My Downloads folder had been left unkept for a really long time and cleaning it up using Finder was quite cumbersome. So I started creating a simple app to help me filter out and delete or move the files in the folder.It started out very basic and the filtering options genuinely helped me clean out the Downloads folder, then as I thought of more features I would like to see in a file manager I started to add them. Some of the features are:- Fuzzy go to folder/file where you only need to write a few letters of a full path, get suggestions and can jump to the correct path instantly - Hover over a file to preview an image or PDF without opening it - Dual-pane view and tabs that remember selected filters - Command palette to find actions fast - Batch rename (with regex support and presets for common operations), image conversion (HEIC/WebP/AVIF to JPG/PNG), zip creation - Bookmarks, Quick Look, single-click open, keyboard controlAnd many other small quality of life features.I used Claude Code for making the app and the tech stack is .NET/C# with AppKit. The app is compiled to Native AOT so the total app size is only around 9 MB. Since file operations are very important to get right (I don’t want to lose any important files) I put a lot of time into hardening file move/copy/delete operations. Copies are written to a temp file and atomically renamed into place. I also made a dedicated audit of move/copy/delete and verified each operation by hand.Another thing that’s important to me is apps that are privacy first so the only network request the app makes is to check if there’s a new version (this is not done at all for the trial version, the trial expiry date is enforced locally by just checking the date and trusting the user) and the only information that is sent is the current app version.The app is Apple Silicon, macOS 12+ and has a 30-day free trial with a one-time launch price of $19.99 (no subscription).
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Last summer we faced a conundrum at my company, Tiger Data, a Postgres cloud vendor whose main business is in timeseries data. We were trying to grow our business towards emerging AI-centric workloads and wanted to provide a state-of-the-art hybrid search stack in Postgres. We'd already built pgvectorscale in house with the goal of scaling semantic search beyond pgvector's main memory limitations. We just needed a scalable ranked keyword search solution too.The problem: core Postgres doesn't provide this; the leading Postgres BM25 extension, ParadeDB, is guarded behind AGPL; developing our own extension appeared daunting. We'd need a small team of sharp engineers and 6-12 months, I figured. And we'd probably still fall short of the performance of a mature system like Parade/Tantivy.Or would we? I'd be experimenting long enough with AI-boosted development at that point to realize that with the latest tools (Claude Code + Opus) and an experienced hand (I've been working in database systems internals for 25 years now), the old time estimates pretty much go out the window.I told our CTO I thought I could solo the project in one quarter. This raised some eyebrows.It did take a little more time than that (two quarters), and we got some real help from the community (amazing!) after open-sourcing the pre-release. But I'm thrilled/exhausted today to share that pg_textsearch v1.0 is freely available via open source (Postgres license), on Tiger Data cloud, and hopefully soon, a hyperscalar near you:https://github.com/timescale/pg_textsearchIn the blog post accompanying the release, I overview the architecture and present benchmark results using MS-MARCO. To my surprise, we were not only able to meet Parade/Tantivy's query performance, but exceed it substantially, measuring a 4.7x advantage on query throughput at scale:https://www.tigerdata.com/blog/pg-textsearch-bm25-fu
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Hi HN!I recently switched from a Fedora/GNOME laptop to a MacBook Air. My old setup served me well as a portable workstation, but I’ve started traveling more while working remotely and needed something with similar performance but better battery life. The main thing I missed was a simple taskbar that shows the windows in the current workspace instead of a Dock that mixes everything together.I built boringBar so I would not have to use the Dock. It shows only the windows in the current Space, lets you switch Spaces by scrolling on the bar, and adds a desktop switcher so you can jump directly to any Space. You can also hide the system Dock, pin apps, preview windows with thumbnails, and launch apps from a searchable menu (I keep Spotlight disabled because for some reason it uses a lot of system resources on my machine).I’ve been dogfooding it for a few months now, and it finally felt polished enough to share.It’s for people who like macOS but want window management to feel a bit more like GNOME, Windows, or a traditional taskbar. It’s also for people like me who wanted an easier transition to macOS, especially now that Windows feels increasingly user-hostile.I’d love feedback on the UX, bugs, and whether this solves the same Dock/Spaces pain for anyone else.P.S. It might also appeal to people who feel nostalgic for the GNOME 2 desktop of yore. I started my Linux journey with it, and boringBar brings back some of that feeling for me.
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### Describe the project you are working on Godot C# bindings ### Describe the problem or limitation you are having in your project For the past weeks, I've been discussing with several Unity users intending to move to Godot C# regarding dealing with the C# garbage collector. The most common complaint I hear from users is that, in Unity, allocations can trigger unexpected GC spikes into the game. In Godot, we target to make all of the high performance APIs (those that intended to be called every frame) not allocate any memory, so theoretically the GC should not be a problem. Additionally, Godot starting from 4.0, uses the Microsoft CoreCLR version of .net, which also supposedly has a better garbage collector than Unity. But in all, after several discussions with Unity users, neither is enough reassurance for them, and they would really feel safer if Godot exposed a zero allocation API. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation The idea of this proposal is that Godot exposes zero allocation versions of many functions in the C# API, that users can use if they desire. Technically, this could be done from the binding generator itself, without breaking compatibility, and without doing any modification to Godot itself. ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams **WARNING** I am not familiar with C#, so take this as pseudocode. Imagine you have two functions exposed as to C#: ```C# void MyClass.SetArray( Vector2[] array); Vector2[] MyClass.GetArray(); ``` This works and is pretty and intuitive. However, it has two problems: * GC is allocated on return * Memory is copied to Godot native formats every time there is a call. The idea is to add NoAlloc versions, which can be generated directly by the binder automatically when required: ```C# void MyClass.SetArrayNoAlloc( Godot.Collections.PackedVector2Array array); void MyCl
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