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Many hard LeetCode problems are easy constraint problems

September 10, 2025 Many Hard Leetcode Problems are Easy Constraint Problems Use the right tool for the job. In my first interview out of college I was asked the change counter problem: Given a set of coin denominations, find the minimum number of coins required to make change for a given number. IE for USA coinage and 37 cents, the minimum number is four (quarter, dime, 2 pennies). I implemented the simple greedy algorithm and immediately fell into the trap of the question: the greedy algor

Many Hard LeetCode Problems Are Easy Constraint Problems

September 10, 2025 Many Hard Leetcode Problems are Easy Constraint Problems Use the right tool for the job. In my first interview out of college I was asked the change counter problem: Given a set of coin denominations, find the minimum number of coins required to make change for a given number. IE for USA coinage and 37 cents, the minimum number is four (quarter, dime, 2 pennies). I implemented the simple greedy algorithm and immediately fell into the trap of the question: the greedy algor

Optimi-Zi(n)g Sudoku-Solving

Optimi-Zi(n)g Sudoku-Solving 26 July 2025 , in Olivier's log One of the first program that I wrote in Zig (in September 2023) was a Sudoku-Solver, implementing the dancing-links (DLX) algorithm. I decided to revisit this program recently to experiment with benchmarking and try to increase its speed. Dancing-Links (DLX) algorithm applied to sudoku The Dancing-Links algorithm is an efficient backtracking algorithm to solve "exact-cover" problems, by using a matrix of 0 and 1s. Dancing Links o

The Electron E1 Processor

Innovation demands processors that can keep up. Readily available processors are built on technology that is over 70 years old. This limits innovation. To meet modern demands, processors must be entirely reimagined, breaking free from the constraints that have plagued computing for decades. This spatial dataflow architecture supports general-purpose computing, without being bound by the constraints of traditional processor designs or limited by fixed-purpose accelerators. The Electron E1

Herringbone Tiles

Herringbone Tiles Sean Barrett Silver Spaceship Software In this paper I'll describe a method for expanding on the technique of Wang Tiles for generating large 2D regions from smaller ones. I call the technique "Herringbone Wang Tiles" or just "Herringbone Tiles". It is also of particular relevance to the map system used in Infamous by Sucker Punch. For an unreleased indie CRPG I worked on in 2010, I used an extremely simple method of dungeon map generation. It involves assembling a large

Delaunay Mesh Generation (2012)

Delaunay Mesh Generation Our book is a thorough guide to Delaunay refinement algorithms that are mathematically guaranteed to generate meshes with high quality, including triangular meshes in the plane, tetrahedral volume meshes, and triangular surface meshes embedded in three dimensions. It is also the most complete guide available to Delaunay triangulations and algorithms for constructing them. We have designed the book for two audiences: researchers, especially graduate students, and engin

Florida Cat Named Pepper Brings Home Never-Before-Seen Virus—for the Second Time

Last year, Pepper, a pet cat who roams the backyards of Gainesville, Florida, helped a scientist discover a new viral strain. Now, the furry feline is back at it again. In a new study, scientists have once again discovered an exotic virus infecting a dead rodent that had been caught by Pepper. This time around, Pepper’s furry hunting trophy helped researchers pinpoint an unidentified strain of orthoreovirus, a type of virus that infects humans and other mammals. The findings, and the virus’s co

Augmented Vertex Block Descent (AVBD)

Augmented Vertex Block Descent (AVBD) Vertex Block Descent is a fast physics-based simulation method that is unconditionally stable, highly parallelizable, and capable of converging to the implicit Euler solution. We extend it using an augmented Lagrangian formulation to address some of its fundamental limitations. First, we introduce a mechanism to handle hard constraints with infinite stiffness without introducing numerical instabilities. Second, we substantially improve the convergence in th