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Supreme Court overturns 40-year-old "Chevron deference" doctrine

One Million Checkboxes

Polyfill supply chain attack hits 100K+ sites

Ball: A ball that lives in your dock

Microsoft breached antitrust rules by bundling Teams and Office, EU says

Julian Assange has reached a plea deal with the U.S., allowing him to go free

Microfeatures I love in blogs and personal websites

Apple found in breach of EU competition rules

The tiny chip that powers Montreal subway tickets

The tiny chip that powers Montreal subway tickets

I am using AI to drop hats outside my window onto New Yorkers

I am using AI to drop hats outside my window onto New Yorkers

My Windows Computer Just Doesn't Feel Like Mine Anymore

Gilead shot prevents all HIV cases in trial

Show HN: I made a puzzle game that gently introduces my favorite math mysteries

This is the first iteration of a short game I’m making that tries to interactively explain some of my favorite math questions / ideas. My goal is mostly to get the player curious and not necessarily to explain absolutely everything.<p>There were a lot of fun technical parts to building this:<p>- For implementation reasons, it’s much easier if the lines all have integer intersection points with each other. To do this, when a new line is added I “cheat” by rounding intersections to integers and then splitting the old lines at the intersection into new linds (with potentially different slopes) going through the rounded point<p>- I had to draw semi accurate maps of actual places (UK, South America, US west coast) in the HTML canvas using just line segments. I tried a few different solutions, including using SVG data. I ended up using the topojson library to give nice line approximations to GeoJSON maps<p>- I use a simple backtracking algorithm to handle the live coloring of graphs<p>- I use turf.js’s polygonize function to handle finding polygons from line segments (very happy I didn’t have to implement this myself!)<p>- I wanted to make the game as mobile friendly as possible (don’t think I’ve nailed this quite yet)<p>There were also a few tradeoffs I made:<p>- I wanted give links earlier in the game for players to learn more, but I decided to wait until the end to maintain the flow of the game<p>- In order to make the game more mobile-friendly, I generally stuck to maps with a small number of regions (at least for maps people have to interact with them). So for the most part all of the instances in the game are “easy”

Please don't mention AI again

EU Council has withdrawn the vote on Chat Control

Safe Superintelligence Inc.

Chat Control Must Be Stopped – Now

FTC sues Adobe for hiding fees and inhibiting cancellations

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