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A breakdown of common computer science concepts that often overlap but have distinct purposes. 1. Parsing Definition: Parsing is the process of analyzing a string of data (like text or code) to understand its structure and convert it into a more usable format, such as a data structure (e.g., parsing JSON into a JavaScript object). Opposite: Stringification / Serialization You serialize (or stringify) a structured object into a string and then parse it back. 🔹 2. Serialization Definition: The process of converting a data structure (like a Python dictionary or JavaScript object) into a format that can be stored or transmitted (e.g., JSON, XML, binary). Opposite: Deserialization / Parsing Deserialization turns the serialized string/data back into the original structure. 🔹 3. Encoding Definition: Conversion of data into a specific format using a known scheme so it can be safely stored or transmitted (e.g., UTF-8, Base64). Opposite: Decoding Decoding reverses the process using the same scheme (e.g., Base64 decoding). ✅ Encoding is not encryption — it’s easily reversible and not meant for security. 🔹 4. Hashing Definition: Hashing transforms input data into a fixed-size string of characters (hash). It’s one-way — designed to be irreversible (e.g., SHA-256 for passwords). Opposite: ❌ None (by design) Hashing is irreversible. You can’t get the original input from the hash. 🔹 5. Encryption Definition: Converts data into a scrambled (ciphertext) format using an algorithm and key, meant to be reversible for authorized parties. Opposite: Decryption With the correct key, encrypted data can be decrypted back to the original. 🔹 6. Signing (Digital Signing) Definition: Produces a cryptographic signature of data using a private key to ensure integrity and authenticity (e.g., in JWT, emails). Opposite: Verification The receiver uses the public key to verify the data’s authenticity and integrity. 🔹 7. Salting Definition: Adds random data (a "salt") to inputs (often passwords) before hashing to defend against precomputed attacks (rainbow tables). Opposite: ❌ None exactly There’s no "reversing" salting — it just strengthens the hash. But during verification, you recompute the hash using the stored salt. 🔹 8. Obfuscation Definition: Makes code difficult to understand or reverse-engineer (e.g., renaming variables, flattening logic). Opposite: Deobfuscation This means trying to interpret or reconstruct the original logic of obfuscated code. ⚠️ Obfuscation is not security, just makes code harder to read. 🔹 9. Minification Definition: Removes all unnecessary characters (spaces, comments) from code without changing its functionality — for performance. Opposite: Beautification / Pretty-printing Adds indentation, spaces, and formatting to make code readable again. 🔹 10. Compression Definition: Reduces the size of data using algorithms (e.g., gzip, zip). Can be lossless (no data lost) or lossy (some data discarded). Opposite: Decompression / Extraction Restores the data back to its original or usable form.
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Replying to @0x6080604052
Oh heeeeeeeeeeeeell no. Not even REMOTELY comparable to what static reflection in C offers. 1) That MACRO is INTRUSIVE and must be included on every type declaration, while C can do it with one completely non-invasive standalone, generic template routine. 2) Static reflection can do waaaay more than simple stringification of struct members based on static type. Not evenin the same ballpark in terms of power. 3) Don't worry, though, a renowned developer DID look into the feasibility of adding static reflection to Rust as well... and his conclusion? No way in fucking hell. The language and its weak generics/type system are fundamentally not powerful enough to represent it: soasis.org/posts/a-mirror-fo…
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OoOoooO my GOD, YEEEES!!! I've waited for C 26's static reflection to make it into GCC for sooooo long... and here she is: running on a freaking Sega Dreamcast!!! This crazy abomination of a constrained constexpr function template, enum_to_string(), takes the value of an enumeration then reflects back upon its type at compile-time, returning the string identifier name that corresponds to the given value... providing us with a mechanism for automatic stringification of compile-time enumeration values! I'm most excited to explore what static reflection has to offer in C 26 for the sake of auto-generating Lua bindings and wrappers to other languages, reflectively... ...If nothing else, it's totally worth it to master these features to freak out and morally offend my C programmer colleagues. 🤣
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Replying to @arshadyaseeen
a bottleneck I am still facing in TanStack Start's compiler is stringification of the transformed AST. Does yuku solve this as well?
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Replying to @sodolomeya
typically when peeking. new players dont fully adjust to stringification, so when it comes to peeking (like in snipers,) they just move side to side to dodge or take coverage!
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Fumadocs MDX: improved llms.txt generation, now you can control the stringification easier.
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Replying to @savinginho
FUCKKK the invisible stringification of the shaq lore
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how is that going to help me with JSON or enum stringification? 🤔
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#BuildInPublic — Week 8 (2026) This week was about eliminating the "silent failures" that plague cross-chain deployments and tightening the integration between our off-chain compute and on-chain state. No fluff—just hardening the infrastructure. ⛓️ RPC Resilience & Transaction Lifecycle Ethereum Mainnet remains the ultimate boss fight for sequential contract deployments. We’ve moved away from standard provider assumptions to a more aggressive management style: Logic-Based Retries: Implemented a custom retry loop specifically for unbroadcasted transactions and "no-response" RPC states. If a deployment doesn't hit the mempool within a specific window, the system now forces a re-submission rather than hanging the user session. Provider Redundancy: Integrated QuickNode alongside Alchemy, utilizing Gzip compression to reduce payload latency and ensuring we have failover endpoints for high-congestion periods. Root Cause Analysis: Formally documented the "Ethereum Mainnet Transaction Delay" issue—analyzing how sequential dependency calls break when gas spikes or RPC nodes lag. 🧠 Verifiable Compute: The Arbitrum Migration Our iApp (Institutional App) has officially migrated from Bellecour to Arbitrum Sepolia to align with our production scaling strategy. TEE Data Serialization: Resolved I/O errors between the Cron API and the iExec SDK by moving to Base64 encoded payloads. This ensures the TEE can reliably parse input arguments for rebalancing logic without stringification artifacts. 🛠️ Infrastructure & State Management Redis Keyspace Notifications: Enabled notifications for the WebSocket layer instead of polling. Automated Vault Upgrades: Wrote and executed a Solidity script to batch-upgrade legacy FeeVault contracts. This ensures all historical vaults are compatible with our new automated distribution logic. CCIP Cost Modeling: Finalized a comparative analysis of Chainlink CCIP transaction costs across 6 chains to optimize our "Burn & Mint" paths for the BYOI (Bring Your Own Index) flow. The infrastructure is becoming more deterministic. The edge cases are being closed. Step by step. #NEXProtocol #DeFi #Web3Engineering #iExec #Ethereum #BuildInPublic
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Best game award of lost identity and its audience at the same time goes to IDreamSky!! Pardon my language: Please get your SHIT together. Removing or limiting stringification = Game loses its uniqueness & what made it Strinova in the first place. If only we had more players 🫠
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(CN) Patch notes for v14.2 of the Calabiyau Test Server are out! Link to original: klbq.idreamsky.com/newsDetai… Translation: 1. New Superstring Agent - Cielle As a duelist for Urbino, she has immensely powerful breakthrough abilities at close range; she can be the first person engaging in duels, using her shield to protect herself while passing through the most dangerous areas and forcing the defending enemies to retreat. When facing advancing enemies, with her ramming ability and shotgun combo, she can deal major blows to the enemy; when a round is in deadlock, a Cielle strengthened by her Ultimate skill acts as the sword that cuts open the enemy's lines of defense; being skilled with balancing use of her shield and shotgun, carefully routing the map, and finding the best time to strike, is the key to unlocking her full potential. Faction: Urbino Duelist Active Skill: Mechanical Shield - Cielle puts down an Energy Shield that blocks damage, and she can ram with the shield while it's active; when the Energy Shield is damaged, Cielle recovers a certain amount of her armor, and collecting the Energy Shield slowly regenerates its HP. Passive Skill: Automatic Magazine - Cielle's weapon will automatically reload after not being pulled out for a certain amount of time. Ultimate Skill: Paramount Defense - Cielle's shield strengthens and stacks itself, increasing the HP of the Energy Shield and lowering the cooldown time to ram, increases knockback from ramming. Tactical Skill: Gravity Binder - Throw out a gravity field which sucks enemies in and deals damage to them once thrown, deals extra damage to spawned entities. The gravity field can be destroyed. Upgrades: Gun: Base Damage/ Rate of Fire, Magazine Capacity/ Reload Speed, Sprint Speed/ Stringified Damage, Spread Control/ Headshot Damage Skills: Shield Max HP 100/Shield Damage to Armor Ratio 50%, Passive Skill reload speed -1s Agent: Light Armor/Heavy Armor, 15% Stringified Movement Speed/ 25% Stringified Damage Reduction Awakenings: Awakening 1 (requires 1 gun upgrade and 1 agent upgrade): - After ramming or placing her tactical skill, Cielle gets a temporary movement speed buff. Awakening 2 (requires 1 gun upgrade, 1 skill upgrade and 2 agent upgrades): - When her Energy Shield is up, holding the right mouse button explodes it, dealing damage to enemies in front of it. Awakening 3 (requires 1 gun upgrade, 2 skill upgrades and 1 agent upgrade): - When her Energy Shield is raised, all damage dealt to Cielle will be absorbed by her Energy Shield. 2. New Maps 2.1 Seasonal-Themed Maps - As Chinese New Year is approaching, we've prepared a special festive surprise for the battlefield once more! After the update, [Area 88] and [Snowveil District] will temporarily have Chinese New Year themed decorations up. We hope that all Navigators can soak in the Chinese New Year atmosphere during battle! 2.2 Work-in-progress Outbreak Map (imgur.com/a/UJ2biWe) - This map is still in its testing phase, and will require a longer time to fully polish it, so the date of official release is still unconfirmed. 3. Gamemode Updates 3.1 Crystal Clash - An all-new upgraded version of [Crystal Scramble] is now going to be online! This time, the gamemode hasn't just been adjusted a bit stats wise, we've also added a new mechanic, which hopefully makes Navigators' mining experiences more fun! - [Crystal Clash] turns the original [Crystal Scramble] 7v7 two-team experience into a 5v5v5 three-faction duel, bringing about a more constantly shifting battlefield. - In this gamemode, there's a new mechanic — explosive mining, turning the mining experience into one that is full of suprises and excitement: mining this way now gives you a chance to obtain massive amounts of crystals at once! - [Crystal Clash] will take place in an upgraded [Dirac Mine], a Bablo Crystal mine sandwiched in-between the Wilderness and the urban areas of Calabiyau. As the fight to control Bablo Crystals gets fiercer, the 3 factions duke it out to try and assert their power over this mine, and a battle for the ages for the right to control these resources is about to happen! 3.2 Outbreak Random Rules - At the start of every round, there may be some special rules and regulations that change the game slightly, bringing a completely new experience to all Navigators. New Player Card Recommendation System - When cards can be drawn, a "Recommended!" icon will show up on certain cards for all Navigators, making it easier to pick between cards. 3.3 Map Workshop - Some well-built maps from the Map Workshop have been added into a [Crystalling Escape] gamemode queue. - The middle checkpoint can now have a delay manually set by the creator, after the delay is over, the next checkpoint will activate. - Maximum middle checkpoint count has been increased from 5 to 15. - The maximum amount of supply drops for Crystallines and Superstrings that can be placed in [Crystalline Escape] have been increased from 20 to 50. - A new [Defense Tower] (imgur.com/a/0UJOMsd) module has been added to the Map Workshop that works on all gamemodes: a. This module can be destroyed, can have its stats changed, has the ability to ignore invisible enemies or skills that block sightlines, it can automatically attack enemies within its range, and it will not be able to attack enemies outside of its range. b. This module can only be destroyed using certain sources of damage, such as primary weapons, secondary weapons, melee weapons, etc. - In [Crystalline Escape], Lilith's ultimate skill has had its base damage reduced from 300 to 10, but other damage buff percentages have not been adjusted. - In [Crystalline Escape], after entering the escape point as a Superstring, there will now be visual and sound effects to make sure Superstrings know that they are in an escape point. (imgur.com/a/CxnygTN) 4. Balance Adjustments 4.1 Gun Adjustments - Improved spread transition when moving or jumping, now, when Navigators start to float/move/jump, the spread of their guns will not immediately switch to the spread values of those actions, instead they will slowly transition to those spread values. 4.2 Superstrings Reiichi String Energy Network - The Core upgrades will be swapped to [ ADS Speed] and [ Base Rate of Fire] - The Accuracy upgrades will be changed to [ Spread Control] and [Multi-shot Mode] - By purchasing [Multishot Mode], the amount of bullets shot from his Dawn will increase from 1 to 4, hipfire and shoulderfire spread patterns will become fixed, and the spread coefficient while shooting in the air has been changed to 2 from 3 previously. Eika String Energy Network - The [ Base Damage] buy option has been replaced with [Double-shot Mode]; every time Eika fires her gun, she will rapidly fire 2 pellets with reduced base damage but increased magazine capacity and reload speed. - The [ Headshot Damage] buy option has been replaced with [ ADS Bullet Convergence]; after purchasing it, during ADS mode, pellets will converge together more, with reduced base damage but increased damage at range and headshot damage. Flavia Abilities - Her ultimate skill's Phantom Zone now activates in 0.5s instead of 0.75s previously, and her state of invincibility will now last 4.5s instead of 4s. Baimo Weapon - Baimo's Freedom Reign now reloads 35% faster. - His Freedom Reign now deals 75% damage to stringified enemies versus 67% previously. Abilities - His passive skill has been changed to: Swift Movement: After taking damage from grenades or weapons, using his active skill, or using stringification to dodge bullets, Baimo will gain a short movement speed buff. - His active skill now allows for dashes in different directions by dashing while pressing the corresponding movement key. - His tactical skill can now bounce on walls once. String Energy Network - The [ Base Damage] buy option has been replaced with [Full Auto Mode]. - The [ Headshot Damage] buy option has been replaced with [ ADS Bullet Convergence]; after purchasing it, during ADS mode, pellets will converge together more, with reduced base damage but increased damage at range and headshot damage. - His Awakening 1 has been changed to: Rhythm Adjustment: After using Baimo's active skill, continuously regenerate armor, this effect will not be interrupted by taking damage. - His Awakening 2's vision obscuring paint now affect enemies up to 5.5m away instead of 5m away previously, obscures their vision for 1.2s instead of 1.3s, and has a new effect: When dashing, gain a 33% damage reduction effect that reduces damage taken from non-weapon sources. Audrey Abilities - Her active skill and ultimate skill's turrets now activate 43% faster. - Her turret/gun's cooldown rate when not overheated has been reduced by 20%. String Energy Network - Her Awakening 2's automatic turret now deals 10 damage per bullet instead of 8 damage per bullet. Maddelena Weapon - Slightly improved her Chroma's spread control. Abilities - Her ultimate skill's paint bubble now takes 5s to fully expand compared to 4s previously. String Energy Network - The [ Base Damage] buy option has been replaced with [Double-shot Mode]; every time Maddelena fires her gun, she will rapidly fire 2 pellets with reduced base damage but increased magazine capacity and reload speed. - Her Awakening 1 now regenerates 4 HP per second instead of 3 HP per second, and has a new effect: allies within her paint gain a big movement speed boost. Celestia Abilities - Her ultimate skill can now be deployed when she is mid-air. String Energy Network - Her Awakening 3 has been adjusted to: No longer gives the target extra temporary armor, but instead increases the limit of the target's armor, lasts for longer, and immediately regenerates a huge chunk of armor. Fuchsia Weapon - Her Sawtooth's base damage has been increased to 27 from 26 previously, however its rate of fire has been decreased from 650 to 630. Abilities - Her active skill's cooldown time has been decreased to 20s from 25s previously. String Energy Network - Her Awakening 2 will now grant Fuchsia an extra 30 HP while knocked down. - Her Awakening 3's movement speed debuff now lasts for 3s instead of 2s previously. 4.3 Secondary Weapons Stinger - Base damage increased from 15 to 16. 4.4 Sword Clash, Bobblehead Brawl & Outbreak - The Scythe's right click skill now lets you fly at an adjusted 40m/s instead of 50m/s previously, and damage dealt after successfully parrying the Scythe's skill has been increased from 105 to 210. 5. Other Improvements - Navigators can now change the refresh rate of certain skills' effects in the graphics settings for the game. (imgur.com/a/h0NyBTN) - If there is not enough space for Galatea's clones to spawn, there will be a notice that pops up saying "Insufficient space, teleportation failed." (imgur.com/a/WF2d17O) - The buy option [ Control Speed] has been changed to [ ADS and Gun Switching Speed]

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(CN, Global?) Recently, Kalu did a stream where multiple Calabiyau content creators got to ask the developers some questions, and we got some interesting answers. View the full replay here: bilibili.com/video/BV1oLm2By… Translation: Q: Currently, in the Outbreak gamemode, there's been an increased number of bots in a game compared to last time; those bots are way too cracked, they only go for supply drops and 10 of them chase after 1 player, making the Outbreak experience not as exciting, will there be plans to reduce the bot count? A: This is something we've fixed, the reason there are so many bots is because we changed some things which bugged out and now flood games with bots, it's not actually because nobody is playing Outbreak anymore; we've also received a lot of reports and now it should be that there are less bots in-game, and about the "bots only going for supply drops" problem, we've raised those concerns with our bot AI team, and they're currently working on improving their logic, like for example not hard targeting 1 player or only going for supply drops and nothing else, expect those changes to come into effect around January next year. Q: There are a lot of cards and decks with special abilities available for Outbreak, but usually the game duration is very short, giving players only around 10s of fun in the Final Showdown. Will there be plans to, say, extend the Final Duration to a minimum of 30s? A: This is something we've talked about internally quite a lot, since it does change up some dynamics of the game and extend the game duration by quite a bit if we were to implement something like a 40s Final Showdown for example. We might try to implement this in future test servers to fit the current length of the game, but it'll mostly come down to whether or not players want this to happen. Q: So far, this year, there's only been 1 map that's released in the beginning of the year (Orcanus), are there any plans for more frequent map releases next year? A: There will definitely be a new map next year, though it won't be as frequent as last year, because we feel that this is just about enough to keep the game fresh, and also we've received feedback in the past that a lot of players thought that most maps released far too often and that puts new players off because their layouts and tactics are far too complex to learn in such a short time, though we definitely won't let our artists and devs slack off, this freed up capacity will allow us to focus on other pressing matters, such as the "big map" gamemode. Q: I don't know if you guys still remember, but Port Euler was supposed to have a rework to address the middle section of the map 2 years ago, what happened to 'Port Euler 2.0‘? A: We'd rather focus our development on improving current gamemodes and pushing out better content in the future, which made Port Euler kind of an afterthought, we haven't had any plans to change the layout in the near future. Q: About the "big map" mode, some Superstrings' guns, like Aika/Reiichi/Baimo's, have been undergoing some major changes, could it be in preparation for the "big map" mode? A: Some Superstrings' skills and guns are very intertwined with each other, so with Gunslinger Showdown and some balance adjustments we've tried to lessen their connections, and we'll slowly release more information about this "big map" mode as we make progress on its development, so stay tuned. Q: About Crystalline Escape, there's a lot of good maps, but nobody wants to go through the hassle of downloading a map and opening it in a custom room, will you guys make an official map for it as sort of an example and a custom mode queue? A: There's a lot of good new maps for sure, and we're currently working on something, including queues for some highly-rated custom maps to make the gamemode more popular, I will meet you guys again in January. Q: About Cielle, what hair color does she have? A: Orangey-red, closer to orange. Q: About separating Superstrings from their guns, what made you walk down this road? A: If we want to keep making new content and new gamemodes, without separating them, it's very hard to innovate, and just focusing on Demolition is not something that everyone is looking forward to, and we've received feedback from players that indicates that we basically have to separate them if we're to make something bigger. Look at the other Battle Royale/Extraction shooters with big maps, they have more freedom in the sense that they don't need to think about this problem at all. Q: Why are so many players quitting this game? A: Calabiyau has been open for 2 years at this point, it's probably that we still have a lot of areas that we can do much better in, we haven't been able to satisfy everyone, hopefully we can improve in the future. Q: There's been leaks that Lilith's Advanced Warrant will cost 398 RMB, making her skin quite expensive. Is there going to be a discount for it? A: It's actually 98 RMB, not 398 RMB, I'm not sure what the 3 was but the dataminers probably misread it. (FALSE YOU PUT ¥398) You can buy the Advanced Warrant for 98 and get Lilith's epic skin and some Outbreak Standard Card Packs; The free Warrant only needs you to play 5 Outbreak games every week for 4 weeks to get another 5 Outbreak Standard Card Packs, which is faster than Card Express but also they have the same quests which means you can get more Outbreak Standard Card Packs at the same time compared to the past. Q: Can there be more Outbreak events with lore, like Operation Restraint? A: For sure, we're definitely going to invest into that since a lot of players seem to be very interested in it, as well as more lore/stories for certain Superstrings, the overall worldview and special days. To everyone who's interested in the lore, do be patient since Cielle will also be involved in some future stores, so keep your eyes peeled. Also, real quick, I need to clear some things up. Last developer livestream, I mentioned Cielle was a 'loli', but it seems that everyone's definition of loli is very different than mine, she's closer in age and appearance to Kanami than, say, Eika or Yvette. Q: There are players out there that create some amazing maps on the Map Workshop, could we potentially get a queue for those UGC maps regardless if they're for Crystalline Escape or not? A: I'll talk to the UGC team about that, actually I'll collect and summarize all the points you guys mentioned today and discuss them with the different teams, though about UGC map queues we'll have to see how Crystalline Escape and its maps do first if it's added to its own queue, and based on its stats and metrics, see if they're high enough to warrant further talks about UGC map queues. Q: The current v14.1 Calabiyau Test Server has reworked quite a lot of old characters, will there be a bigger rework in the future for these old characters? A: Yes. Q: Could you tell us more about it? A: Some of these older characters, for example, Reiichi, have way too big of a gap between the skill floor and skill ceiling. In the hands of a veteran, he could be hitting 180s all the time, but in the hands of someone less experienced, he could miss every shot, which is why last time we kind of reduced his headshot damage but increased his average damage. The idea was to make the gap narrower, but we found that just doing that wasn't really enough to combat him missing at closer ranges, so we decided to try out a 3-shot burst mode for the Dawn to increase its usability at closer ranges. Though, it seems that directly changing how his gun operates was heavily protested against by everyone, so in the future we might consider adding it as a buy option, which allows us to appease those who don't want his gun to change while also allowing new and veteran players to explore more options. Q: I miss the spread from Calabiyau Season 1, because the spread in Season 2 got nerfed quite heavily, especially while jumping. Though, I feel like with the smaller hitboxes of most female characters, and also the stringification mechanic which makes the hitboxes even smaller, could we get buffs in spread and kind of move back towards S1 where it was more clumped together? A: This is quite a heated debate, since we also have shoulder fire instead of other games with just hip fire and ADS, buffing spread would kind of make the game too easy and potentially cause issues with future gamemodes. Besides, we kind of want to avoid a similar situation like in S1 where we just have everyone jumping and dashing around while being scarily accurate when shoulder firing, which is pretty unhealthy for the game itself. Q: I really want a new Demolition map added into the game, can we make more Demolition maps less akin to Cosmite where it's more simpler to understand? Like less mechanics, less teleportation pads, etc? A: I feel like the newer mechanics we've implemented in newer maps aren't as good, like they don't really pair with the map well; actually we know what our maps' flaws are and we'll try to make them better even though right now we are very busy; next year we promise there will be at least 1 Demolition map that will be released. Q: What events will there be in the beginning of next year? A: There will of course be a lot of Chinese New Year-related events, so much that your event page will be chock-full of them, and we've also prepared a special "interactive" event where you can participate by talking in world chat, so I wonder how everyone will interact with each other. Q: About hidden MMR, will it ever be changed for the better? A: We'll definitely try to change it, in outbreak for example there was an uptick of bots playing because we kept trying to improve it and accidentally messed up a few settings resulting in an influx of bots. You just have to believe in us. Q: In the future, will there be more maps for existing gamemodes or will there be more gamemodes that utilise existing maps? A: We're definitely trying to shift our views from 'pure competitive' to becoming more casual in nature, and in the process we've developed a lot of new gamemodes, some were very successful but some were total flops. Currently we're making a lot of changes to our mentality as well as in-game stuff; we created some gamemodes which were really popular for a week and immediately dropped off a cliff like Gunslinger Showdown/Conquest/Boom Fest, but even then we'll still keep innovating Outbreak and learn from our past mistakes in developing some of those "slop" gamemodes. Instead of developing many gamemodes at once, our approach is going to be focusing our resources onto a bigger gamemode, like the upcoming "big map" gamemode. Actually, this "big map" gamemode won't necessarily be like a battle royale type of gamemode, it can mean many things. Q: The Legendary Selection event definitely attracted a lot of new and returning players to the game, and one of the rewards that really caught their eyes was the Legendary Outfit/Gun Skin Trial Card, could future major events give away Legendary Outfit/Gun Skin Trial Cards as well? A: Unfortunately I don't really oversee that aspect of the game (commercialisation), nor have I really looked over it, but I can assure you that there will be a lot of rewards in the upcoming Chinese New Year events, like a free Epic skin, the Bablo Packets, lots of Memory Sequences, as well as some new Chinese New Year-themed skins coming to the shop. Though, Legendary Outfit/Gun Skin Trial Cards aren't guaranteed, since I haven't inquired about them yet. Q: The game's art style has like this anime girl theme, right? What direction do you plan to take in the future for character design, like just having Lilith as the only Crystalline agent that fits that style probably isn't enough, would there be more Crystallines themed around, let's say, succubus or those mentally unstable girl stereotypes in the future? A: Our main focus is still on creating Superstring agents, though if I confirm that we are 100% in the process of creating them, and all of a sudden we can't fulfil that promise, we'll definitely have dashed everyone's hopes. Once we get closer to finishing some new agents, we'll meet again talk about new characters in a future (February?) developer interview livestream. Q: In Ranked, most players don't have as much time to learn new maps unlike us content creators, so in the future would there be a feature to select certain maps to queue for? A: I feel like this type of queue is mostly seen in games where Demolition-esque gamemodes are the mainstay, and so we haven't really talked about this internally, because we feel that understanding how to play many types of maps should also reflect your overall skill level, so we haven't given this idea any thought. If you guys really need this option to avoid certain maps, everyone should give us feedback on that whenever we push out satisfaction surveys, because we need a lot of people actually pushing for it and not just the vocal minority to implement it, since there is always the possibility that most of the players simply don't care for or don't want this to be implemented. Q: Let's not talk about Outbreak or Crystalline Escape, what's happened to the PVE gamemode teased back in summer? How's the development for it going? A: Unfortunately, I'm not involved in the development of this gamemode, as I'm mainly working on Outbreak and its cards more. Maybe next time we'll bring it up in the developer interview livestream, sorry guys, I definitely want to participate in the development and try out my own cards though. Also, more about Outbreak, I've saw some players who like have this playstyle where they only go for Supply Drops and farm the Crystallines after that. Part of the reason we did the EXP gain changes when picking up Supply Drops was to kind of punish that playstyle, but maybe players don't really like it. In the future, we'll also try to combat it by maybe increasing the need to interact between Superstrings and Crystallines and maybe decreasing the overall health via adjusting Superstrings and also making changes to certain cards. Q: I mostly play Ranked Demolition, and I've experienced most of the balance changes in the test server; about Baimo's adjustments, what are your plans for him? Do you want him to become a sort of "in-your-face" duelist? Or do you want him to kind of waste the enemy's time? A: Whatever I say represents my opinion and not the other developers' opinions, so about the changes made to him in the v14.1 Calabiyau Test Server, these are just one-time changes, he won't come with all these changes to the main server immediately without warning, so calm down. I think we've kind of made it so that everyone thinks that test server changes must come 1:1 to the main server, but in the future test servers, we'll be experimenting with a lot, for example what direction an agent could take, and rely on you guys' feedback to suitably adjust them. Back to your question, about Baimo, our vision for him is kind of this guerrilla fighter type character. I think his old stringification-blocking passive was a bit overpowered and also unhealthy, because he can just kill people and block them from running away. Our changes to his passive have mainly just been to bring him back down to earth a bit. We can't just adjust his stats willy-nilly either, since his mechanics make it so that just 1 or 2 more pellets or damage would be the difference from him becoming way too overpowered to him becoming useless. A lot of players also just downright hate his current passive, and his awakenings as well. We think we didn't really develop his awakenings or passive that well, but we also have to respect our playerbase, so any changes made would be on things that both sides think aren't that well made to hopefully cater to both sides. We can promise, though, that all changes made to him will first go through testing on the Calabiyau Test Server, before gathering feedback and actually implementing it. Also, if we were to nerf his passive, we'd certainly buff him in other aspects as well. Q: It feels like you guys are thinking of maybe turning Baimo into something closer to Galatea, which means more mobility and a bigger ability to delay the enemy, but it feels like he's missing something, like something to keep his endurance up in his awakenings or buy menu. For example, his new passive requires him to take damage for it to activate, which basically means he'd have to have really low HP all the time just to be useful around the map. A: Actually, when we launched the test server, we had a discussion about Galatea's awakenings fitting pretty well onto Baimo, like maybe every time he dashes he would gain some temporary armor. We did realise that him having like an option to sustain himself while doing what he does best is something that we didn't think about adding, so maybe next time when changing him we'd incorporate that into his buffs and balancing changes. Q: About Reiichi, I feel like my views may differ from yours, but why'd you change him, especially his gun, this much? I feel like he has the most overpowered awakening in the game, which is his Awakening 3 that lets you see through his [Light Screen], and that is one of the reasons why you guys are limiting his gun's ability, but it's also partly the skill's problem. You already said that he will undergo further changes in the future, and this burst mode Dawn is just one of the directions that he could go in, so in the future what plans do you have to balance out his Awakening 3 and his Dawn's strength? A: We have definitely thought of maybe nerfing his Awakening 3, because unless you have Flavia's ultimate or defenders flanking, in the afterplant it's basically impossible to break through and win the round. This is also something we think isn't designed that good. We've thought of nerfing his Awakening 3 in the past, for example bullets passing through the wall would have their damage reduced, or the range of visibility for the attackers would be limited. However, after further discussion, we found that these changes aren't that satisfactory either, and we're still trying to find a way to combat it, which is why we haven't touched his Awakening 3. If he is used in a team with lots of teamwork, with his Awakening 3 and his ultimate skill, the round is basically already won for the attackers if they manage to plant the bomb. I believe most of you have experienced this and find it very frustrating. Thus, we're planning to maybe change his gun up, lower the barrier of entry to use him, but at the cost of his skill's strength in the future. Q: About LMGs and their recent changes to spread in the test server, what were you guys thinking when making the change? A: I haven't really talked with the developers behind that, but if I remember correctly, it's to improve the usability of these LMGs when firing continuously, and also to distance the current LMGs from ARs, since as of now, the LMGs are technically almost no different from ARs. It's mainly just to innovate and create some differences. Though, this change is kind of challenging, because not much people like this change, however I think it's actually a buff, and internal testing confirms this. It is kind of hard to deal with almost full accuracy but also constantly moving characters.
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another day, another rsc vulnerability. → first, we’ve got cve-2025-55184 - a denial-of-service issue. ⋅ the core problem is simple: the rsc deserializer had no cycle detection. if someone sends a payload with circular refs or just absurdly deep nesting, the parser falls into an infinite loop. ⋅ once that happens, node’s event loop is stuck, cpu spikes, and your server basically stops responding. → second, cve-2025-55183 - source code exposure. marked medium, but honestly feels closer to high because it leaks actual code. ⋅ the bug comes from how react serializes server function responses. when arguments get stringified, especially ones used in template literals or returned directly as strings, the serializer would accidentally dump the entire compiled source of that server function into the response. if you had a hardcoded secret in there, it’s gone. ⋅ the attached ref image shows exactly where the `stringification` path was unsafe.
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So has physics failed you? No! Fundamental Physics is fine. But it got hijacked by a crew. That crew created a cult called “The Only Game In Town” or TOGIT. Literally. That is what they called it. Pure hubris and murder. TOGIT failed you. And TOGIT hijacked fundamental physics for 41 years. But science didn’t. Fundamental physics is sitting right where it was overpowered, mugged, robbed, and tied up by String Theory and Quantum Gravity and left for dead in 1984. It’s fine. The Standard Model is amazing. As is general relativity. In fact: it’s totally spectacular. We could get back to work tomorrow if we could get out from under the cult and get our own resources back. But we can’t yet run De-Stringification schools, undo Quantum Gravity Indoctrination and get back to actual science. We are still run by zombie ideologies refereeing fundamental physics. Or what is left of it. And that is why I post like this. It’s a fight to get you to grasp what happened. Similarly for COVID Zoonotic origin theory. Or Economic Theory and Neo-Classical theory. Or Neo-Darwinism. Etc. Etc. You got hijacked. We all did. One and all. And I am suggesting we take OUR cockpits back.
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(CN) Patch notes for v14.1 of the Calabiyau Test Server are out! Link to original: docs.qq.com/doc/DWFRmU3JjeUh… (link is inaccessible, view the untranslated patch notes here: imgur.com/a/Z6AtN0f) Translation: 1. Outbreak Updates 1.1 New Crystalline - Lilith (imgur.com/a/7CEFn4j) Lilith was born from the peoples' overflowing desires within the Sea of Strings, and she is considered to be a Super-Crystalline amongst Crystallines. Active Skill - Thorny Maze - Lilith becomes invisible and gains a movement speed buff which lasts until she attacks an enemy. When approaching an enemy, she will slowly reveal herself. Ultimate Skill - Blossoming Thorns - After jumping, Lilith summons thorny vines in a specific area, inflicting a massive movement speed debuff and heavy damage. The vines can be destroyed before they extend outwards. 1.2 New Cards Card list: docs.google.com/document/d/1… (credit to portabulb on Discord/X) 1.3 Card Adjustments - [Kitty's Blessing]: Added buffs for certain chat frames, and added hints for numerical stats. - [Hunter's Log]: Added a limit to how much this effect can be stacked, maximum stack size is 10 stacks. - [Crimson Demise]: Before transforming into a Crystalline, the player will deal 4000 damage to nearby Crystallines; if successful, gain 80% damage and 20% movement speed that last for 30 seconds. - [Hidden Strike]: When enough damage is dealt to cause your HP to drop below 60% of your maximum HP, the player will enter a 3s invisibility state with a cooldown of 15s. - [Corrosive Shots]'s effect ahs been changed to: Every bullet that hits a Crystalline stacks poison onto it, and increases its 8 damage per second poison damage by 5/20/30% per stack, with no stack limit. - The [Ascendant] card can only appear 10 times per player. - Increased the drop rates of [Blade Master], [Who's The Boss] and [The Joker] cards. 1.4 Superstring Adjustments Chiyo Abilities - Her active skill, ultimate skill and Awakening 2's arrows no longer have a delay before they explode. 1.5 Crystalline Adjustments Blade Fiend Abilities - Active skill adjusted to: - Phantom Leap: For a certain duration after activation, jump power is buffed. Bloodthorn Empress Abilities - Its active skill's HP and armor restoration has been adjusted from 20% of your max armor/HP to 40% of your max armor/HP. - Ultimate skill adjusted to: - Resilience shield: Enable a shield that absorbs damage and reduces the debuff % of movement speed debuffs inflicted. 1.6 Supply Drop Adjustments - When collecting Supply Drops/Evo Shards, you now get a certain amount of EXP based on your level instead of 1 level. If you have a lower level, the Supply Drop/Evo Shard will give you more than a level's worth of EXP; if you have a higher level, the Supply Drop/Evo Shard will give you less EXP. 2. New Map 2.1 New Escort Map - Volcanic Factory (imgur.com/a/YdoTvLF) On a desolate island lies a lone factory whose origins are unknown. The vigorously flowing String Energy on the Volcanic Factory has caught The Scissors' attention, but just as they were preparing to escort their gains away from the island, a small team of P.U.S members have gathered to stop them in their tracks... 2.2 Winter-Themed Maps - Winter is coming soon, so we've prepared some special seasonal surprises for the battlefield! After the update, Windy Town, Polar Research Institute and Snowveil District will have been reworked with some snowy decorations and touch-ups. We hope Navigators can enjoy the festive atmosphere on the battlefield! 3. Balance Changes 3.1 Overall Adjustments to Guns - Improved bullet spread transition when switching between hip fire, shoulder fire, and ADS: When you change from one firing mode to another, the bullet spread will now transition linearly from the previous state's spread range to the new state's spread range during the switching period. - Improved bullet spread when firing continuously, making the bullet spread smoother. - Improved ADS animations, making it so that its spread convergence speed is more closely aligned with the actual weapon. 3.2 Overall Adjustments to Demolition - In regular Demolition and Ranked, the attacking side will now regenerate 1 HP and 1 armor every 2 seconds. - Due to how viewing angles in TPS work, the defending side in any given Calabiyau match will have a bigger advantage in terms of information gathering, whereas the attacking side will have to rely on the abilities of certain Superstrings, and the development team focused on balancing hopes to change this for the better. This test server attempts to directly buff the attacking side's attributes and suitably adjust the strength of Urbino and Scissors Superstrings to allow for more variance on the battlefield. - Scissors and Urbino Superstrings will get improvements as time goes on, to hopefully make team compositions less fixed and give players more freedom. 3.3 Superstrings Reiichi Dawn - Rate of fire reduced from 200 to 195. - Base damage reduced from 76 per shot to 26 per shot. - Every time he fires the Dawn, Reiichi will now simultaneously shoot 3 bullets from it. - Adjusted spread of the Dawn when shoulder firing and hip firing. - Improved recoil of the Dawn. String Energy Network - The [ Spread Control] buy option has been changed to [ Rate of Fire] - The [ Recoil Control] buy option has been changed to [ ADS Speed], which increases ADR scope speed by 30%. - The [Quick Zoom Scope] buy option now increases scope speed by 30% instead of 20% previously. - When in battle, Reiichi has to face a variety of complex situations, and the current version of the Dawn is not fit to handle much of them, so he decided to make some changes... Ming Abilities - Her [Electric Orb] now lasts for 3 seconds instead of 4 seconds. String Energy Network - Her Awakening 2 now only grants 40 armor instead of 45 armor previously. Lawine Abilities - Her active skill now scans for 2s instead of 2.5s. String Energy Network - Her passive skill's and active skill's buy options [Enemy Exposure Duration 1s] have been changed to [Enemy Exposure Duration 0.6s]. Meredith String Energy Network - When her Awakening 3 is active, her [Sandstorm] will now have its duration cut by 20%. Fragrans Abilities - Her active skill's charges have been decreased from 3 stacks to 2 stacks, however it now has a 60s cooldown timer. String Energy Network - Her Awakening 1's regeneration buff now lasts for 8s instead of 10s, will now regenerate a fixed 5 HP per second instead of 10-1 HP each second (decreasing as time passes), and now regenerates a total of 40 HP instead of 55 HP previously. Kanami String Energy Network - Her Awakening 1 now deals a maximum of 15 damage instead of 25 damage previously. Mara String Energy Network - Her Awakening 1's [Soul Stack] limit has been decreased from a maximum of 8 to a maximum of 1, and it will no longer persist for the whole half, as the effect will automatically disappear after the end of every round. The [Soul Stack]'s effects have also been changed, with it now buffing rate of fire by 5% instead of 2% previously, and improving weapon usability by 7.5% instead of 3% previously. Eika Wildfire - Increased base damage from 5 to 7. - Decreased rate of fire from 350 to 345. - Amount of pellets fired reduced from 11 to 8. - Head damage multiplier decreased from 1.25x to 1x. - Leg damage multiplier increased from 0.7x to 1x. - Adjusted spread of the Wildfire. - Repeatedly firing the Wildfire will not cause its spread to increase. - Bullet spread reduction time when in ADS mode decreased from 0.4s to 0.2s, and the amplitude of which has been decreased from 70% to 63%. Abilities - Her [Firestorm]'s forced gliding power has been decreased, meaning that enemies will now take longer to glide to the top of her [Firestorm]. Flavia Abilities - Her active skill's activation speed has been increased by 16%. String Energy Network - Her Awakening 2 now no longer allows for her to be in an invisible state after summoning her [Phantom Orb]. Leona Calibrator - Her Calibrator will now have increased spread upon its first few bullets fired, however its spread will slowly decrease as she fires more bullets. String Energy Network - Her active skill's block HP has been increased from 550 HP per block to 600 HP per block. Audrey Champion - Her Champion will now have increased spread upon its first few bullets fired, however its spread will slowly decrease as she fires more bullets. - Improved recoil. Abilities - Once she goes into her active skill's turret mode, her Champion will now have increased spread upon its first few bullets fired, however its spread will slowly decrease as she fires more bullets. - Her active skill's Champion now takes 10% longer to overheat. String Energy Network - The [ Recoil Handling] buy option now increases recoil handling by 25% instead of 30% previously. Baimo Freedom Reign - Increased base damage from 7 to 12. - Increased rate of fire from 225 to 230. - Amount of pellets fired reduced from 12 to 7. - Reloading speed from the 2nd bullet onwards increased by 25%. - Head damage multiplier decreased from 1.25x to 1x. - Leg damage multiplier increased from 0.7x to 1x. - Adjusted spread of the Freedom Reign. - Repeatedly firing the Freedom Reign will not cause its spread to increase. - Bullet spread reduction time when in ADS mode decreased from 0.4s to 0.2s, and the amplitude of which has been decreased from 70% to 63%. Abilities - Passive skill changed to: After taking damage or using stringification to dodge bullets, Baimo will gain a short speed buff. - Each pellet hit now resets the active skill's cooldown by 7% instead of 4% previously. String Energy Network - Awakening 1 changed to: Gain a slight movement speed buff after using Baimo's active skill. - It is a seperate buff from the passive skill, and will also increase speed in the air. - Awakening 2 now blinds enemies within a 5.5m range instead of the old 5m range, lasts for 1.2s instead of 1.3s, and now has a new effect: When dashing, Baimo gains an extra 20% damage reduction from any source that isn't a gun. Celestia Polaris - Her Polaris' burst fire mode can now be repeatedly fired by holding down the left mouse button. Abilities - Her passive skill's armor regeneration range has been increased from 15m to 20m. - When there are no teammates in her active skill [Guardian Star]'s range, she can use her [Guardian Star] on herself. String Energy Network - Her Awakening 2's maximum [Starlight] duration has been decreased by 15%. - Your teammates might not be as reliable, sometimes Celestia also has to solve problems with her own hands. 3.4 Secondary Weapon Adjustments Stinger - Slightly improved spread. - Magazine capacity upped to 26 bullets from 25 bullets previously. Ignis - Increased base damage from 7 to 9. - Amount of pellets fired reduced from 12 to 9. - Head damage multiplier decreased from 1.25x to 1x. - Leg damage multiplier increased from 0.7x to 1x. - Adjusted spread of the Ignis. 4. System Improvements 4.1 Customizations Tab Improvements - Improved the logic of characters' entering animations, in the same UI, changing skins will not replay the entering animation. 4.2 Set Synchronization Improvements - When a character turns off set synchronization logic (?), it will not affect the set synchronization logic of other characters. 4.3 In-game Buff Display Changes - Heal changed to: Health Regeneration - Tenacity changed to: Damage Reduction - Accuracy changed to: Spread Control - Handling change to: Recoil Control

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Rainworld version of crabification is worm on a stringification
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Ok I agree with the point of using standard libraries to create objects that represent the idea and then asking those objects to serialize themselves to a string representation. There is so much that can go wrong with regular string concatenation. Just about anytime you find yourself manually stitching together a string programmatically you are leaving yourself open to bugs. Unless you are writing said stringification code in a domain object.
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Replying to @tom_antok
A couple years ago, tinycc used to mess this up bad* (the stringification of its internal representation of tricky C types that is), so this type of stuff can easily trip up people who write compilers too. (*It no longer does, thanks to yours truly :P).
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