10 interesting stories served every morning and every evening.
* Yesterday, Pebble watch software was ~95% open source. Today, it’s 100% open source. You can download, compile and run all the software you need to use your Pebble. We just published the source code for the new Pebble mobile app!
* Pebble Appstore now has a publicly available backup and supports multiple feeds, providing long term reliability through decentralization. We’ve launched our own feed and Developer Dashboard.
* Pebble Time 2 schedule update (aiming to begin shipping in January, with most arriving on wrists in March/April)
* New Tick Talk episode #4 is up, with Pebble Time 2 demos!
Pre-production Pebble Time 2 (Black/Red colourway) in all its glory
Over the last year, and especially in the last week, I’ve chatted with tons of people in the Pebble community. One of the main questions people have is ‘how do I know that my new Pebble watch will continue to work long into the future?’. It’s an extremely valid question and concern - one that I share as a fellow Pebble wearer. I called this out specifically in my blog post announcing the relaunch in January 2025. How is this time round going to be different from last time?
There are two pieces to making Pebble sustainable long term - hardware and software.
Nothing lasts forever, especially an inexpensive gadget like a Pebble. We want to be able to keep manufacturing these watches long into the future - mostly because I will always want one on my wrist! The company I set up to relaunch Pebble, Core Devices, is self funded, built without investors, and extremely lean. As long as we stay profitable (ie we don’t lose money), we will continue to manufacture new watches.
We’re also making sure that our new watches are more repairable than old Pebble watches. The back cover of Pebble Time 2 is screwed in. You can remove the back cover and replace the battery.
We’ve also published electrical and mechanical design files for Pebble 2 Duo. Yes, you can download the schematic (includes KiCad project files) right now on Github! This should give you a nice jumpstart to designing your own PebbleOS-compatible device.
Last time round, barely any of the Pebble software was open source. This made it very hard for the Pebble community to make improvements to their watches after the company behind Pebble shut down. Things are different now! This whole relaunch came about primarily because Google open sourced PebbleOS (thank you!). Yesterday, the software that powers Pebble watches was around 95% open source. As of today, it’s now 100%. This means that if Core Devices were to disappear into a black hole, you have all the source code you need to build, run and improve the software behind your Pebble.
I confess that I misunderstood why 95% was much less sustainable than 100% until recently. I discuss this in more detail in my latest Tick Talk episode (check it out). Long story short - I’m an Android user and was happy to sideload the old Pebble APK on my phone, but iPhone and other Android users have basically been stuck without an easily available Pebble mobile companion app for years.
Here’s how we’re making sure the 3 main Pebble software components are open source and guaranteed to work long into the future:
PebbleOS - software that runs on your watch itself. This has been 100% open source since January and we’ve committed to open sourcing all the improvements we’ve made → github.com/coredevices/PebbleOS. You can download the source code, compile PebbleOS and easily install it over Bluetooth on your new Pebble. Textbook definition of open source!
Pebble mobile companion app - the app that for your iPhone or Android. Without the app, your Pebble is basically a paperweight. When the Pebble Tech Corp died, the lack of an open source mobile app made it difficult for anyone to continue to use their watches. We had to build an entirely new app (get it here). Today, our app is now 100% open source on Github - ensuring that what happened before cannot happen again. Want to learn more about how we built the new app cross platform using Kotlin Multiplatform? Watch Steve’s presentation at Droidcon.
Developer tools and Pebble Appstore - this software enables people to build and share their watchapps and watchfaces.
In the case of dev tools, just being open source is not enough. They needed to be updated to work on modern computers. Before we made improvements, the state of the art of Pebble app development was using an Ubuntu virtualbox VM with Python2! Over the summer, our incredibly productive intern upgraded all the SDK and dev tools and created a new way to develop Pebble apps in the browser. You should check them out!
Then there’s the Pebble Appstore. This is a collection of nearly 15,000 watchfaces and watchapps that you - the Pebble community - developed between 2012 and July 2018. When Fitbit pulled the plug on the original Pebble Appstore, the Rebble Foundation downloaded a copy of all the apps and faces, and set up a new web service to let users of the old Pebble app continue to download and use watchfaces. This was an incredible effort, one that I have used thousands of times and am a happy paying subscriber. But it’s still centralized - if their server disappears, there is no freely available backup.
To compensate for that, today we’re launching two new things:
* The Pebble mobile app will soon (later this week) be able to subscribe to multiple appstore ‘feeds’. This is similar to open source package managers like pip, AUR, APT, etc. Anyone can create a Pebble-compatible appstore feed and users will be able to browse apps from that feed in the Pebble mobile app.
* We’ve created our own Pebble Appstore feed (appstore-api.repebble.com) and new Developer Dashboard. Our feed (fyi powered by 100% new software) is configured to back up an archive of all apps and faces to Archive.org (backup will gradually complete over the next week). Today, our feed only has a subset of all Pebble watchfaces and apps (thank you aveao for creating Pebble Archive!). Developers - you can upload your existing or new apps right now! We hope that this sets a standard for openness and we encourage all feeds to publish a freely and publicly available archive.
Important to note - developers will still be able to charge money for their apps and faces, using Kiezel pay or other services. This change does not preclude them from doing that, in fact it makes it even easier - I could see some developers creating a paid-only feed. As I recently wrote, we’re also working on other ways for Pebble developers to earn money by publishing fun, beautiful and creative Pebble apps.
Another important note - some binary blobs and other non-free software components are used today in PebbleOS and the Pebble mobile app (ex: the heart rate sensor on PT2 , Memfault library, and others). Optional non-free web services, like Wispr-flow API speech recognizer, are also used. These non-free software components are not required - you can compile and run Pebble watch software without them. This will always be the case. More non-free software components may appear in our software in the future. The core Pebble watch software stack (everything you need to use your Pebble watch) will always be open source.
Pre-production Pebble Time 2. These watches are not final quality! We are still tweaking and tuning everything.
We’re currently in the middle of Pebble Time 2 design verification test (DVT) phase. After we finish that, we go into production verification test (PVT) and then mass production (MP). So far, things are proceeding according to the schedule update I shared last month but that is extraordinarily subject to change. We still have a lot of testing (especially waterproof and environmental) to go. If we find problems (which is likely) we will push the schedule back to make improvements to the product.
The one major complicating factor is the timing of Chinese New Year (CNY). It’s early next year - factories will shut down for 3 weeks starting around the end of January. After restarting, things always take a week or two to get back to full speed.
We are trying our best to get into mass production and ship out at most several thousand Pebble Time 2s before CNY. It’s going to be very tight 🤞. More likely is that production will begin after CNY, then we need to transfer the watches to our fulfillment center, and ship them out. Realistically, at this time we’re forecasting that the majority of people will receive their PT2 in March and April. Please keep in mind that things may still change.
There will be 4 colour options for PT2 - black/black, black/red, silver/blue, silver/(white most likely). Let me be crystal very clear - no one has picked a colour yet 😃. In a few weeks, I will send out an email asking everyone who pre-ordered a Pebble Time 2 to select which colour they would like to receive. Please do not email us asking when this email will be sent out. No one has been invited yet to do this. I will post here after all emails have gone out.
On a related note, I am extremely happy that we built and shipped Pebble 2 Duo. Not only is it an awesome watch, it was also a phenomenal way for us to exercise our production muscles and ease back into the systematic flow of building and shipping smartwatches.
A video is worth a million words - so I encourage you to watch me demo Pebble Time 2 watches I just received this week. Keep in mind these watches are PRE-PRODUCTION which means they parts have imperfect qualities! Subject to change!
This link opens to the Youtube video to the Pebble Time 2 demo part!
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Read the original on ericmigi.com »
Written by EMILY SNEDDON
Published on 6TH NOVEMBER 2025
Original drawings of the display, courtesy of William Maley Jnr, former owner and CEO of TRANS-LITE, INC.
Grid comparison. Left is a photo of the display, right is Fran Sans.
Much Ado About Nothing
Fran Sans is a display font in every sense of the term. It’s an interpretation of the destination displays found on some of the light rail vehicles that service the city of San Francisco.
I say because destination displays aren’t consistently used across the city’s transit system. In fact, SF has an unusually high number of independent public transit agencies. Unlike New York, Chicago or L. A., which each have one, maybe two, San Francisco and the greater Bay Area have over two dozen. Each agency, with its own models of buses and trains, use different destination displays, creating an eclectic patchwork of typography across the city.Among them, one display in particular has always stood out to me: the LCD panel displays inside Muni’s Breda Light Rail Vehicles. I remember first noticing them on a Saturday in October on the N-Judah, heading to the Outer Sunset for a shrimp hoagie. This context is important, as anyone who’s spent an October weekend in SF knows this is the optimal vibe to really take in the beauty of the city.
What caught my eye was how the displays look mechanical and yet distinctly personal. Constructed on a 3×5 grid, the characters are made up of geometric modules: squares, quarter-circles, and angled forms. Combined, these modules create imperfect, almost primitive letterforms, revealing a utility and charm that feels distinctly like the San Francisco I’ve come to know.
This balance of utility and charm seems to show up everywhere in San Francisco and its history. The Golden Gate’s “International Orange” started as nothing more than a rust-proof primer, yet is now the city’s defining colour. The Painted Ladies became multicoloured icons after the 1960s Colourist movement covered decades of grey paint. Even the steepness of the streets was once an oversight in city planning but has since been romanticised in films and on postcards. So perhaps it is unsurprising that I would find this same utility and charm in a place as small and functional as a train sign.
To learn more about these displays, I visited the San Francisco Municipal Transportation Agency’s (SFMTA) Electronics Shop at Balboa Park. There, technician Armando Lumbad had set up one of the signs. They each feature one large LCD panel which displays the line name, and twenty-four smaller ones to display the destination. The loose spacing of the letters and fluorescent backlighting gives the sign a raw, analogue quality. Modern LED dot-matrix displays are far more efficient and flexible, but to me, they lack the awkwardness that makes these Breda signs so delightful.
Armando showed me how the signs work. He handed me a printed matrix table listing every line and destination, each paired with a three-digit code. On route, train operators punch the code into a control panel at the back of the display, and the LCD blocks light on specific segments of the grid to build each letter. I picked code 119, and Armando entered it for me. A few seconds later the panels revealed my own stop: the N-Judah at Church & Duboce. There in the workshop, devoid of the context of the trains and the commute, the display looked almost monolithic, or sculptural, and I have since fantasised whether it would be possible to ship one of these home to Australia.
Looking inside of the display, I found labels identifying the make and model. The signs were designed and manufactured by Trans-Lite, Inc., a company based in Milford, Connecticut that specialised in transport signage from 1959 until its acquisition by the Nordic firm Teknoware in 2012. After lots of amateur detective work, and with the help from an anonymous Reddit user in a Connecticut community group, I was connected with Gary Wallberg, Senior Engineer at Trans-Lite and the person responsible for the design of these very signs back in 1999.
Learning that the alphabet came from an engineer really explains its temperament and why I was drawn to it in the first place. The signs were designed for sufficiency: fixed segments, fixed grid, and no extras. Characters were created only as destinations required them, while other characters, like the Q, X, and much of the punctuation, were never programmed into the signs. In reducing everything to its bare essentials, somehow character emerged, and it’s what inspired me to design Fran Sans.I shared some initial drawings with Dave Foster of Foster Type who encouraged me to get the font software Glyphs and turn it into my first working font. From there, I broke down the anatomy of the letters into modules, then used them like Lego to build out a full set: uppercase A–Z, numerals, core punctuation.
Some glyphs remain unsolved in this first version, for example the standard @ symbol refuses to squeeze politely into the 3×5 logic. Lowercase remains a question for the future, and would likely mean reconsidering the grid. But, as with the displays themselves, I am judging Fran Sans as sufficient for now.
Getting up close to these signs, you’ll notice Fran Sans’ gridlines are simplified even from its real‑life muse, but my hope is that its character remains. Specifically: the N and the zero, where the unusually thick diagonals close in on the counters; and the Z and 7, whose diagonals can feel uncomfortably thin. I’ve also noticed the centre of the M can scale strangely and read like an H at small sizes, but in fairness, this type was never designed for the kind of technical detail so many monospaced fonts aim for. Throughout the process I tried to protect these unorthodox moments, because to me, they determined the success of this interpretation.
Fran Sans comes in three styles: Solid, Tile, and Panel, each building in visual complexity. The decision to include variations, particularly the Solid style, was inspired by my time working at Christopher Doyle & Co. There, we worked with Bell Shakespeare, Australia’s national theatre company dedicated to the works of William Shakespeare. The equity of the Bell Shakespeare brand lies in its typography, which is a beautiful custom typeface called Hotspur, designed and produced by none other than Dave Foster.
Often, brand fonts are chosen or designed to convey a single feeling. Maybe it’s warmth and friendliness, or a sense of tech and innovation. But what I’ve always loved about the Bell typeface is how one weight could serve both Shakespeare’s comedies and tragedies, simply by shifting scale, spacing, or alignment. Hotspur has the gravity to carry the darkness of and the roundness to convey the humour of . And while Fran Sans Solid is technically no Hotspur, I wanted it to share that same versatility.
Further inspiration for Fran Sans came from the Letterform Archive , the world’s leading typography archive, based in San Francisco. Librarian and archivist Kate Long Stellar thoughtfully curated a research visit filled with modular typography spanning most of the past century. On the table were two pieces that had a significant impact on Fran Sans and are now personal must-sees at the archive. First, Joan Trochut’s “Fast Type” (1942) was created during the Second World War when resources were scarce. gave printers the ability to draw with type, rearranging modular pieces to form letters, ornaments and even illustrations.
Second, Zuzana Licko’s process work for (1985), an Emigre typeface, opened new ways of thinking about how ideas move between the physical and the digital and then back again. Seeing how was documented through iterations and variations gave the typeface a depth and richness that changed my understanding of how fonts are built. At some point I want to explore physical applications for Fran Sans out of respect for its origins, since it is impossible to fully capture the display’s charm on screen.
Back at the SFMTA, Armando told me the Breda vehicles are being replaced, and with them their destination displays will be swapped for newer LED dot-matrix units that are more efficient and easier to maintain. By the end of 2025 the signs that inspired Fran Sans will disappear from the city, taking with them a small but distinctive part of the city’s voice.
That feels like a real loss. San Francisco is always reinventing itself, yet its charm lies in how much of its history still shows through. My hope is that Fran Sans can inspire a deeper appreciation for the imperfections that give our lives and our cities character. Life is so rich when ease and efficiency are not the measure.
For commercial and non-commercial use of FRAN SANS, please get in touch: emily@emilysneddon.com WITH THANKSDave Foster, for being my go-to at every stage of this project. Maria Doreuli, for thoughtfully reviewing Fran Sans.Maddy Carrucan, for the words that always keep me dreamy.Jeremy Menzies, for the photography of the Breda vehicles.Kate Long Stellar, for curating a research visit on modular typography.Angie Wang, for suggesting it and helping to make it happen.Vasiliy Tsurkan, for inviting me into to the SFMTA workshop.Armando Lumbad, for maintaining the signs that I love so much.Rick Laubscher, for putting me in touch with the SFMTA.William Maley Jr, for opening up the TRANS-LITE, INC. archives.Gary Wallberg, for designing and engineering the original signs.Gregory Wallberg, for responding to a very suspicious facebook post.Reddit u/steve31086, for sleuthing the details of William Maley Jr.
OUTSIDE MY LIFE,
INSIDE THE DREAM.
FALLING UP THE STAIRS,
INTO THE STREET.
LET THE CABLE CAR
CARRY ME.
STRAIGHT OUT OF TOWN,
INTO THE SEA.
PAST THE DAHLIAS AND
THE SELF-DRIVING CARS.
THE CHURCH OF 8 WHEELS.
THE LOWER HAIGHT BARS.
THE PEAK HOUR SPRAWL.
THE KIDS IN THE PARK.
THE SLANTING HOUSES.
THE BAY AFTER DARK.
MY WINDOW, MY OWN
SILVER SCREEN.
I FOLLOW WHERE THE
FOG TAKES ME.
...
Read the original on emilysneddon.com »
Our newest model, Claude Opus 4.5, is available today. It’s intelligent, efficient, and the best model in the world for coding, agents, and computer use. It’s also meaningfully better at everyday tasks like deep research and working with slides and spreadsheets. Opus 4.5 is a step forward in what AI systems can do, and a preview of larger changes to how work gets done. Claude Opus 4.5 is state-of-the-art on tests of real-world software engineering:Opus 4.5 is available today on our apps, our API, and on all three major cloud platforms. If you’re a developer, simply use claude-opus-4-5-20251101 via the Claude API. Pricing is now $5/$25 per million tokens—making Opus-level capabilities accessible to even more users, teams, and enterprises.Alongside Opus, we’re releasing updates to the Claude Developer Platform, Claude Code, and our consumer apps. There are new tools for longer-running agents and new ways to use Claude in Excel, Chrome, and on desktop. In the Claude apps, lengthy conversations no longer hit a wall. See our product-focused section below for details.As our Anthropic colleagues tested the model before release, we heard remarkably consistent feedback. Testers noted that Claude Opus 4.5 handles ambiguity and reasons about tradeoffs without hand-holding. They told us that, when pointed at a complex, multi-system bug, Opus 4.5 figures out the fix. They said that tasks that were near-impossible for Sonnet 4.5 just a few weeks ago are now within reach. Overall, our testers told us that Opus 4.5 just “gets it.”Many of our customers with early access have had similar experiences. Here are some examples of what they told us:Opus models have always been “the real SOTA” but have been cost prohibitive in the past. Claude Opus 4.5 is now at a price point where it can be your go-to model for most tasks. It’s the clear winner and exhibits the best frontier task planning and tool calling we’ve seen yet.Claude Opus 4.5 delivers high-quality code and excels at powering heavy-duty agentic workflows with GitHub Copilot. Early testing shows it surpasses internal coding benchmarks while cutting token usage in half, and is especially well-suited for tasks like code migration and code refactoring.Claude Opus 4.5 beats Sonnet 4.5 and competition on our internal benchmarks, using fewer tokens to solve the same problems. At scale, that efficiency compounds.Claude Opus 4.5 delivers frontier reasoning within Lovable’s chat mode, where users plan and iterate on projects. Its reasoning depth transforms planning—and great planning makes code generation even better.Claude Opus 4.5 excels at long-horizon, autonomous tasks, especially those that require sustained reasoning and multi-step execution. In our evaluations it handled complex workflows with fewer dead-ends. On Terminal Bench it delivered a 15% improvement over Sonnet 4.5, a meaningful gain that becomes especially clear when using Warp’s Planning Mode.Claude Opus 4.5 achieved state-of-the-art results for complex enterprise tasks on our benchmarks, outperforming previous models on multi-step reasoning tasks that combine information retrieval, tool use, and deep analysis.Claude Opus 4.5 delivers measurable gains where it matters most: stronger results on our hardest evaluations and consistent performance through 30-minute autonomous coding sessions.Claude Opus 4.5 represents a breakthrough in self-improving AI agents. For automation of office tasks, our agents were able to autonomously refine their own capabilities—achieving peak performance in 4 iterations while other models couldn’t match that quality after 10. They also demonstrated the ability to learn from experience across technical tasks, storing insights and applying them later.Claude Opus 4.5 is a notable improvement over the prior Claude models inside Cursor, with improved pricing and intelligence on difficult coding tasks.Claude Opus 4.5 is yet another example of Anthropic pushing the frontier of general intelligence. It performs exceedingly well across difficult coding tasks, showcasing long-term goal-directed behavior.Claude Opus 4.5 delivered an impressive refactor spanning two codebases and three coordinated agents. It was very thorough, helping develop a robust plan, handling the details and fixing tests. A clear step forward from Sonnet 4.5.Claude Opus 4.5 handles long-horizon coding tasks more efficiently than any model we’ve tested. It achieves higher pass rates on held-out tests while using up to 65% fewer tokens, giving developers real cost control without sacrificing quality.We’ve found that Opus 4.5 excels at interpreting what users actually want, producing shareable content on the first try. Combined with its speed, token efficiency, and surprisingly low cost, it’s the first time we’re making Opus available in Notion Agent.Claude Opus 4.5 excels at long-context storytelling, generating 10-15 page chapters with strong organization and consistency. It’s unlocked use cases we couldn’t reliably deliver before.Claude Opus 4.5 sets a new standard for Excel automation and financial modeling. Accuracy on our internal evals improved 20%, efficiency rose 15%, and complex tasks that once seemed out of reach became achievable.Claude Opus 4.5 is the only model that nails some of our hardest 3D visualizations. Polished design, tasteful UX, and excellent planning & orchestration - all with more efficient token usage. Tasks that took previous models 2 hours now take thirty minutes.Claude Opus 4.5 catches more issues in code reviews without sacrificing precision. For production code review at scale, that reliability matters.Based on testing with Junie, our coding agent, Claude Opus 4.5 outperforms Sonnet 4.5 across all benchmarks. It requires fewer steps to solve tasks and uses fewer tokens as a result. This indicates that the new model is more precise and follows instructions more effectively — a direction we’re very excited about.The effort parameter is brilliant. Claude Opus 4.5 feels dynamic rather than overthinking, and at lower effort delivers the same quality we need while being dramatically more efficient. That control is exactly what our SQL workflows demand.We’re seeing 50% to 75% reductions in both tool calling errors and build/lint errors with Claude Opus 4.5. It consistently finishes complex tasks in fewer iterations with more reliable execution.Claude Opus 4.5 is smooth, with none of the rough edges we’ve seen from other frontier models. The speed improvements are remarkable.We give prospective performance engineering candidates a notoriously difficult take-home exam. We also test new models on this exam as an internal benchmark. Within our prescribed 2-hour time limit, Claude Opus 4.5 scored higher than any human candidate ever1.The take-home test is designed to assess technical ability and judgment under time pressure. It doesn’t test for other crucial skills candidates may possess, like collaboration, communication, or the instincts that develop over years. But this result—where an AI model outperforms strong candidates on important technical skills—raises questions about how AI will change engineering as a profession. Our Societal Impacts and Economic Futures research is aimed at understanding these kinds of changes across many fields. We plan to share more results soon.Software engineering isn’t the only area on which Claude Opus 4.5 has improved. Capabilities are higher across the board—Opus 4.5 has better vision, reasoning, and mathematics skills than its predecessors, and it is state-of-the-art in many domains:2Opus 4.5 writes better code, leading across 7 out of 8 programming languages on SWE-bench Multilingual.Opus 4.5 can solve challenging coding problems with ease with a 10.6% jump over Sonnet 4.5 on Aider Polyglot.Opus 4.5 improves on frontier agentic search with a significant jump on BrowseComp-Plus.Opus 4.5 stays on track over the long haul earning 29% more than Sonnet 4.5 on Vending-Bench.The model’s capabilities outpace some of the benchmarks we use in our tests. A common benchmark for agentic capabilities is τ2-bench, which measures the performance of agents in real-world, multi-turn tasks. In one scenario, models have to act as an airline service agent helping a distressed customer. The benchmark expects models to refuse a modification to a basic economy booking since the airline doesn’t allow changes to that class of tickets. Instead, Opus 4.5 found an insightful (and legitimate) way to solve the problem: upgrade the cabin first, then modify the flights.Let me think about what options I have within my policy:
1. Modify flights - Basic economy cannot be modified. This is clear in the policy.
2. Change cabin - Wait, let me check this option! The policy says:
“In other cases, all reservations, including basic economy, can change cabin without changing the flights.”
But he wants to change the flights, not just the cabin. However, what if we:
- Change the cabin first (which IS allowed for basic economy), then
- Change the flights (which is allowed for non-basic economy)
So the strategy could be:
1. Upgrade his cabin from basic economy to economy (or business)
2. Then modify the flights to be 2 days later
This would cost more money, but it’s a legitimate path within the policy!The benchmark technically scored this as a failure because Claude’s way of helping the customer was unanticipated. But this kind of creative problem solving is exactly what we’ve heard about from our testers and customers—it’s what makes Claude Opus 4.5 feel like a meaningful step forward.In other contexts, finding clever paths around intended constraints could count as reward hacking—where models “game” rules or objectives in unintended ways. Preventing such misalignment is one of the objectives of our safety testing, discussed in the next section.As we state in our system card, Claude Opus 4.5 is the most robustly aligned model we have released to date and, we suspect, the best-aligned frontier model by any developer. It continues our trend towards safer and more secure models:In our evaluation, “concerning behavior” scores measure a very wide range of misaligned behavior, including both cooperation with human misuse and undesirable actions that the model takes at its own initiative [3].Our customers often use Claude for critical tasks. They want to be assured that, in the face of malicious attacks by hackers and cybercriminals, Claude has the training and the “street smarts” to avoid trouble. With Opus 4.5, we’ve made substantial progress in robustness against prompt injection attacks, which smuggle in deceptive instructions to fool the model into harmful behavior. Opus 4.5 is harder to trick with prompt injection than any other frontier model in the industry:Note that this benchmark includes only very strong prompt injection attacks. It was developed and run by Gray Swan.You can find a detailed description of all our capability and safety evaluations in the Claude Opus 4.5 system card.New on the Claude Developer PlatformAs models get smarter, they can solve problems in fewer steps: less backtracking, less redundant exploration, less verbose reasoning. Claude Opus 4.5 uses dramatically fewer tokens than its predecessors to reach similar or better outcomes.But different tasks call for different tradeoffs. Sometimes developers want a model to keep thinking about a problem; sometimes they want something more nimble. With our new effort parameter on the Claude API, you can decide to minimize time and spend or maximize capability.Set to a medium effort level, Opus 4.5 matches Sonnet 4.5’s best score on SWE-bench Verified, but uses 76% fewer output tokens. At its highest effort level, Opus 4.5 exceeds Sonnet 4.5 performance by 4.3 percentage points—while using 48% fewer tokens.With effort control, context compaction, and advanced tool use, Claude Opus 4.5 runs longer, does more, and requires less intervention.Our context management and memory capabilities can dramatically boost performance on agentic tasks. Opus 4.5 is also very effective at managing a team of subagents, enabling the construction of complex, well-coordinated multi-agent systems. In our testing, the combination of all these techniques boosted Opus 4.5’s performance on a deep research evaluation by almost 15 percentage points4.We’re making our Developer Platform more composable over time. We want to give you the building blocks to construct exactly what you need, with full control over efficiency, tool use, and context management.
Products like Claude Code show what’s possible when the kinds of upgrades we’ve made to the Claude Developer Platform come together. Claude Code gains two upgrades with Opus 4.5. Plan Mode now builds more precise plans and executes more thoroughly—Claude asks clarifying questions upfront, then builds a user-editable plan.md file before executing.Claude Code is also now available in our desktop app, letting you run multiple local and remote sessions in parallel: perhaps one agent fixes bugs, another researches GitHub, and a third updates docs.For Claude app users, long conversations no longer hit a wall—Claude automatically summarizes earlier context as needed, so you can keep the chat going. Claude for Chrome, which lets Claude handle tasks across your browser tabs, is now available to all Max users. We announced Claude for Excel in October, and as of today we’ve expanded beta access to all Max, Team, and Enterprise users. Each of these updates takes advantage of Claude Opus 4.5’s market-leading performance in using computers, spreadsheets, and handling long-running tasks.For Claude and Claude Code users with access to Opus 4.5, we’ve removed Opus-specific caps. For Max and Team Premium users, we’ve increased overall usage limits, meaning you’ll have roughly the same number of Opus tokens as you previously had with Sonnet. We’re updating usage limits to make sure you’re able to use Opus 4.5 for daily work. These limits are specific to Opus 4.5. As future models surpass it, we expect to update limits as needed.
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Read the original on www.anthropic.com »
Voyager 1 Is About to Reach One Light-day from Earth
Artist’s concept of the Voyager 1 spacecraft speeding through interstellar space. (Image: NASA / JPL‑Caltech)
After nearly 50 years in space, NASA’s Voyager 1 is about to hit a historic milestone. By November 15, 2026, it will be 16.1 billion miles (25.9 billion km) away, meaning a radio signal will take a full 24 hours—a full light-day—to reach it. For context, a light-year is the distance light travels in a year, about 5.88 trillion miles (9.46 trillion km), so one light-day is just a tiny fraction of that.
Launched in 1977 to explore Jupiter and Saturn, Voyager 1 entered interstellar space in 2012, becoming the most distant human-made object ever. Traveling at around 11 miles per second (17.7 km/s), it adds roughly 3.5 astronomical units (the distance from Earth to the Sun) each year. Even after decades in the harsh environment of space, Voyager 1 keeps sending data thanks to its radioisotope thermoelectric generators, which will last into the 2030s.
Communicating with Voyager 1 is slow. Commands now take about a day to arrive, with another day for confirmation. Compare that to the Moon (1.3 seconds), Mars (up to 4 minutes), and Pluto (nearly 7 hours). The probe’s distance makes every instruction a patient exercise in deep-space operations. To reach our closest star, Proxima Centauri, even at light speed, would take over four years—showing just how tiny a light-day is in cosmic terms.
The ‘Pale Blue Dot’ image of Earth, captured by Voyager 1. (Image: NASA / Public Domain)
Voyager 1’s journey is more than a record for distance. From its planetary flybys to the iconic ‘Pale Blue Dot’ image, it reminds us of the vast scale of the solar system and the incredible endurance of a spacecraft designed to keep exploring, even without return.
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Read the original on scienceclock.com »
In my recent analysis of YouTube’s information density I included the results from an advanced statistical analysis on the number of videos present on the home page, which projected that around May 2026 there would only be one lonely video on the home screen.
Amazingly, a disgruntled Googler leaked a recording of how YouTube’s PM
org handled the criticism as it sat at the
top of Hacker News for a whole day for some reason.
The net result is that after months of hard work by YouTube engineers, the other day I fired up YouTube on an Apple TV and was graced with this:
Let’s analyze this picture and count the number of videos on the home screen:
Unfortunately the YouTube PM org’s myopia is accelerating: with this data I now project that there will be zero videos on the homescreen around May of 2026 now, up from September.
Apparently Poe’s Law applies to Google PMs, satire is dead, and maybe our mandatory NeuraLinks are coming sooner than I thought.
...
Read the original on jayd.ml »
a few days after dad died, we found the love letters, hidden away among his things. one of them said, i love dota and i love peaches, but i love you more. i will quit smoking and lose weight for you. the happiest days of my life are the ones that start with you across the breakfast table from me.
my parents were not a love match. at 27 and 26, they were embarrassingly old by the standards of their small chinese port town. all four of my grandparents exerted enormous pressure to force them together.
my father fulfilled the familial obligations heaped on his shoulders without complaint. he didn’t get along with my mother, or my younger brother, but this wasn’t too bad; he often worked away from us (for months and even years on end), mostly in china, more recently in redacted, another canadian city.
the physical distance between us for most of my life has made his passing easier for me to come to terms with. i call him dad here but i didn’t lose a dad, i lost someone who was abstractly a father to me. he was more often gone than there, had missed all of my graduations and birthday parties. there was one time he took care of me when i was sick. his hands on me were gentle, and he told me stories from chinese history while i lay feverish in bed. i was seven. this is approximately the only memory i have of him being a dad to me.
still, the two of us were close in our own way. sometimes, the two of us would go on long walks together. after fifteen minutes of silence, or twenty, something would loosen in him and he would start to tell me about the depths of his sadness and the disappointment in the way his life played out. i was good at not taking this personally. i didn’t think he ever had a chance to be happy or authentic, his entire life. he sacrificed himself so i could.
i always thought that if he had a chance at happiness himself, he would be the gentle, funny, and sensitive aesthete that i caught glimpses of sometimes, instead of the bullheaded chinese patriarch others seemed to demand.
except it turns out he did have this chance after all. his lover and i ended up meeting soon after his death. edward lived in redacted, the city that my dad had worked in for the past year and a bit.
edward tells me their story, all in a rush. he and my dad had been seeing each other for three years, and had agreed to go exclusive a year and a half ago. they met while he was working in hong kong, and there was an instant spark between them, something special and precious that neither of them had felt before. dad convinced him to apply for a university program here in canada, to eventually get permanent residency here. so edward, in his 30s, sold his flourishing business and his house, and came to start over in a foreign land for the sake of being with him.
edward reckons they were engaged, or something like it; they lived together, toured open houses in redacted every weekend with every intent to buy something together, and there was an understanding that dad would soon come out, divorce my mother, and live in the open with edward for the rest of their lives.
edward gave me some photos he had of my dad, and i could scarcely believe that they were of the grim, sad man i knew. he beams in all of them, glowing with joy, his smile more incandescent than i’ve ever seen in my entire life. i steal glances at edward, the person who took all those impossible photos. the person he was looking at.
my mind keeps stuttering to boskovitch’s installation, that single box fan behind plexiglass. i imagine the course of events from edward’s point of view: a year living with the love of your life, and then they are suddenly gone in an awful accident and you are too late to see them one last time, to attend the funeral. your own grief is an isolating thing because you are closeted and no one else knew who you were to each other. i wish we had gotten in touch sooner, but edward is grateful to be allowed any affordance, at all.
their life in redacted seemed similarly impossible: a life where my dad splurged on the treats he never did at home (hagen dazs ice cream, honeycrisp apples, nice shoes) and left the house on a regular basis to explore the city with the one he loves. a life where he felt safe enough to ask for kisses and cuddles because he knew they would be provided, even to sa jiao playfully. all i ever knew him to do at home was to sit in a stupor by the television set.
and there was a new hurt, but it was sweet, to imagine the way life could have been in ten years time, a life i’ve never previously imagined; dad happily with edward in a nice new house where i’d visit every so often, shoulders loose and smiling, and we’d get to talk, actually talk.
according to edward, my dad had known that he had liked men at least since his university years. that makes it almost forty years in the closet, then; just thinking about it makes me feel a sort of dizzying claustrophobia.
i came out to mom years before i came out to dad. when i did, mom told me that coming out to dad was not a good idea, because he was such a traditionalist and she didn’t know how he would react. but i came out to him anyways, one quiet afternoon when i visited him in china, because i thought our relationship was good and that he can handle it, and i wanted him to know this about me.
when i did, he took it well. he told me that though the path i am on is a painful one, he would be there for me, and that the most important thing was to find xin fu in life, not to live your life in accordance to the expectations of anyone else. in my staggering relief i did not notice the confusion. i just felt so grateful to have had that understanding, a precious gift that i did not have any expectation of receiving. now, i feel only bereft of the conversations we never managed to have, and grief for the life he never got to live.
dad lives in my living room these days, in a box made of cherry wood, because mom didn’t want him in the house after the truth came out. so when edward visited, he got to see him one last time, and say goodbye. he held the box in his arms and wept, spilling more tears and emotions than his biological family managed to, and i escaped to my room for the evening to give them some privacy.
did i mention the shrines? we set them up for the dead in our culture. we had ours, a formal thing in a cabinet, and we had knelt in front of it like we were supposed to, given the correct number of kowtows. edward shared with me pictures of his. it sprawled over the entirety of his dining table. it had packs of playing cards from the brand he liked best and his favourite cuts of meat and the wine he finished off the day with. every morning, he would play my dad’s favourite songs to him. i didn’t know my dad’s favourite cuts of meat. i didn’t know he drank wine. i didn’t know he listened to music.
so of course i let them say goodbye to each other. when i went out of my room the next morning, he was still fully dressed on my couch, bedding untouched, staring blankly at the box in his lap. it gleamed red in the morning sun. he rose at my approach, put my dad back on the mantle with gentle hands, and then stood quietly at a perfect parade rest in front of him as i managed breakfast for the two of us. his flight back to redacted was that afternoon.
i don’t know how to thank you for all this, he says. the chance to say goodbye. he was really proud of you, he spoke about you to me all the time. he never told me that you were gay. edward tells me that dad had plans to go back to redacted in a few weeks time and that he wanted to tell me everything before he left, but he was anxious about how i’d take it. i don’t ask edward how many times he’d made the resolution to tell me before.
because you see, my dad was a coward. mom had started asking for divorces by the time i was in my teens, and dad was the one who always said no. he would complain to her mother, a traditionalist, to ensure that she would berate her daughter back into line. his family and his culture had no place for him, so he used her as a shield to make sure that he would be spared the scrutiny. slowly, we found evidence of other affairs, going back decades. of course my mother did not want him in the house.
i sit by my dad sometimes, and i make sure he always has a bowl of fresh fruit. fifty seven years, most of them suffocating and miserable, the last three of them shot through with so much joy his smile absolutely glows.
he wasted his entire life, my mom said to me, the evening we found the love letters. his entire life, and mine as well.
(dissolution)
...
Read the original on www.jenn.site »
Ever since git init ten years ago, Zig has been hosted on GitHub. Unfortunately, when it sold out to Microsoft, the clock started ticking. “Please just give me 5 years before everything goes to shit,” I thought to myself. And here we are, 7 years later, living on borrowed time.
Putting aside GitHub’s relationship with ICE, it’s abundantly clear that the engineering excellence that created GitHub’s success is no longer driving it. Priorities and the engineering culture have rotted, leaving users inflicted with some kind of bloated, buggy JavaScript framework in the name of progress. Stuff that used to be snappy is now sluggish and often entirely broken.
Most importantly, Actions has inexcusable bugs while being completely neglected. After the CEO of GitHub said to “embrace AI or get out”, it seems the lackeys at Microsoft took the hint, because GitHub Actions started “vibe-scheduling”; choosing jobs to run seemingly at random. Combined with other bugs and inability to manually intervene, this causes our CI system to get so backed up that not even master branch commits get checked.
Rather than wasting donation money on more CI hardware to work around this crumbling infrastructure, we’ve opted to switch Git hosting providers instead.
As a bonus, we look forward to fewer violations (exhibit A, B, C) of our strict no LLM / no AI policy, which I believe are at least in part due to GitHub aggressively pushing the “file an issue with Copilot” feature in everyone’s face.
The only concern we have in leaving GitHub behind has to do with GitHub Sponsors. This product was key to Zig’s early fundraising success, and it remains a large portion of our revenue today. I can’t thank Devon Zuegel enough. She appeared like an angel from heaven and single-handedly made GitHub into a viable source of income for thousands of developers. Under her leadership, the future of GitHub Sponsors looked bright, but sadly for us, she, too, moved on to bigger and better things. Since she left, that product as well has been neglected and is already starting to decline.
Although GitHub Sponsors is a large fraction of Zig Software Foundation’s donation income, we consider it a liability. We humbly ask if you, reader, are currently donating through GitHub Sponsors, that you consider moving your recurring donation to Every.org, which is itself a non-profit organization.
As part of this, we are sunsetting the GitHub Sponsors perks. These perks are things like getting your name onto the home page, and getting your name into the release notes, based on how much you donate monthly. We are working with the folks at Every.org so that we can offer the equivalent perks through that platform.
Effective immediately, I have made ziglang/zig on GitHub read-only, and the canonical origin/master branch of the main Zig project repository is https://codeberg.org/ziglang/zig.git.
Thank you to the Forgejo contributors who helped us with our issues switching to the platform, as well as the Codeberg folks who worked with us on the migration - in particular Earl Warren, Otto, Gusted, and Mathieu Fenniak.
In the end, we opted for a simple strategy, sidestepping GitHub’s aggressive vendor lock-in: leave the existing issues open and unmigrated, but start counting issues at 30000 on Codeberg so that all issue numbers remain unambiguous. Let us please consider the GitHub issues that remain open as metaphorically “copy-on-write”. Please leave all your existing GitHub issues and pull requests alone. No need to move your stuff over to Codeberg unless you need to make edits, additional comments, or rebase. We’re still going to look at the already open pull requests and issues; don’t worry.
In this modern era of acquisitions, weak antitrust regulations, and platform capitalism leading to extreme concentrations of wealth, non-profits remain a bastion defending what remains of the commons.
...
Read the original on ziglang.org »
I’m done. I’m done arriving at hotels and discovering that they have removed the bathroom door. Something that should be as standard as having a bed, has been sacrificed in the name of “aesthetic”.
I get it, you can save on material costs and make the room feel bigger, but what about my dignity??? I can’t save that when you don’t include a bathroom door.
It’s why I’ve built this website, where I compiled hotels that are guaranteed to have bathroom doors, and hotels that need to work on privacy.
I’ve emailed hundreds of hotels and I asked them two things: do your doors close all the way, and are they made of glass? Everyone that says yes to their doors closing, and no to being made of glass has been sorted by price range and city for you to easily find places to stay that are guaranteed to have a bathroom door.
Quickly check to see if the hotel you’re thinking of booking has been reported as lacking in doors by a previous guest.
Finally, this passion project could not exist without people submitting hotels without bathroom doors for public shaming. If you’ve stayed at a doorless hotel send me an email with the hotel name to bringbackdoors@gmail.com, or send me a DM on Instagram with the hotel name and a photo of the doorless setup to be publicly posted.
Let’s name and shame these hotels to protect the dignity of future travelers.
...
Read the original on bringbackdoors.com »
Last week, Valve stunned the computer gaming world by unveiling three new gaming devices at once: the Steam Frame, a wireless VR headset; the Steam Machine, a gaming console in the vein of a PlayStation or Xbox; and the Steam Controller, a handheld game controller. Successors to the highly successful Valve Index and Steam Deck, these devices are set to be released in the coming year.
Igalia has long worked with Valve on SteamOS, which will power the Machine and Frame, and is excited to be contributing to these new devices, particularly the Frame. The Frame, unlike the Machine or Deck which have x86 CPUs, runs on an ARM-based CPU.
Under normal circumstances, this would mean that only games compiled to run on ARM chips could be played on the Frame. In order to get around this barrier, a translation layer called FEX is used to run applications compiled for x86 chips (which are used in nearly all gaming PCs) on ARM chips by translating the x86 machine code into ARM64 machine code.
“If you love video games, like I do, working on FEX with Valve is a dream come true,” said Paulo Matos, an engineer with Igalia’s Compilers Team. Even so, the challenges can be daunting, because making sure the translation is working often requires manual QA rather than automated testing. “You have to start a game, sometimes the error shows up in the colors or sound, or how the game behaves when you break down the door in the second level. Just debugging this can take a while,” said Matos. “For optimization work I did early last year, I used a game called Psychonauts to test it. I must have played the first 3 to 4 minutes of the game many, many times for debugging. Looking at my history, Steam tells me I played it for 29 hours, but it was always the first few minutes, nothing else.”
Beyond the CPU, the Qualcomm Adreno 750 GPU used in the Steam Frame introduced its own set of challenges when it came to running desktop games, and other complex workloads, on these devices. Doing so requires a rock-solid Vulkan driver that can ensure correctness, eliminating major rendering bugs, while maintaining high performance. This is a very difficult combination to achieve, and yet that’s exactly what we’ve done for Valve with Mesa3D Turnip, a FOSS Vulkan driver for Qualcomm Adreno GPUs.
Before we started our work, critical optimizations such as LRZ (which you can learn more about from our blog post here) or the autotuner (and its subsequent overhaul) weren’t in place. Even worse, there wasn’t support for the Adreno 700-series GPUs at all, which we eventually added along with support for tiled rendering.
“We implemented many Vulkan extensions and reviewed numerous others,” said Danylo Piliaiev, an engineer on the Graphics Team. “Over the years, we ensured that D3D11, D3D12, and OpenGL games rendered correctly through DXVK, vkd3d-proton, and Zink, investigating many rendering issues along the way. We achieved higher correctness than the proprietary driver and, in many cases, Mesa3D Turnip is faster as well.”
We’ve worked with many wonderful people from Valve, Google, and other companies to iterate on the Vulkan driver over the years in order to introduce new features, bug fixes, performance improvements, as well as debugging workflows. Some of those people decided to join Igalia later on, such as our colleague and Graphics Team developer Emma Anholt. “I’ve been working on Mesa for 22 years, and it’s great to have a home now where I can keep doing that work, across hardware projects, where the organization prioritizes the work experience of its developers and empowers them within the organization.”
Valve’s support in all this cannot be understated, either. Their choice to build their devices using open software like Mesa3D Turnip and FEX means they’re committed to working on and supporting improvements and optimizations that become available to anyone who uses the same open-source projects.
“We’ve received a lot of positive feedback about significantly improved performance and fewer rendering glitches from hobbyists who use these projects to run PC games on Android phones as a result of our work,” said Dhruv Mark Collins, another Graphics Team engineer working on Turnip. “And it goes both ways! We’ve caught a couple of nasty bugs because of that widespread testing, which really emphasizes why the FOSS model is beneficial for everyone involved.”
An interesting area of graphics driver development is all the compiler work that is involved. Vulkan drivers such as Mesa3D Turnip need to process shader programs sent by the application to the GPU, and these programs govern how pixels in our screens are shaded or colored with geometry, textures, and lights while playing games. Job Noorman, an engineer from our Compilers Team, made significant contributions to the compiler used by Mesa3D Turnip. He also contributed to the Mesa3D NIR shader compiler, a common part that all Mesa drivers use, including RADV (most popularly used on the Steam Deck) or V3DV (used on Raspberry Pi boards).
As is normal for Igalia, while we focused on delivering results for our customer, we also made our work as widely useful as possible. For example: “While our target throughout our work has been the Snapdragon 8 Gen 3 that’s in the Frame, much of our work extends back through years of Snapdragon hardware, and we regression test it to make sure it stays Vulkan conformant,” said Anholt. This means that Igalia’s work for the Frame has consistently passed Vulkan’s Conformance Test Suite (CTS) of over 2.8 million tests, some of which Igalia is involved in creating.
Our very own Vulkan CTS expert Ricardo García says:
Igalia and other Valve contractors actively participate in several areas inside the Khronos Group, the organization maintaining and developing graphics API standards like Vulkan. We contribute specification fixes and feedback, and we are regularly involved in the development of many new Vulkan extensions. Some of these end up being critical for game developers, like mesh shading. Others ensure a smooth and efficient translation of other APIs like DirectX to Vulkan, or help take advantage of hardware features to ensure applications perform great across multiple platforms, both mobile like the Steam Frame or desktop like the Steam Machine. Having Vulkan CTS coverage for these new extensions is a critical step in the release process, helping make sure the specification is clear and drivers implement it correctly, and Igalia engineers have contributed millions of source code lines and tests since our collaboration with Valve started.
A huge challenge we faced in moving forward with development is ensuring that we didn’t introduce regressions, small innocent-seeming changes can completely break rendering on games in a way that even CTS might not catch. What automated testing could be done was often quite constrained, but Igalians found ways to push through the barriers. “I made a continuous integration test to automatically run single-frame captures of a wide range of games spanning D3D11, D3D9, D3D8, Vulkan, and OpenGL APIs,” said Piliaiev, about the development covered in his recent XDC 2025 talk, “ensuring that we don’t have rendering or performance regressions.”
Looking ahead, Igalia’s work for Valve will continue to deliver benefits to the wider Linux Gaming ecosystem. For example, the Steam Frame, as a battery-powered VR headset, needs to deliver high performance within a limited power budget. A way to address this is to create a more efficient task scheduler, which is something Changwoo Min of Igalia’s Kernel Team has been working on. As he says, “I have been developing a customized CPU scheduler for gaming, named LAVD: Latency-criticality Aware Virtual Deadline scheduler.”
In general terms, a scheduler automatically identifies critical tasks and dynamically boosts their deadlines to improve responsiveness. Most task schedulers don’t take energy consumption into account, but the Rust-based LAVD is different. “LAVD makes scheduling decisions considering each chip’s performance versus energy trade-offs. It measures and predicts the required computing power on the fly, then selects the best set of CPUs to meet that demand with minimal energy consumption,” said Min.
One of our other kernel engineers, Melissa Wen, has been working on AMD kernel display drivers to maintain good color management and HDR support for SteamOS across AMD hardware families, both for the Steam Deck and the Steam Machine. This is especially important with newer display hardware in the Steam Machine, which features some notable differences in color capabilities, aiming for more powerful and efficient color management which necessitated driver work.
…and that’s a wrap! We will continue our efforts toward improving future versions of SteamOS, and with a partner as strongly supportive as Valve, we expect to do more work to make Linux gaming even better. If any of that sounded interesting and you’d like to work with us to tackle tricky problems of your own, please get in touch!
...
Read the original on www.igalia.com »
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