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Programming

  • 01: How to Read This Book
  • 02: What Would Digital Life Mean?
  • 02: What Would Digital Life Mean?
  • 03: Look at This Thing
  • 04: Now There Are Two
  • 05: So We Built the Wrong Thing on Purpose
  • 06: It Looked Like Flocking
  • 07: The Digital Crystal
  • 08: The Crystal Gets a Past
  • 09: Can Experience Change the Material?
  • 10: What Survives Material Loss?
  • 11: What Does It Cost to Stay?
  • 12: Is There Actually One Thing Here?
  • 13: What Does One Attachment Cause?
  • 14: Can Finite Computation Couple Distant Events?
  • 15: Can the Past Redirect the Future?
  • 16: We Found an Individual. Then We Didn't.
  • 17: How to Fail Correctly
  • 18: What Is Digital Life?
  • Cellular Automata From First Principles 58: Capstone — Discover, Measure and Explain a New System
  • Cellular Automata From First Principles 57: Build a Cellular Automata Laboratory
  • Cellular Automata From First Principles 56: Generate Figures and Animations
  • Cellular Automata From First Principles 55: Run Parameter Sweeps and Benchmarks
  • Cellular Automata From First Principles 54: Make Experiments Reproducible
  • Cellular Automata From First Principles 53: Build a Reusable Cellular Automata Engine
  • Cellular Automata From First Principles 52: Use FFTs for Large Neighborhoods
  • Cellular Automata From First Principles 51: Run Cellular Automata on the GPU
  • Cellular Automata From First Principles 50: Vectorize the Update Loop
  • Cellular Automata From First Principles 49: Profile Before You Optimize
  • Cellular Automata From First Principles 48: What Did the Neural CA Actually Learn?
  • Cellular Automata From First Principles 47: Inspect Hidden-State Propagation
  • Cellular Automata From First Principles 43: Test Generalization Beyond Training
  • Cellular Automata From First Principles 46: Generalize to Harder and Larger Mazes
  • Cellular Automata From First Principles 42: Regenerate After Damage
  • Cellular Automata From First Principles 45: Learn to Solve Mazes
  • Cellular Automata From First Principles 41: Train for Persistence
  • Cellular Automata From First Principles 44: Neural Cellular Automata for Pathfinding
  • Cellular Automata From First Principles 40: Randomize the Update Schedule
  • Cellular Automata From First Principles 39: Grow a Target From One Seed
  • Cellular Automata From First Principles 38: Hidden Cell Channels and Local Memory
  • Cellular Automata From First Principles 37: Learn the Local Update Rule
  • Cellular Automata From First Principles 36: Make the Automaton Differentiable
  • Cellular Automata From First Principles 35: Flow-Lenia and Mass-Conserving Artificial Life
  • Cellular Automata From First Principles 34: Damage, Robustness and Persistence
  • Cellular Automata From First Principles 33: Multi-Kernel and Multi-Channel Lenia
  • Cellular Automata From First Principles 32: Search Lenia Parameter Space
  • Cellular Automata From First Principles 31: Discover Your First Lenia Organisms
  • Cellular Automata From First Principles 30: Build Lenia From First Principles
  • Cellular Automata From First Principles 29: Growth Functions
  • Cellular Automata From First Principles 28: Neighborhoods as Convolution Kernels
  • Cellular Automata From First Principles 27: From Discrete Cells to Continuous State
  • Cellular Automata From First Principles 26: Cellular Automata as Computation
  • Cellular Automata From First Principles 25: Evolve Rules for Desired Behaviour
  • Cellular Automata From First Principles 24: Search Larger Rule Spaces
  • Cellular Automata From First Principles 23: Search All 256 Elementary Rules
  • Cellular Automata From First Principles 22: Classify Rule Behaviour
  • Cellular Automata From First Principles 21: Sensitivity to Initial Conditions
  • Cellular Automata From First Principles 20: Periodicity and Attractors
  • Cellular Automata From First Principles 19: Entropy and Information
  • Cellular Automata From First Principles 18: Activity, Density and Change
  • Cellular Automata From First Principles 16: Generate Textures with Local Rules
  • Cellular Automata From First Principles 17: Measure a Cellular Automaton
  • Cellular Automata From First Principles 15: Grow Terrain from Local Height Rules
  • Cellular Automata From First Principles 14: Generate Caves from Noise
  • Cellular Automata From First Principles 13: Build a Predator-Prey Ecosystem
  • Cellular Automata From First Principles 12: Reaction-Diffusion and Pattern Formation
  • Cellular Automata From First Principles 11: Diffusion as Local Exchange
  • Cellular Automata From First Principles 10: Simulate Traffic with Rule 184
  • Cellular Automata From First Principles 09: Build a Forest Fire Simulation
  • Cellular Automata From First Principles 08: Add Randomness Without Losing the Model
  • Cellular Automata From First Principles 07: Beyond Conway — Life-like and Multi-State Rules
  • Cellular Automata From First Principles 06: Patterns as Data — Oscillators, Spaceships and Gliders
  • Cellular Automata From First Principles 05: Conway's Game of Life
  • Cellular Automata From First Principles 04: Rule 110 and Computation in a Grid
  • Cellular Automata From First Principles 03: Rule 30 and the Surprise of Complexity
  • Cellular Automata From First Principles 02: Encode All 256 Elementary Rules
  • Cellular Automata From First Principles 01: Build Your First Automaton
  • Cellular Automata From First Principles 00: How Can Tiny Rules Build Complex Worlds?
  • Advanced Agents From First Principles 08: Is Your Agent Spending the Same Compute on Every Task? Build Adaptive Agents That Escalate Only When Needed
  • Advanced Agents From First Principles 26: Why Did the Agent Fail? Build an Incident Forensics Pipeline
  • Advanced Agents From First Principles 27: How Reliable Does an Agent Need to Be? Define SLOs and Error Budgets
  • Advanced Agents From First Principles 28: Where Should You Spend the Next Engineering Hour? Prioritize Reliability by Risk and Expected Return
  • Advanced Agents From First Principles 29: When Should an Agent Stop and Ask a Human? Design Authority Boundaries and Escalation
  • Advanced Agents From First Principles 30: Is This Task Outside Your Agent’s Competence? Build Competence Envelopes and OOD Detection
  • Advanced Agents From First Principles 31: How Can an Agent Learn New Capabilities Without Expanding Its Own Authority? Use Sandboxed Capability Acquisition
  • Advanced Agents From First Principles 32: Which Capabilities Are Actually Worth Building? Design a Capability Portfolio
  • Advanced Agents From First Principles 33: Which Shared Components Actually Unlock More Capability? Build a Capability Dependency Graph
  • Advanced Agents From First Principles 34: Where Should This Task Actually Run? Build Capability-Aware Placement Across Models, Providers and Resource Pools
  • Advanced Agents From First Principles 35: How Do You Move a Running Agent Between Workers Without Losing Meaning? Build Portable Execution State and Safe Handoff
  • Advanced Agents From First Principles 36: Is Your Agent Acting on Stale State? Build Temporal Consistency, Freshness Budgets and Conflict Detection
  • Advanced Agents From First Principles 37: Is Your Agent Still Solving the Right Task? Build Intent Versioning, Supersession and Cancellation
  • Advanced Agents From First Principles 38: A Plan Is Not a Commitment — Model Goals, Commitments and Executable Work
  • Advanced Agents From First Principles 39: How Do You Make an Agent Survive for Days? Build Durable Long-Running Workflows
  • Advanced Agents From First Principles 40: Your Agent Changed the World. What Happens When Step Two Fails? Build Transactions, Compensation and Reconciliation
  • Advanced Agents From First Principles 41: What Should Your Agent Trust? Build Explicit Security and Trust Boundaries
  • Advanced Agents From First Principles 42: How Do Multiple Agents Coordinate Without Becoming a Distributed Argument?
  • Advanced Agents From First Principles 43: Who Controls the Agent? Build an Explicit Agent Control Plane
  • What Does a Preference Know About the Future?
  • The Preference Was Only the Beginning
  • Codex Manager: Building a Prompt-State Runtime for Hackathon-Grade Code Optimization
  • AI as an Amplifier, Not a Utility
  • SQLite: the small database that packs a big punch
  • Debugging Jupyter Notebooks in VS Code
  • Project 6: Validator
  • Project 5: Dictator
  • Project 4: Meth
  • Project 3: Site Shot
  • An android SharedPreferences wrapper class
  • Project 2: File Explorer for android
  • Project 1: Catcher
Programmer.ie

Technical library for the AI era.

Understand what is changing. Learn how it works. Use it.

© 2026 Ernan Hughes
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