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How about clamban[dot]ai? (It is available.)


Widespread reports of Apple TV being down, status page not updated yet (as of 7:41 PST).


Also ~200g heavier due in part to the counterweight in the new strap.


hmmm thats 200g in the wrong direction


Memorize which cells are white when the board first loads. Tap all of those in order without regard to the way the board changes as you go.

Edit: above tested for 5x5 rows&cols. For even boards it seems there’s a small end-game to repeat the process — something about parity I assume.


And you can do that at any board state, so if it starts with like 16 white squares you can make one or two greedy moves to minimize white squares, then do your memorize trick.


Yea that can shave a few moves off.

For fun you can also, for example, invert any board in N moves by tapping every cell straight across any row or column.


Interesting, and black magic as far as I'm concerned. How does that algorithm translate onto the Rubik's cube (which I evidently never learned to solve)?


Why does that work?


If you think of each button press as a matrix being added to the board state where only the row and column are set to 1, along with the commutative nature of the moves (order doesn't matter), then as long as the total number of "flips" from the cumulative matrices of moves is odd, then it will reset the board.

Mathematically I might say that the system's precomputed solution vector is readily apparent.


What if there was only one white block on the grid?


The game is initialized with a guaranteed solvable board:

https://github.com/RaymondTana/Lights_Out/blob/31fe5e866c45c...


I’m pretty sure this case is solvable too. Click the white block, then click all the blocks which turned white after that. This flips each block twice (bringing them back to their original state), except for the original white block which was only flipped once.


I think this only works with an odd grid size. With an even grid size you might have to do it twice.



That general structure looks somewhat like Edward Tufte’s work.

https://edwardtufte.github.io/tufte-css/

https://github.com/edwardtufte/tufte-css


It solves many of the pain points Tether[0] tried to solve.

For example it helps when the anchoring element is inside of an oveflow hidden/scroll container, but geometrically you need the tethered element to sit/extend outside of the container (so—for now at least—its DOM node needs to be outside of the container).

[0] https://tetherjs.dev


I’m confused, but maybe two wrongs here do make a right. Please allow me to explain.

Putting aside for the moment that I personally find Apple’s iOS 26 design objectionable[1], I don’t understand why `backdrop-filter: blur` is the focus of recent implementations jumping on the Liquid Glass hype train.

Using background blur to create UI layer separation (often in combination with darkening/saturation or other contrast enhancements) has been around for over a decade on iOS and almost as long on the web. So what’s new here?

Adding to my confusion, I’m a bit surprised folks here think this is so challenging in CSS. A few commenters have pointed to great implementations elsewhere, but I think they’re underselling them.

Plainly: the solution that involves `backdrop-filter: filter(#filter)` where `#filter` references an inline SVG embedded with `<feImage/>` and `<feDisplacementMap/>` works very convincingly well.

Check out this demo for example:

https://codepen.io/Mikhail-Bespalov/pen/MYwrMNy

This implementation choose to hard-code `<feImage href="data:image/png;base64,..."/>`. But if glass3d.dev chose to implement 3d highlights in a similar fashion (and wanted to support e.g. a dynamic `border-radius`) this image could easily be rendered in the browser runtime in canvas, and dumped into the CSS using `toDataURL()`. Similarly, a component library with a CSS pre-processor could generate these for any static shape at build-time.

The closest thing I’ve seen to this is:

https://ruri.design/glass

These implementations are out there.

Coming back to the why/should for a second though.

[1] In its current realization, Liquid Glass cannot effectively replace what blur accomplishes. Because Liquid Glass layers are more transparent, the contrast issues are real, and the spectral highlights distract the eye as much as (or more than) they help make up for that lack of contrast. It draws attention to the eye where blur would relax it. It’s a UI meant for an XR system (where it arguably solves a real problem, much like a HUD does in a video game) hacked into devices where it makes no sense, all in the name of a “unified OS” design language.

If any aspect of Liquid Glass is successful it will be when it’s used sparingly to delight in places that are low stakes and where other affordances are present (like a small circular button floating in the corner of the screen with hardware concentricity). A circle shape’s refractions would be smaller, softer, more symmetrical, and therefore arguably less noisy/distracting—in a way resembling a softer blurry background.

Which brings me full circle back to two wrongs.

This website doesn’t do anything new, but that’s why it’s good. Because the truth is, Apple failed to deliver a Siri-based LLM on a schedule it announced and is now trying to distract us with some shiny new thing. Damn, it worked.


None of your linked examples work on Firefox :-( We're back in the IE6 days again, aren't we...


My favorite browser is Firefox, so I hope not. The examples didn't work in Safari either. Look cool in Chrome though.


> If any aspect of Liquid Glass is successful it will be when it’s used sparingly to delight in places that are low stakes and where other affordances are present

I fully agree with you there. Though I like the Liquid Glass look overall, I think Apple is overusing it. It definitely shouldn’t be a background for paragraph-sized text (e.g., I can’t read half the text in banners on my phone).

Some context about this project:

    - I’m not trying to recreate Liquid Glass (though happy to chat about it)
    - Goal: Production-usable → must at least work on current (desktop and mobile) versions of Chrome, Safari, and Firefox, on both Apple and PC/Android devices
    - Goal: Optimize the developer experience (more relevant to the glass SCSS library I’m working on) → ideally, people can add a class (plus an optional wrapper) and it just works in most tech stacks. 
So my intended value adds are aesthetic polish and ease of use, rather than raw innovation.

Thank you for sharing potential implementation solutions. I'll research them and see if I can wrangle them to work cross-browser.



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