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interpol_p

Re:Ask HN: Which TV do you recommend for privacy? on Monday November 02, 2026 @02:34AM (#50334084)
I just buy any TV, never allow it anywhere near the WiFi network, and attach an Apple TV

Unless… they’re not putting SIM cards in modern TVs or anything right?

Re:Teal – A statically-typed dialect of Lua on Sunday October 18, 2026 @08:36AM (#50140561)
The main thing is getting feedback. I've been doing some intense agent iteration on Lua projects, and so long as the error output is clear and it's easy for the harness to restart/inspect/stream logs it seems to do very well with Lua

In fact, I'd say it's more "fun" watching an agent work on something in Lua as the iteration loop is tighter: more restarts, more feedback, instant running. When I deal with typed languages (in my case, Swift) the feedback loop is dragged-out by the compile time which makes the whole process feel slower

Re:New Apple TV 4K on Wednesday October 14, 2026 @07:40AM (#50086088)
Me too! Best $1 I've ever spent
Re:Apple releases iPhone Duo simulator and Xcode 27.1 beta on Saturday September 19, 2026 @03:39AM (#49764282)
I started adding support for iPhone Duo in some of my apps. Here's an example of some of the work required https://mastodon.social/@simsaens/117296064810231465 — all my apps are hobby apps. Even though they all support iPad / resizability, it's still a large amount of work
Re:New Mac Studio with M5 Max and M5 Ultra on Tuesday August 25, 2026 @08:01PM (#49442439)
They used to support that. Isn’t possible to do unified memory in those configurations? If not, then I expect it’s a headache Apple does not want to deal with. For example, earlier versions of Metal have unified/discrete memory modes with different API availability and behaviour in each - what a nightmare to support and maintain and keep bugs out it would be
Re:Why we write our own C and C++ inference engines on Monday August 03, 2026 @08:26AM (#49154831)
I've always used em-dash. I got familiar with the hotkeys when I started using Mac OS X in 2002. Option+Hyphen for en-dash, Option+Shift+Hyphen for em-dash. It's unfortunate that it's an LLM tell. I'm glad the LLMs haven't subsumed proper ellipses yet…
Re:Why we write our own C and C++ inference engines on Monday August 03, 2026 @03:36AM (#49152444)
I stopped reading almost immediately. The stylistic choices in the writing just felt like LLM to me. Examples:

"depth estimation that beats PyTorch on CPU in half the memory" — "…beats X in Y…"

"Most LocalAI backends wrap somebody else’s engine, and that is the right default." — "…and that is the right"

"MLX and the rest are maintained by people who are better at those models than we are" — "better at those models than we are" — it's this thing that LLMs do where they are kind of weirdly confident but overly deferential

"This post is about what those ports buy" — "…buy" used in this context

"Same model, 1.31x the speed" — "Same X, something Y" — it's this overconfident yet deferential writing style

The further I read, the more tells there are. I find it incredibly tiring to read LLM generated prose and I'm not sure why. Is it because I'm aware it's not human written and have an unconscious bias? Or is it because the style is just full-on, "Not X but Y. Those performance gains are bought, not earned. This stops, that starts. Read on, or don't, that's the follow-up"

Re:SwiftUI After 7 Years on Monday August 03, 2026 @12:12AM (#49151140)
SwiftUI has a lot of failings, but it can also do a lot of things that are really tricky in UIKit.

I can render Metal shaders trivially in SwiftUI. Rendering glows, and blurs, and animated effects is much easier in SwiftUI than in UIKit, just use `.blur(radius:)` or `.blendMode(...)`

I have used AppKit and then UIKit since its inception. Creating visual effects like layer masks that modulate the opacity of underlying views is trivially easy in SwiftUI — far easier than the boilerplate and constant bookkeeping that CALayer's mask requires.

So a lot of the advanced full-screen animations in some of my games and apps are SwiftUI, because they are performant, provide the cool effects and animations, and work great. A lot of the simple get-the-job-done views and tool palettes in my apps are also SwiftUI, again because they don't ask much and get the job done, and look great.

However, where SwiftUI falls down is exactly what was demoed in the video: large collections of thumbnails that fetch asynchronously? Use UIKit. Multi-thousands of items in large, complicated lists? You can try SwiftUI, but you'll need to learn how to optimize it.

Other things, not mentioned in the video, that are more annoying in SwiftUI: want to take control of a transition between views, end-to-end? Not really possible in SwiftUI. There are bugs with ZoomNavigationTransition that affect all of Apple's own apps, and you aren't gonna be able to fix them without switching to UIKit.

Re:Lego building instructions through time on Saturday July 18, 2026 @03:49AM (#48956036)
It’s incredible some of the little details in LEGO instructions.

My son and I were assembling a set, and one of the corner pieces was strangely absent. My son asked, “why can’t we put this piece in yet?”

The answer came when we turned the page and saw the model had to be flipped. That missing corner piece was the only thing we could use to guide our placement of pieces on the underside of the model.

Similar things in more complex sets include using different, bright colours for bricks on the left/right sides of the internal parts of models. It makes it easy to keep your place as the model rotates through the steps.

Re:Epic Games announces Lore version control system on Wednesday June 17, 2026 @10:55AM (#48571410)
Their docs seem entirely LLM written. It seems especially obvious in the FAQ. While I'm not against using LLMs for writing assistance, they've left a lot of the unnecessary language and typical stylistic choices in there, which erodes my trust in the project a bit. Perhaps it's a very good game-oriented version control system, but the lack of human attention on the docs makes me wonder how much they care
Re:I don't think AI will make your processes go faster on Sunday May 17, 2026 @09:48PM (#48174858)
There are a lot of ways that AI speeds up software development processes that aren't the actual software development.

I am finding that lately I do not allow LLMs to write any code I am interested in maintaining. Or if they do, I have to micromanage them and it usually takes longer. They produce mediocre solutions, and often add redundant state ("Why did you add that state?" "Because we might need it in the future")

That said, they are extremely good at:

- Dev tools: creating debug tooling, debug screens, scripts that get the job done - Auxiliary development: landing pages, "what's new" screens, tedious boilerplate, gathering strings for localization - Prototyping: building full implementations quickly so you can see all the problems rather than having to anticipate them - Pure transformation: porting from one language or paradigm to another

So while I agree with the article that the actual spec of the feature you are building needs just as much human thought, regardless of AI, the speed-ups around that are worth exploring

An example I have from a recent feature development is adding CarPlay support to an existing app. We could have talked about it and designed it for weeks, but with an LLM I was able to get it running in my car in an hour, go for a drive, and feel it to understand whether it was a valuable direction.

The code was a mess, most of it had to be thrown away, and the LLM couldn't even get the initial build functional (not much CarPlay training data, I expect). But it was an accelerator to answer the question "is it worth investing more time in this?"

Re:Write some software, give it away for free on Tuesday May 05, 2026 @08:18PM (#48030560)
To repurpose a quote from Walt Disney, I don’t make software to make money, I make money to make more software.

I want my hobby project to be my job, because I don’t want to work for someone else. I want creative control, freedom to explore and ship ideas, and financial stability.

The only way to get there, that I can see, is to charge for my work.

Re:Bitmap and tilemap generation from a single example on Saturday May 02, 2026 @07:57AM (#47985627)
I always wondered how this compares to the 1999 algorithm Texture Synthesis by Non-parametric Sampling [1]. The results look very similar to my eyes. Implementation here [2] — has anyone tried both?

[1] https://www2.eecs.berkeley.edu/Research/Projects/CS/vision/p...

[2] https://github.com/goldbema/TextureSynthesis

Re:Dad brains: How fatherhood rewires the male mind on Sunday April 19, 2026 @07:01AM (#47823383)
I was unclear. I meant it's not difficult to feel nurturing towards them and form a bond. That's what I thought the OP meant about being difficult.
Re:Dad brains: How fatherhood rewires the male mind on Saturday April 18, 2026 @10:12PM (#47821264)
Woah. As an adult man with five kids, two of them infants, the most natural thing in the world is for them to be present in almost every second of my life.

It’s not difficult at all. Minutes after birth, naked baby was on my naked chest, and bonding started. This never felt contrary to my instinct.

Re:I still prefer MCP over skills on Friday April 10, 2026 @09:13AM (#47717662)
We had a contention between MCP / Skills for our product and ended up offering both. We built a CLI tool that could interface with the MCP server [1]. It seems redundant but our app is a coding app on iOS (Codea), and the issue with offering a plain MCP server meant that the agentic coding harness found it harder to do its job.

With the CLI the agent could check out the project, work on it locally with its standard file editing / patching / reading tools, then push the work back to device. Run and debug on device, edit locally, push.

With MCP the agent had to query the MCP server for every read and write and was no longer operating in its normal coding loop. It still works, though, and as a user you can choose to bypass the CLI and connect directly via MCP.

The MCP server was valuable as it gave us a consistent and deterministic language to speak. The CLI tool + Skill was valuable for agentic coding because it allowed the coding work to happen with the standard editing tools used by agents.

The CLI also gave us device discovery. So the agent can simply discover nearby devices running Codea and get to work, instead of a user having to add a specific device via its IP address to their agent.

[1] https://codea.io/cli

Re:Native Instant Space Switching on macOS on Friday April 10, 2026 @12:41AM (#47713736)
I tried to live like this for a while but found I could not separate applications into spaces

I would try setting up a space for, eg, all my communication stuff. But suddenly I’d need to drag-and-drop an image from my image editor into Slack. Or I’d want to drag a graphic from Safari into Final Cut Pro. Or any number of cross-workspace operations

How do you handle this with spaces? Do you initiate the drag, tap the space hot key, then drop?

I had Opus 4.6 running on a backend bug for hours. It got nowhere. Turned out the problem was in AWS X-ray swizzling the fetch method and not handling the same argument types as the original, which led to cryptic errors.

I had Opus 4.6 tell me I was "seeing things wrong" when I tried to have it correct some graphical issues. It got stuck in a loop of re-introducing the same bug every hour or so in an attempt to fix the issue.

I'm not disagreeing with your experience, but in my experience it is largely the same as what I had with Opus 4.5 / Codex / etc.

Re:Agents that run while I sleep on Tuesday March 10, 2026 @11:19PM (#47331395)
The example given in the article is acceptance criteria for a login/password entry flow. This is fairly easy to spec-out in terms of AC and TDD.

I have been asking these tools to build other types of projects where it (seems?) much more difficult to verify without a human-in-the-loop. One example is I had asked Codex to build a simulation of the solar system using a Metal renderer. It produced a fun working app quickly.

I asked it to add bloom. It looped for hours, failing. I would have to manually verify — because even from images — it couldn't tell what was right and wrong. It only got it right when I pasted a how-to-write-a-bloom-shader-pass-in-Metal blog post into it.

Then I noticed that all of the planet textures were rotating oddly every time I orbited the camera. Codex got stuck in another endless loop of "Oh, the lookAt matrix is in column major, let me fix that <proceeds to break everything>." or focusing (incorrectly) on UV coordinates and shader code. Eventually Codex told me what I was seeing "was expected" and that I just "felt like it was wrong."

When I finally realised the problem was that Codex had drawn the planets with back-facing polygons only, I reported the error, to which Codex replied, "Good hypothesis, but no"

I insisted that it change the culling configuration and then it worked fine.

These tools are fun, and great time savers (at times), but take them out of their comfort zone and it becomes real hard to steer them without domain knowledge and close human review.

Re:macOS Tahoe windows have different corner radiuses on Tuesday March 10, 2026 @05:57AM (#47321140)
That's a pretty extreme take. I've been using the Mac since about 2001. I like Tahoe and a well designed Tahoe app can look really nice on the platform. There are bugs, inconsistencies and other issues, but it doesn't feel that different than many previous macOS / OS X releases

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