Hi HN! I’m Barnaby, founder of machine0 (https://machine0.io). I’m building a CLI for long horizon agent compute: `machine0 new mybox` gives your agent a persistent cloud VM, billed by the minute, from $0.013/hr up to 60 vCPU / 240 GB RAM and GPUs (H100s, H200s etc), with 99.99% VM level uptime. Agents self drive via CLI or MCP.Demo: https://www.youtube.com/watch?v=gyllkZ0M04EAgent workloads are moving from ephemeral to always-on. A coding agent working on a complex feature runs 6-8 hours. Agent orchestrated training & RL runs take days. OpenClaw & Hermes run 24/7. As you run more in parallel:- Resources: a few agents on a large codebase saturate RAM and CPU. Model training and RL needs GPUs you don't have.- Security: `--yolo` on your personal machine is one prompt injection away from exfiltrated credentials.- Availability: close your laptop and the agent dies mid-task.- Isolation: there's no clean line between you and the minimum your agent actually needs.machine0 gives every agent its own computer. It's a CLI simple enough that both humans and agents use it without reading docs: `machine0 new mybox` creates an SSH-ready VM with a static IP and HTTPS endpoint. Always on (with 99.99% VM level uptime) until you switch it off.- Billed by the minute. 1 vCPU / 1 GB at $0.013/hr up to 60 vCPU / 240 GB, plus GPUs from RTX 4000 Ada to 8×H200.- Suspend, snapshot and resume. Making it easy to pause your work, and come back to it later. Or to make a golden master image to stamp out clones for a fleet.- Block storage. Persistent volumes (from 10 GB to 16 TB) that you can manage with intuitive grammar: `--yolo` and attach to your VMs.- Profiles. Bundles of credentials, MCP connections, prompts, and env vars, injected at VM creation. So each agent gets exactly the capabilities you choose, and nothing else.- Agents self-serve. Hand the CLI or MCP server to Claude, Codex, or OpenCode and it manages its o
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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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