...


Kind of. Many dynamic set data structures do not require the set elements to be in some layout inside an array; the storage is abstracted.

When we put the binary tree nodes into an array and move from the parent to children using indexing calculations, rather following pointers that could go anywhere, then it's an explicit part of the data structure.


Litestream is super interesting, I managed to get it to run with S3 as a backend. Making apps with sqlite backends (there are a _lot_ lf them) almost stateless, at least no filesystem stare. I feel like s3 state is much more manageable, backups and syncing is done by the provider.


What is the current state of the art lua toolchain? Lua is king for dsl embedded in other software.

Used it for world of warcraft scripting and openresty http rules, that’s a wide range.


Good question. I’d say the Lua toolchain is still fragmented rather than having one obvious “state of the art.”, the one that got closest to that is Lux.

The established center is still LuaRocks for packages. Around it, people use different layers depending on the ecosystem: OpenResty has its own runtime/server world, as we know Neovim has its plugin conventions, games often use LÖVE, embedded apps usually vendor or tightly control Lua themselves, and tools like hererocks/Nix/asdf/mise/etc... are often used to pin Lua/LuaJIT versions.

Lux is worth mentioning as a newer Lua package manager/project tool, and I see it as adjacent rather than a direct enemy. Since you can use moonstone for solving the environment lua interpreter, and lux for packages side-by-side.

Moonstone is trying to sit in a slightly different space: reproducible Lua-family project environments. So not “a new Lua VM,” but a manager for interpreters, lockfiles, native C module builds, ABI compatibility, isolated envs, and mixed-runtime repos (plus some personal additions that I would have loved, such as open internal communications for custom CLIs.)

The pain point I’m aiming at is: “this repo needs Lua 5.4, this benchmark needs LuaJIT/OpenResty, this example uses LÖVE, and native modules need to rebuild correctly when ABI changes, and want to preserve it all clean and tidy”

Lua did not have an answer like cargo for rust, or UV for python... Till now.


Lua has a fragmentation issue, but it is also a feature not a bug.

You can embed the Lua VM in anything. That's one thing.

You can use it as a systems tool, installed by your distro, available like any other scripting language - for this, you will find it fragment'y and weird, unless you do things 'sensibly', ignore the distro, and build your ~/.local/lua5[1,3,jit]/ directory, yourself, with luarocks - note, I have done this successfully many times, all the way to distributable .deb, so I am biased - but this is a 'hidden' way to do Lua.

And then of course there are the frameworks and engines - folks who have put the LuaVM and all its glory into their own products and opened the REPL/.lua filesystem for business.

All of this is to say there is no one 'standard' Lua approach - you will find it in various forms. A lot of times, Lua is treated as an 'also-ran'/bastard-child' in distro policies, mostly because - I assume - the reasoning is that folks who are serious about Lua will get it onboard/compile it locally/use the engine, themselves.

    $ luarocks-5.3 --local install turbolua   # the way I've stayed 'sane', personally ..


> The aacp.rs and the att.rs files were translated from Kotlin to Rust with AI. Some parts of the media_controller.rs file, mainly the pulse integration, was also AI-generated.

The future is now.


that's nothing.

you can grab a proprietary binary, open it up in IDA Pro (with MCP), spend some 10 minutes crafting a good prompt and after a few million (mainly input/cached) GLM 5.2 tokens you have a python script fluently speaking the proprietary protocol.


Sounds cool. Do you have a link or more info to share?


aside from https://github.com/mrexodia/ida-pro-mcp (which isn't mine) i have nothing i can publicly share. it's amusing how glm 5.2 jailbreaks itself, you ask it to quite literally break someone's software and it talks itself into it being a capture the flag competition.


I uploaded two binary save files from a game on my Steam Deck to ChatGPT, it diffed them and spat out a script to edit various values. The bots are really good at this sort of thing.


This is why the Steam Machine costs $1049


Not surprised at all; AI has dramatically lowered the bar to people wanting to create software they wouldn't otherwise have the time nor motivation to. Quality remains to be seen but IMHO it can only get better.


It’s getting attention because the subtext of the article is the zig vs AI ideological battle going on (and zig vs Rust somewhat on the backburner)

Recent events AFAIU: - bun (bought by big AI) switching to Rust - zig team banning AI pull requests (because they want to review humans) - The cloud industry buying all coding tooling companies (uv, vite, bun) but zig being unbuyable

If anybody from the zig core team is reading this: thank you and carry on the good work.


so im just getting caught up with zig is I have never really paid attention to it

so far I'm not really getting zig and I see they banned AI ? seems like that is just going to attract anti-AI user base...not sure if that was a wise decision.

also not really sure why anyone would migrate from Rust to Zig, it seems much less mature and unsure of the ROI there.


I’d prefer to live in a world in which we don’t need this


Could we compile tailscale with tinygo to run it on openwrt? Last time I checked tailscale was too large for 8MB flash routers


Lot of stdlib, especially net, crypto, in tinygo doesn't compile, or if compiles has stubs as implementation that panics with not implemented. Few years ago, I tried compiling small terminal http client app and failed at compile stage.

https://tinygo.org/docs/reference/lang-support/stdlib/


To be fair, "Few years ago" is a LONG time for tinygo.

The essence of your first comment is still correct. Lots of libraries aren't there.

Enough are there, however, for some pretty substantial projects.


Fluent french speaker and currently learning spanish, I feel so lucky it’s not the other way around…


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