The best Hacker News stories from Show from the past day

Go back

Latest posts:

Show HN: Lstr – A modern, interactive tree command written in Rust

Hi HN,<p>(First time poster!)<p>I'm the author of `lstr`. I've always loved the classic Linux `tree` command for its simplicity, but I often found myself wanting more modern features like interactivity and Git integration. So, I decided to build my own version in Rust with a philosophy of being fast, minimalist, and interactive. It was also an excuse to help learn more about Rust\!<p>Here's a quick look at the interactive mode:<p><a href="https://raw.githubusercontent.com/bgreenwell/lstr/main/assets/lstr-demo.gif" rel="nofollow">https://raw.githubusercontent.com/bgreenwell/lstr/main/asset...</a><p>I've just released v0.2.0 with some features I think this community might find useful:<p><pre><code> * **Interactive TUI Mode:** You can launch it with `lstr interactive`. It allows for keyboard-driven navigation, expanding/collapsing directories, and opening files in your default editor. * **Git Status Integration:** Using the `-G` flag, `lstr` will show the Git status of every file and directory right in the tree output. * **Shell Integration:** This is my favorite feature. In interactive mode, you can press `Ctrl+s` to quit and have `lstr` print the selected path to stdout. This lets you pipe it into other commands or use it as a visual `cd`. For example, you can add this function to your `.bashrc`/`.zshrc`: ```bash lcd() { local selected_path selected_path="$(lstr interactive -gG)" if [[ -n "$selected_path" && -d "$selected_path" ]]; then cd "$selected_path" fi } ``` Then just run `lcd` to visually pick a directory and jump to it. </code></pre> It also supports file-type icons (via Nerd Fonts), file sizes, permissions, and respects your `.gitignore`.<p>The project is open-source and I would love to get your feedback.<p>GitHub: <a href="https://github.com/bgreenwell/lstr">https://github.com/bgreenwell/lstr</a><p>Crates.io: <a href="https://crates.io/crates/lstr" rel="nofollow">https://crates.io/crates/lstr</a><p>Thanks for checking it out!

Show HN: Lstr – A modern, interactive tree command written in Rust

Hi HN,<p>(First time poster!)<p>I'm the author of `lstr`. I've always loved the classic Linux `tree` command for its simplicity, but I often found myself wanting more modern features like interactivity and Git integration. So, I decided to build my own version in Rust with a philosophy of being fast, minimalist, and interactive. It was also an excuse to help learn more about Rust\!<p>Here's a quick look at the interactive mode:<p><a href="https://raw.githubusercontent.com/bgreenwell/lstr/main/assets/lstr-demo.gif" rel="nofollow">https://raw.githubusercontent.com/bgreenwell/lstr/main/asset...</a><p>I've just released v0.2.0 with some features I think this community might find useful:<p><pre><code> * **Interactive TUI Mode:** You can launch it with `lstr interactive`. It allows for keyboard-driven navigation, expanding/collapsing directories, and opening files in your default editor. * **Git Status Integration:** Using the `-G` flag, `lstr` will show the Git status of every file and directory right in the tree output. * **Shell Integration:** This is my favorite feature. In interactive mode, you can press `Ctrl+s` to quit and have `lstr` print the selected path to stdout. This lets you pipe it into other commands or use it as a visual `cd`. For example, you can add this function to your `.bashrc`/`.zshrc`: ```bash lcd() { local selected_path selected_path="$(lstr interactive -gG)" if [[ -n "$selected_path" && -d "$selected_path" ]]; then cd "$selected_path" fi } ``` Then just run `lcd` to visually pick a directory and jump to it. </code></pre> It also supports file-type icons (via Nerd Fonts), file sizes, permissions, and respects your `.gitignore`.<p>The project is open-source and I would love to get your feedback.<p>GitHub: <a href="https://github.com/bgreenwell/lstr">https://github.com/bgreenwell/lstr</a><p>Crates.io: <a href="https://crates.io/crates/lstr" rel="nofollow">https://crates.io/crates/lstr</a><p>Thanks for checking it out!

Show HN: Workout.cool – Open-source fitness coaching platform

I was the main contributor to workout.lol, an open-source fitness app to easily build a workout routine. The project had traction (1.4k GitHub stars, 95 forks, ~20K visits/month), but was eventually sold due to video licensing hurdles. The new owner stopped maintaining it, and the repo went abandoned.<p>Over the next 9 months, I sent 15 emails to try to save it : no replies. Feature requests & issues were ignored. The community was left with a "broken" tool let's say.<p>I couldn't just let it die So I built the new version from scratch with the same open-source spirit, but a better architecture long-term vision, more features and no license problems.<p>It's called : Workout.cool (<a href="https://workout.cool" rel="nofollow">https://workout.cool</a>). What it offers: 100% open-source, MIT-licensed - 1200+ exercises (with videos, attributes, translations) - Progress tracking - Multilingual-ready - Self-hostable<p>I'm not doing this for money. I'm doing it because I believe in open fitness tools, and I’ve been passionate about strength training for 15+ years.<p>If this resonates with you, feel free to: - Star the repo - Share with fitness/tech friends - Suggest features - Contribute code/design/docs<p>Together, we can build the open-source fitness platform we all wanted to easily build a workout routine and get in shape<p>Website: <a href="https://workout.cool" rel="nofollow">https://workout.cool</a> GitHub: <a href="https://github.com/Snouzy/workout-cool">https://github.com/Snouzy/workout-cool</a>

Show HN: Workout.cool – Open-source fitness coaching platform

I was the main contributor to workout.lol, an open-source fitness app to easily build a workout routine. The project had traction (1.4k GitHub stars, 95 forks, ~20K visits/month), but was eventually sold due to video licensing hurdles. The new owner stopped maintaining it, and the repo went abandoned.<p>Over the next 9 months, I sent 15 emails to try to save it : no replies. Feature requests & issues were ignored. The community was left with a "broken" tool let's say.<p>I couldn't just let it die So I built the new version from scratch with the same open-source spirit, but a better architecture long-term vision, more features and no license problems.<p>It's called : Workout.cool (<a href="https://workout.cool" rel="nofollow">https://workout.cool</a>). What it offers: 100% open-source, MIT-licensed - 1200+ exercises (with videos, attributes, translations) - Progress tracking - Multilingual-ready - Self-hostable<p>I'm not doing this for money. I'm doing it because I believe in open fitness tools, and I’ve been passionate about strength training for 15+ years.<p>If this resonates with you, feel free to: - Star the repo - Share with fitness/tech friends - Suggest features - Contribute code/design/docs<p>Together, we can build the open-source fitness platform we all wanted to easily build a workout routine and get in shape<p>Website: <a href="https://workout.cool" rel="nofollow">https://workout.cool</a> GitHub: <a href="https://github.com/Snouzy/workout-cool">https://github.com/Snouzy/workout-cool</a>

Show HN: Workout.cool – Open-source fitness coaching platform

I was the main contributor to workout.lol, an open-source fitness app to easily build a workout routine. The project had traction (1.4k GitHub stars, 95 forks, ~20K visits/month), but was eventually sold due to video licensing hurdles. The new owner stopped maintaining it, and the repo went abandoned.<p>Over the next 9 months, I sent 15 emails to try to save it : no replies. Feature requests & issues were ignored. The community was left with a "broken" tool let's say.<p>I couldn't just let it die So I built the new version from scratch with the same open-source spirit, but a better architecture long-term vision, more features and no license problems.<p>It's called : Workout.cool (<a href="https://workout.cool" rel="nofollow">https://workout.cool</a>). What it offers: 100% open-source, MIT-licensed - 1200+ exercises (with videos, attributes, translations) - Progress tracking - Multilingual-ready - Self-hostable<p>I'm not doing this for money. I'm doing it because I believe in open fitness tools, and I’ve been passionate about strength training for 15+ years.<p>If this resonates with you, feel free to: - Star the repo - Share with fitness/tech friends - Suggest features - Contribute code/design/docs<p>Together, we can build the open-source fitness platform we all wanted to easily build a workout routine and get in shape<p>Website: <a href="https://workout.cool" rel="nofollow">https://workout.cool</a> GitHub: <a href="https://github.com/Snouzy/workout-cool">https://github.com/Snouzy/workout-cool</a>

Show HN: PMDb – Public Movie Database

Show HN: StellarSnap – Explore NASA APODs, simulate orbits, learn astronomy

I built StellarSnap as a calm, ad-free space to explore NASA’s Astronomy Picture of the Day (APOD) and learn astronomy along the way.<p>What it includes:<p>- A clean APOD archive browser with a Random APOD button<p>- A growing Glossary with term highlighting across the site<p>- A 2D Orbit Simulator where you can test satellite motion with real physics<p>- A deeper Encyclopedia, still early, but expanding<p>- Subtle touches like “see past APODs using this term”<p>- And more to come<p>It’s entirely ad-free, cookie-free, and not affiliated with NASA, but I was honored to have StellarSnap mentioned on the official APOD About page by Professor Robert Nemiroff: <a href="https://apod.nasa.gov/apod/lib/about_apod.html" rel="nofollow">https://apod.nasa.gov/apod/lib/about_apod.html</a><p>Always open to ideas, critiques, or ways to make it better.

Show HN: I built a FOSS tool to run your Steam games in the Cloud

I wanted to play my Steam games but my aging PC couldn’t keep up, so I built Cloudy Pad - a tool to run Steam in the Cloud (GitHub: <a href="https://github.com/PierreBeucher/cloudypad">https://github.com/PierreBeucher/cloudypad</a>)<p>It runs on AWS, Azure, GCP, Scaleway and Paperspace with various cost optimizations and safeties:<p>- Cost alerts<p>- Auto stop inactive instances to avoid unwanted cost<p>- Disk snapshots and data cleanup for cost efficiency<p>- Spot instance support<p>Under the hood: a Linux VM and a container running Sunshine (a streaming server <a href="https://github.com/LizardByte/Sunshine">https://github.com/LizardByte/Sunshine</a>) with Steam. Most Windows games work just fine thanks to Proton.<p>It streams effortlessly at 1080p 100+ FPS - I recently played Baldur’s Gate III and Clair Obscur in Ultra, ran like a breeze.<p>Cost-wise it’s great for occasional players: ~30h or less per month typically cost less than 25$. Though admittedly for heavy gamers it may be less cost-effective due to cloud pricing.<p>I’d love feedback from the HN community !

Show HN: Socket-call – Call socket.io events like normal JavaScript functions

Hello HN,<p>I built a Typescript library (named socket-call, for lack of a more sexy name) whose goal is to be able to call socket.io events as regular functions.<p>So you declare your server-side like so:<p><pre><code> ... const listenEvents = (services: UserServices) => ({ // Add your events here, the name of the event is the name of the function login: async (username: string) => { services._socket.data.user = { username }; console.log(`User ${username} logged in`); setInterval(() => { // Calling an event that's handled client-side services.showServerMessage(`You're still logged in ${username}!`) }, 1000); return `You are now logged in ${username}!`; }, }); </code></pre> and then on the client side you call them like normal async Javascript functions (and you can also create client-side event handlers):<p><pre><code> ... const user = socket.addNamespace<UserEmitEvents, UserListenEvents>( '/user' ); // Calling an event that's declared server-side user.login(username.value).then((message) => { console.log('Server acked with', message); }); // Handling an event that is sent by the server user.showServerMessage = (message) => { console.log('Server sent us the message', message); } </code></pre> I use this library for my own projects and would be interested to receive feedback about it :-)

Show HN: dk – A script runner and cross-compiler, written in OCaml

I've always found it cool to be in roles where I can help a younger generation learn skills to have a bright future. That role is something I do in a few ways (as a parent, robotics mentor, school board advisor and Sunday school teacher) and I suspect most HN readers share the same role and appreciation. And for developing software skills, it was obvious that both the students and I had to have a productive software environment where we could work together. That theme of experienced/inexperienced engineers working together is the context in which I created `dk` as a scripting tool.<p>My testing ground has been students with one or two AP CS courses (high school computer science in the US), some of whom interned with me. I had to tackle a few problems:<p>- The development environment had to be simple to setup and the programming language couldn't be complicated - The recognition that writing small, easily testable units of work (ex. "scripts") has been the only way I've found for very junior programmers to develop a large application - Cheap, locked-down development hardware (ex. school computers with limited RAM and no Administrator privileges) is sometimes used for deployment to cheap hardware targets (ex. hand-me-down Android tablets)<p>My solution was to write a standalone binary called `dk` that uses scripts as the atom of work, cross-compiles to standalone executables, and downloads the runtimes and sysroots it needs on-demand. It sits roughly in the same space as Python and Go.<p>`dk` is available for Windows, macOS and Linux/glibc host machines with a growing list of cross-compilation targets. Your `dk` scripts are written in an almost complete subset of OCaml 4: all `dk` scripts are OCaml, but not all OCaml code can run in `dk`. The other differences from conventional OCaml are that `dk` comes with a large library included, and that I treat any feature as buggy if the feature does not work on all supported OS-es.<p>The above origin of `dk` is admittedly odd (and abbreviated), so I was not expecting that `dk` would now be a general-purpose scripting tool. Yet it is. I can wrap, re-use and organize most of my hand-written software as a set of `dk` scripts.<p>Fair warning: The cross-compilation support in `dk` has had a recent overhaul and not every bug is closed. The error messages suck (you have to scroll up to see the root cause and resolution) but they will improve. Some progress bars are missing. There are also a few experimental features ... `uv`-style imports and an interactive interpreter are the big ones ... which are purposely under-documented because I am worried about `dk`'s API surface.<p>But it still works well, and you can see some real applications in the Examples section. I'd love if you could give it a kick in the tires and give `dk` some feedback! The issue list is at <<a href="https://github.com/diskuv/dk/issues">https://github.com/diskuv/dk/issues</a>>.

Show HN: dk – A script runner and cross-compiler, written in OCaml

I've always found it cool to be in roles where I can help a younger generation learn skills to have a bright future. That role is something I do in a few ways (as a parent, robotics mentor, school board advisor and Sunday school teacher) and I suspect most HN readers share the same role and appreciation. And for developing software skills, it was obvious that both the students and I had to have a productive software environment where we could work together. That theme of experienced/inexperienced engineers working together is the context in which I created `dk` as a scripting tool.<p>My testing ground has been students with one or two AP CS courses (high school computer science in the US), some of whom interned with me. I had to tackle a few problems:<p>- The development environment had to be simple to setup and the programming language couldn't be complicated - The recognition that writing small, easily testable units of work (ex. "scripts") has been the only way I've found for very junior programmers to develop a large application - Cheap, locked-down development hardware (ex. school computers with limited RAM and no Administrator privileges) is sometimes used for deployment to cheap hardware targets (ex. hand-me-down Android tablets)<p>My solution was to write a standalone binary called `dk` that uses scripts as the atom of work, cross-compiles to standalone executables, and downloads the runtimes and sysroots it needs on-demand. It sits roughly in the same space as Python and Go.<p>`dk` is available for Windows, macOS and Linux/glibc host machines with a growing list of cross-compilation targets. Your `dk` scripts are written in an almost complete subset of OCaml 4: all `dk` scripts are OCaml, but not all OCaml code can run in `dk`. The other differences from conventional OCaml are that `dk` comes with a large library included, and that I treat any feature as buggy if the feature does not work on all supported OS-es.<p>The above origin of `dk` is admittedly odd (and abbreviated), so I was not expecting that `dk` would now be a general-purpose scripting tool. Yet it is. I can wrap, re-use and organize most of my hand-written software as a set of `dk` scripts.<p>Fair warning: The cross-compilation support in `dk` has had a recent overhaul and not every bug is closed. The error messages suck (you have to scroll up to see the root cause and resolution) but they will improve. Some progress bars are missing. There are also a few experimental features ... `uv`-style imports and an interactive interpreter are the big ones ... which are purposely under-documented because I am worried about `dk`'s API surface.<p>But it still works well, and you can see some real applications in the Examples section. I'd love if you could give it a kick in the tires and give `dk` some feedback! The issue list is at <<a href="https://github.com/diskuv/dk/issues">https://github.com/diskuv/dk/issues</a>>.

Show HN: I recreated 90s Mode X demoscene effects in JavaScript and Canvas

After 25 years of writing software, I was feeling nostalgic for the kinds of things that got me into programming in the first place: the old DOS demoscene. I spent a weekend seeing if I could recapture some of that INT 13H VGA magic using today's web tech, but with the old-school constraints of doing it from scratch.<p>The result is this portfolio of ten classic effects running in a single HTML file. It's all vanilla JavaScript writing to a <canvas> element, with no external libraries. It was a fun challenge to implement things like:<p>* The color palette cycling and smooth fading in the Plasma demo. * The buffer-averaging algorithm for the Fire effect to make the flames feel more natural. * The distance-based texture crossfading in the Tunnel to create the illusion of flying through different sections. * A 2D scalar field for the Metaballs to calculate the surface normals for that classic blended, metallic look (I did the best I could with the given constraints).<p>It was a great exercise in getting back to first principles and a reminder of how much those early demo programmers could accomplish with so little. I hope it brings back some good memories for others who grew up with this stuff.<p>I'd love to hear about your favorite classic demos or if there are any other iconic effects you think would be a fun challenge to add.<p>Cheers!

Show HN: I recreated 90s Mode X demoscene effects in JavaScript and Canvas

After 25 years of writing software, I was feeling nostalgic for the kinds of things that got me into programming in the first place: the old DOS demoscene. I spent a weekend seeing if I could recapture some of that INT 13H VGA magic using today's web tech, but with the old-school constraints of doing it from scratch.<p>The result is this portfolio of ten classic effects running in a single HTML file. It's all vanilla JavaScript writing to a <canvas> element, with no external libraries. It was a fun challenge to implement things like:<p>* The color palette cycling and smooth fading in the Plasma demo. * The buffer-averaging algorithm for the Fire effect to make the flames feel more natural. * The distance-based texture crossfading in the Tunnel to create the illusion of flying through different sections. * A 2D scalar field for the Metaballs to calculate the surface normals for that classic blended, metallic look (I did the best I could with the given constraints).<p>It was a great exercise in getting back to first principles and a reminder of how much those early demo programmers could accomplish with so little. I hope it brings back some good memories for others who grew up with this stuff.<p>I'd love to hear about your favorite classic demos or if there are any other iconic effects you think would be a fun challenge to add.<p>Cheers!

Show HN: Container-compose – A Docker-compose like tool for Apple containers

Hey HN, recently Apple release their own container manager tooling, but it's missing a "compose-like" tool.<p>I'm building this CLI as a side-project and a way to help on the usage with the main tool.<p>It's in a early version, then at the moment I'm trying to be as much as possible compatible with `docker-compose` config file, and in the current version we're supporting two commands: `up` and `down`.

Show HN: Nexus.js - Fabric.js for 3D

I was looking for a tiny library to easily transform both 2D & 3D objects with simple mouse / touch controls and a fixed camera, in the browser.<p>Like a simple 3D editor but without requiring the user to be a Blender expert.<p>Couldn't find anything lightweight, so I’m building one. Think Fabric.js but for 3D. Built entirely with Three.js / R3F.<p>Borrowed some inspiration from VR/AR interaction systems for controls.<p>Feel free to play with it and let me know what you think!

Show HN: Nexus.js - Fabric.js for 3D

I was looking for a tiny library to easily transform both 2D & 3D objects with simple mouse / touch controls and a fixed camera, in the browser.<p>Like a simple 3D editor but without requiring the user to be a Blender expert.<p>Couldn't find anything lightweight, so I’m building one. Think Fabric.js but for 3D. Built entirely with Three.js / R3F.<p>Borrowed some inspiration from VR/AR interaction systems for controls.<p>Feel free to play with it and let me know what you think!

Show HN: Nexus.js - Fabric.js for 3D

I was looking for a tiny library to easily transform both 2D & 3D objects with simple mouse / touch controls and a fixed camera, in the browser.<p>Like a simple 3D editor but without requiring the user to be a Blender expert.<p>Couldn't find anything lightweight, so I’m building one. Think Fabric.js but for 3D. Built entirely with Three.js / R3F.<p>Borrowed some inspiration from VR/AR interaction systems for controls.<p>Feel free to play with it and let me know what you think!

Show HN: Zeekstd – Rust Implementation of the ZSTD Seekable Format

Hello,<p>I would like to share a Rust implementation of the Zstandard seekable format I've been working on.<p>Regular zstd compressed files consist of a single frame, meaning you have to start decompression at the beginning. The seekable format splits compressed data into a series of independent frames, each compressed individually, so that decompression of a section in the middle of an archive only requires zstd to decompress at most a frame's worth of extra data, instead of the entire archive.<p>I started working with the seekable format because I wanted to resume downloads of big zstd compressed files that are decompressed and written to disk on the fly. At first I created and used bindings to the C functions that are available upstream[1], however, I stumbled over the first segfault rather quickly (it's now fixed) and found out that the functions only allow basic things. After looking closer at the upstream implementation, I noticed that is uses functions of the core API that are now deprecated and it doesn't allow access to low-level (de)compression contexts. To me it looks like a PoC/demo implementation that isn't maintained the same way as the zstd core API, probably that's also the reason it's in the contrib directory.<p>My use-case seemed to require a complete rewrite of the seekable format, so I decided to implement it from scratch in Rust using bindings to the advanced zstd compression API, available from zstd 1.4.0.<p>The result is a single dependency library crate[2], and a CLI crate[3] for the seekable format that feels similar to the regular zstd tool.<p>Any feedback is highly appreciated!<p>[1]: <a href="https://github.com/facebook/zstd/tree/dev/contrib/seekable_format">https://github.com/facebook/zstd/tree/dev/contrib/seekable_f...</a> [2]: <a href="https://crates.io/crates/zeekstd" rel="nofollow">https://crates.io/crates/zeekstd</a> [3]: <a href="https://github.com/rorosen/zeekstd/tree/main/cli">https://github.com/rorosen/zeekstd/tree/main/cli</a>

Show HN: Zeekstd – Rust Implementation of the ZSTD Seekable Format

Hello,<p>I would like to share a Rust implementation of the Zstandard seekable format I've been working on.<p>Regular zstd compressed files consist of a single frame, meaning you have to start decompression at the beginning. The seekable format splits compressed data into a series of independent frames, each compressed individually, so that decompression of a section in the middle of an archive only requires zstd to decompress at most a frame's worth of extra data, instead of the entire archive.<p>I started working with the seekable format because I wanted to resume downloads of big zstd compressed files that are decompressed and written to disk on the fly. At first I created and used bindings to the C functions that are available upstream[1], however, I stumbled over the first segfault rather quickly (it's now fixed) and found out that the functions only allow basic things. After looking closer at the upstream implementation, I noticed that is uses functions of the core API that are now deprecated and it doesn't allow access to low-level (de)compression contexts. To me it looks like a PoC/demo implementation that isn't maintained the same way as the zstd core API, probably that's also the reason it's in the contrib directory.<p>My use-case seemed to require a complete rewrite of the seekable format, so I decided to implement it from scratch in Rust using bindings to the advanced zstd compression API, available from zstd 1.4.0.<p>The result is a single dependency library crate[2], and a CLI crate[3] for the seekable format that feels similar to the regular zstd tool.<p>Any feedback is highly appreciated!<p>[1]: <a href="https://github.com/facebook/zstd/tree/dev/contrib/seekable_format">https://github.com/facebook/zstd/tree/dev/contrib/seekable_f...</a> [2]: <a href="https://crates.io/crates/zeekstd" rel="nofollow">https://crates.io/crates/zeekstd</a> [3]: <a href="https://github.com/rorosen/zeekstd/tree/main/cli">https://github.com/rorosen/zeekstd/tree/main/cli</a>

Show HN: Canine – A Heroku alternative built on Kubernetes

Hello HN!<p>I've been working on Canine for about a year now. It started when I was sick of paying the overhead of using stuff like Heroku, Render, Fly, etc to host some web apps that I've built. At one point I was paying over $400 a month for hosting these in the cloud. Last year I moved all my stuff to Hetzner.<p>For a 4GB machine, the cost of various providers:<p>Heroku = $260 Fly.io = $65 Render = $85 Hetzner = $4<p>(This problem gets a lot worse when you need > 4GB)<p>The only downside of using Hetzner is that there isn’t a super straightforward way to do stuff like:<p>- DNS management / SSL certificate management - Team management - Github integration<p>But I figured it should be easy to quickly build something like Heroku for my Hetzner instance. Turns out it was a bit harder than expected, but after a year, I’ve made some good progress<p>The best part of Canine, is that it also makes it trivial to host any helm chart, which is available for basically any open source project, so everything from databases (e.g. Postgres, Redis), to random stuff like torrent tracking servers, VPN’s endpoints, etc.<p>Open source: <a href="https://github.com/czhu12/canine">https://github.com/czhu12/canine</a> Cloud hosted version is: <a href="https://canine.sh" rel="nofollow">https://canine.sh</a>

< 1 2 3 ... 68 69 70 71 72 ... 890 891 892 >