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Goroutine Leak ProfilesGo 1.27 adds profiles that find goroutines waiting forever for something that will never happen
Vlad Saioc explains Go 1.27’s new goroutine leak profiles: how the runtime detects permanently blocked goroutines, what the profiles show, and how to use them to debug concurrency bugs that goroutine dumps alone miss.
20 min · 4,690 words
Extracting AI rules from an existing codebase
How Laravel Boost learns project conventions from an established app: why hand-written detectors fell short, and how an agent skill gathers evidence so developers can approve scoped rules.
6 min · 1,371 words
How I managed multi-agent worktrees in a large Rust codebase
Manuel Tumiati walks through six failure modes of running many AI agents across git worktrees in a large Rust repo—shared targets, locks, orphaned artifacts—and the fixes that made it workable.
18 min · 4,149 words
Video CDs break Windows Explorer
Clyde documents an odd Windows Explorer bug triggered by Video CDs: inserting one (or mounting an image) breaks folder browsing in a surprising way, with steps to reproduce and notes on what’s going wrong.
4 min · 846 words
The Best Code Review Says Less
You open a pull request and there are 40 inline comments waiting for you, all from the AI reviewer. It has opinions about a variable name. It wants you to extract three lines into a helper. It found a null that can’t actually occur, on a path that never runs. It’s suggesting a micro-optimization on code that executes twice a day.
5 min · 1,185 words
From Scrum to Shape Up in the AI Era
When AI made coding the fastest part of delivery, two-week sprints started to burn the Intrepid Developer team out. Chris Vanderplank describes shifting to a Shape Up-inspired model with longer cycles and appetite-first design.
10 min · 2,350 words
Comparison of Arena Architecture in malloc()
When multiple threads simultaneously allocate or deallocate memory from the allocator, the allocator will serialize them. Programs making intensive use of the allocator actually slow down as the number of processors increases.
8 min · 1,880 words
Software occlusion culling in Block Game
Eniko walks through software-rendered occlusion culling for a voxel/block game on a weak integrated GPU—why CPU-side culling mattered, how the technique works, and the performance wins on modest hardware.
16 min · 3,579 words