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quarta-feira, 19 de novembro de 2025

Show HN: Lumical – scan any meeting invite into your calendar in seconds https://ift.tt/oxgH5Z7

Show HN: Lumical – scan any meeting invite into your calendar in seconds I built an iOS app that lets you point your phone at a paper invite or screenshot, review the parsed details, and drop the event straight into your calendar, so you can capture meetings in seconds instead of typing. https://lumical.app/ November 19, 2025 at 03:55AM

Show HN: Kk – A tiny Bash CLI that makes kubectl faster https://ift.tt/NWnXdUV

Show HN: Kk – A tiny Bash CLI that makes kubectl faster I built "kk", a small Bash wrapper around kubectl that makes common Kubernetes workflows faster. It's not a plugin or a compiled binary. It's just a single script you can drop into ~/bin. The goal is to reduce repetitive kubectl patterns without replacing kubectl itself. Some things it helps with: - pod selection by substring (auto-fzf if available) - multi-pod logs with prefixing and grep support - quick exec into pods - checking the actual images running in pods - restarting deployments with pattern matching - port-forwarding with pod auto-selection - quick describe/top/events - context switching shortcuts Examples: kk pods api kk sh api kk logs api -f -g ERROR kk images api kk restart api kk pf api 8080:80 kk desc api kk top api kk events kk ctx kk deploys Installation: curl -o ~/bin/kk https://ift.tt/MGZ8e6q chmod +x ~/bin/kk Repo: https://ift.tt/sKtquDL Happy to hear feedback, suggestions, or ideas for small helpers to improve the kubectl experience. https://ift.tt/sKtquDL November 19, 2025 at 03:22AM

Show HN: Startup Simulator https://ift.tt/g84US71

Show HN: Startup Simulator Vibe coded this startup simulator. It's not much, but I just wanted to know the potential. Also, I used Google's Antigravity IDE for this. Feel free to leave comments on here or at https://ift.tt/Pd6X2C1 https://startup-simulator-phi.vercel.app/ November 19, 2025 at 12:43AM

Show HN: Browser-based interactive 3D Three-Body problem simulator https://ift.tt/WS8TIH4

Show HN: Browser-based interactive 3D Three-Body problem simulator Features include: - Several preset periodic orbits: the classic Figure-8, plus newly discovered 3D solutions from Li and Liao's recent database of 10,000+ orbits (https://ift.tt/UmcXwJZ) - Full 3D camera controls (rotate/pan/zoom) with body-following mode - Force and velocity vector visualization - Timeline scrubbing to explore the full orbital period The 3D presets are particularly interesting. Try "O₂(1.2)" or "Piano O₆(0.6)" from the Load Presets menu to see configurations where bodies weave in and out of the orbital plane. Most browser simulators I've seen have been 2D. Built with Three.js. Open to suggestions for additional presets or features! https://ift.tt/Qdzp3Eo November 18, 2025 at 12:00PM

terça-feira, 18 de novembro de 2025

Show HN: Optimizing LiteLLM with Rust – When Expectations Meet Reality https://ift.tt/VpBjynd

Show HN: Optimizing LiteLLM with Rust – When Expectations Meet Reality I've been working on Fast LiteLLM - a Rust acceleration layer for the popular LiteLLM library - and I had some interesting learnings that might resonate with other developers trying to squeeze performance out of existing systems. My assumption was that LiteLLM, being a Python library, would have plenty of low-hanging fruit for optimization. I set out to create a Rust layer using PyO3 to accelerate the performance-critical parts: token counting, routing, rate limiting, and connection pooling. The Approach - Built Rust implementations for token counting using tiktoken-rs - Added lock-free data structures with DashMap for concurrent operations - Implemented async-friendly rate limiting - Created monkeypatch shims to replace Python functions transparently - Added comprehensive feature flags for safe, gradual rollouts - Developed performance monitoring to track improvements in real-time After building out all the Rust acceleration, I ran my comprehensive benchmark comparing baseline LiteLLM vs. the shimmed version: Function Baseline Time Shimmed Time Speedup Improvement Status token_counter 0.000035s 0.000036s 0.99x -0.6% count_tokens_batch 0.000001s 0.000001s 1.10x +9.1% router 0.001309s 0.001299s 1.01x +0.7% rate_limiter 0.000000s 0.000000s 1.85x +45.9% connection_pool 0.000000s 0.000000s 1.63x +38.7% Turns out LiteLLM is already quite well-optimized! The core token counting was essentially unchanged (0.6% slower, likely within measurement noise), and the most significant gains came from the more complex operations like rate limiting and connection pooling where Rust's concurrent primitives made a real difference. Key Takeaways 1. Don't assume existing libraries are under-optimized - The maintainers likely know their domain well 2. Focus on algorithmic improvements over reimplementation - Sometimes a better approach beats a faster language 3. Micro-benchmarks can be misleading - Real-world performance impact varies significantly 4. The most gains often come from the complex parts, not the simple operations 5. Even "modest" improvements can matter at scale - 45% improvements in rate limiting are meaningful for high-throughput applications While the core token counting saw minimal improvement, the rate limiting and connection pooling gains still provide value for high-volume use cases. The infrastructure I built (feature flags, performance monitoring, safe fallbacks) creates a solid foundation for future optimizations. The project continues as Fast LiteLLM on GitHub for anyone interested in the Rust-Python integration patterns, even if the performance gains were humbling. Edit: To clarify - the negative performance for token_counter is likely in the noise range of measurement, suggesting that LiteLLM's token counting is already well-optimized. The 45%+ gains in rate limiting and connection pooling still provide value for high-throughput applications. https://ift.tt/Ti1OewG November 18, 2025 at 01:32PM

Show HN: Strawk – I implemented Rob Pike's forgotten Awk https://ift.tt/JVAFlkW

Show HN: Strawk – I implemented Rob Pike's forgotten Awk Rob Pike wrote a paper, Structural Regular Expressions ( https://ift.tt/hn7NXTJ ), that criticized the Unix toolset for being excessively line oriented. Tools like awk and grep assume a regular record structure usually denoted by newlines. Unix pipes just stream the file from one command to another, and imposing the newline structure limits the power of the Unix shell. In the paper, Mr. Pike proposed an awk of the future that used structural regular expressions to parse input instead of line by line processing. As far as I know, it was never implemented. So I implemented it. I attempted to imitate AWK and it's standard library as much as possible, but some things are different because I used Golang under the hood. Live Demo: https://ahalbert.github.io/strawk/demo/strawk.html Github: https://ift.tt/LN8qivZ November 18, 2025 at 10:55AM

American Truck Simulator: 1.57 Update Release

Today, we have some positive news for all our players of American Truck Simulator. The 1.57 update is now officially released, so you can explore the new features it brings!

We would like to thank everyone who participated in the Open Beta and reported any bugs. As always, this really helped us fine-tune the update so everyone can enjoy it without issues. Now, let's take a look at what's new!

HDR Support

We have implemented HDR (High Dynamic Range) support in the game. HDR is a feature that enhances image quality, allowing players with HDR-compatible monitors or TVs to experience richer colors and improved contrast.

Alongside HDR, we have also updated the brightness setup to give players more control over visual settings. This includes a dedicated setup screen where you can preview your brightness adjustments on actual in-game images, as well as an HDR Calibration feature, which lets you fine-tune the HDR effect using a simple slider.

For players using HDR-compatible displays, the feature will be automatically detected in the game, ensuring that you get the best possible visual experience from the moment you start playing.

Reworked Players' Company Logos

Update 1.57 refreshes your company identity with a new set of logos to choose from when creating or updating your profile. The classic designs were modernized to give every company a fresh but familiar look.

Cursor Navigation Enhancements

With this update, we've also fine-tuned the cursor navigation experience. The cursor speed is now consistent across all screen resolutions, and the overall speed has been slightly increased when using a controller, making navigation smoother and more responsive.

Changelog

Map

  • Minor Existing Gas Stations Changes (Preparation for Road Trip)
Visual
  • HDR Support
  • Reworked Players' Company Logos
UX
  • Cursor Navigation Enhancements

Make sure to stay tuned for more updates from American Truck Simulator by following us on X/TwitterInstagramFacebookBluesky, and TikTok, or by subscribing to our newsletter! Until next time, keep on truckin'!



source http://blog.scssoft.com/2025/11/american-truck-simulator-157-update-release.html

DJ Sandro

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