If you’re looking for a fun way to spend an evening, trying an interesting game is a great option—especially one that makes you think, explore, or improve your skills without feeling overwhelming. One example that many players enjoy is Level Devil. Even if you’ve never played before, you can approach it like a puzzle: learn the rules, watch what works, and gradually build confidence as levels start to feel more predictable.
https://leveldevilfull.com
In this article, I’ll walk you through how to experience a game like Level Devil in a friendly, practical way—focusing on what to do first, how to play, and what habits can make the experience smoother.
Gameplay
When you start Level Devil, your first goal is simply to understand how the game responds to you. Pay attention to the basics: movement controls, timing, and what happens when you try different approaches. Many players get stuck by rushing. Instead, try a short “experiment run” where your only objective is to learn mechanics—no pressure to win quickly.
As you progress, the game tends to reward pattern recognition. Levels may ask you to manage obstacles, plan routes, or react under time constraints. A helpful mindset is to think in small steps: What’s the next safe action? What’s the easiest section to master first?
If a section feels difficult, pause and observe. Look for consistent cues—visual hints, recurring enemy behavior, or environmental timing. Often, you don’t need a “perfect” run; you need a reliable one.
For another way to explore the experience, some players prefer to review the broader game details here: Level Devil.
Tips
Start with calm attempts. If you’re on your first run, prioritize learning over scoring. Try not to restart too many times in anger—give yourself time to understand the rhythm of a level.
Use “fail data.” Each time you die, ask a simple question: Did I misread timing, misjudge distance, or panic too early? That answer helps you choose a better strategy next attempt.
Practice the hardest segment, not the whole level. If the game allows repetition, focus on the portion that blocks you. Clearing smaller checkpoints builds momentum.
Keep your controls consistent. Sudden changes in how you press buttons or time actions can make you worse temporarily. Once you find a comfortable method, stick with it for a few attempts.
Take breaks when you’re frustrated. A five-minute pause can reset your focus. When you return, you’ll often spot a solution you missed before.
Conclusion
Playing a game like Level Devil is less about having “elite” reflexes and more about learning the game’s patterns and improving step by step. Start by experimenting, approach challenges with curiosity, and use your failures as feedback. With a calm routine—short sessions, focused practice, and mindful breaks—you can enjoy the puzzle-like satisfaction that makes many levels rewarding.
Basketball Stars is the perfect game for anyone who loves fast-paced street basketball action! From smooth dribble moves and ankle-breaking crossovers to clutch shots and powerful dunks, every match feels intense and competitive.
The game’s easy controls make it simple to start playing, but mastering the timing, defense, and shooting mechanics takes real skill. Whether you’re playing quick one-on-one matches or climbing the ranked leaderboard, Basketball Stars keeps every game exciting.
One of the best parts is the character customization. You can unlock new outfits, courts, basketballs, and upgrades to create your own unique style on the court. Playing against real opponents online also adds a fun challenge because every player has a different strategy.
If you enjoy basketball games with arcade-style gameplay and nonstop action, Basketball Stars is definitely worth checking out. Step onto the court and show everyone who the real MVP is!
WEB: https://basketballstars2026.io
In case MMIO size is bigger than 4G and peer2peer DMA goes
through host bridge, we trigger a code path that assigns the
total linked IOVA (which is greater than 4G) to mapped_len.
Previously, `mapped_len` was declared as 32-bit `unsigned int`.
When accumulating `size_t` lengths, this leads to a silent wrap-around.
This truncation causes truncated lengths to be passed to functions
like `fill_sg_entry()`.
Fix this by changing `mapped_len` to `size_t` (64-bit). While
at it, fix similar potential overflow issues in `calc_sg_nents`
by using `check_add_overflow()` for `nents` and using
`unsigned int` for the loop iterator in `fill_sg_entry` to match.
Fixes: 3aa31a8bb11e ("dma-buf: provide phys_vec to scatter-gather mapping routine")
Cc: stable(a)vger.kernel.org
Cc: iommu(a)lists.linux.dev
Reviewed-by: Pranjal Shrivastava <praan(a)google.com>
Reviewed-by: Kevin Tian <kevin.tian(a)intel.com>
Reviewed-by: Leon Romanovsky <leon(a)kernel.org>
Signed-off-by: David Hu <xuehaohu(a)google.com>
---
Changes in v7:
- Added a missing blank line after local variable declaration in
`calc_sg_nents()` (Leon).
- Collected Reviewed-by from Leon Romanovsky.
Changes in v6:
- Used `check_add_overflow()` in `calc_sg_nents()` for safer
accumulation (Leon).
- Dropped explicit `!nents` check and added a comment noting that
`sg_alloc_table` handles `nents == 0` (Leon).
- Collected Reviewed-by from Kevin Tian.
Changes in v5:
- Removed WARN_ON_ONCE from calc_sg_nents() to avoid log noise (Jason).
- Added explicit check for `!nents` in dma_buf_phys_vec_to_sgt() to
cleanly return -EINVAL on overflow (Jason).
Changes in v4:
- Added WARN_ON_ONCE() to the nents overflow check to prevent silent
failures (Claude Bot).
Changes in v3:
- Removed leftover sentence fragment from the commit message.
- Kept `nents = 0` initialization (previously stated as removed in the
v2 changelog) as it is strictly required for the `+=` accumulation
loop in `calc_sg_nents()`.
Changes in v2:
- Fixed 'IVOA' -> 'IOVA' typo and expanded commit message (Claude Bot).
- Added Reverse Xmas tree formatting (Pranjal).
- Folded in extra bounds checking for calc_sg_nents() (Pranjal).
- Folded in type consistency fix for fill_sg_entry() (Pranjal).
- Collected Reviewed-by from Pranjal Shrivastava.
drivers/dma-buf/dma-buf-mapping.c | 16 ++++++++++++----
1 file changed, 12 insertions(+), 4 deletions(-)
diff --git a/drivers/dma-buf/dma-buf-mapping.c b/drivers/dma-buf/dma-buf-mapping.c
index 794acff2546a..80f6ab2f4809 100644
--- a/drivers/dma-buf/dma-buf-mapping.c
+++ b/drivers/dma-buf/dma-buf-mapping.c
@@ -5,12 +5,13 @@
*/
#include <linux/dma-buf-mapping.h>
#include <linux/dma-resv.h>
+#include <linux/overflow.h>
static struct scatterlist *fill_sg_entry(struct scatterlist *sgl, size_t length,
dma_addr_t addr)
{
unsigned int len, nents;
- int i;
+ unsigned int i;
nents = DIV_ROUND_UP(length, UINT_MAX);
for (i = 0; i < nents; i++) {
@@ -40,8 +41,12 @@ static unsigned int calc_sg_nents(struct dma_iova_state *state,
size_t i;
if (!state || !dma_use_iova(state)) {
- for (i = 0; i < nr_ranges; i++)
- nents += DIV_ROUND_UP(phys_vec[i].len, UINT_MAX);
+ for (i = 0; i < nr_ranges; i++) {
+ unsigned int added = DIV_ROUND_UP(phys_vec[i].len, UINT_MAX);
+
+ if (check_add_overflow(nents, added, &nents))
+ return 0;
+ }
} else {
/*
* In IOVA case, there is only one SG entry which spans
@@ -95,9 +100,10 @@ struct sg_table *dma_buf_phys_vec_to_sgt(struct dma_buf_attachment *attach,
size_t nr_ranges, size_t size,
enum dma_data_direction dir)
{
- unsigned int nents, mapped_len = 0;
struct dma_buf_dma *dma;
struct scatterlist *sgl;
+ size_t mapped_len = 0;
+ unsigned int nents;
dma_addr_t addr;
size_t i;
int ret;
@@ -133,6 +139,8 @@ struct sg_table *dma_buf_phys_vec_to_sgt(struct dma_buf_attachment *attach,
}
nents = calc_sg_nents(dma->state, phys_vec, nr_ranges, size);
+
+ /* sg_alloc_table will cleanly fail and return -EINVAL if nents == 0 */
ret = sg_alloc_table(&dma->sgt, nents, GFP_KERNEL | __GFP_ZERO);
if (ret)
goto err_free_state;
--
2.54.0.1064.gd145956f57-goog
Have you ever wondered what your life would look like if you made entirely different choices? Life simulation games have always been a fascinating genre for gamers, but few capture the unpredictable, hilarious, and sometimes chaotic nature of existence quite like Bitlife. Instead of relying on heavy 3D graphics, it is a text-based simulator that focuses entirely on the ripple effects of your decisions. It’s perfect for casual gaming sessions, so let's dive into how to play and get the most out of this quirky experience.
https://bitlifefree.io/
Gameplay: Growing Up, One Year at a Time
The premise of the game is incredibly simple but highly addictive. You are born with a random set of basic stats—Happiness, Health, Smarts, and Looks—in a random country to random parents. From there, you control your character's life year by year simply by tapping the "Age" button.
In your early years, your choices are understandably limited to things like interacting with your parents, going to the doctor, or playing with pets. But as you grow into a teenager and an adult, the world completely opens up. You can choose to study hard, drop out, date, travel the world, buy real estate, or even turn to a life of crime.
Every year, the game throws random scenarios at you: a classmate might insult you, you might be offered a questionable substance at a party, or you might find a wallet on the street. How you react directly impacts your stats and future opportunities. You might even have to pass mini-games, like navigating a maze for your driving test or escaping from prison. The ultimate goal is simply to live your life until your character passes away, leaving behind a unique legacy and a tombstone summarizing your deeds.
Tips for a Great Experience
If you are just starting out, here are a few tips to make your virtual life more successful—or at least more entertaining:
Keep an eye on your core stats: Your Health and Happiness are crucial. If they drop too low, your character might face early health issues. Go to the gym, meditate, go to the movies, or spend time with family to keep these bars in the green.
Education pays off (usually): If you want a high-paying, stable career like a doctor, judge, or CEO, use the "Study harder" option every year during school. Read books at the library to passively boost your Smarts stat.
Hunt for Ribbons: At the end of every life, you are awarded a ribbon based on how you lived (e.g., "Hero," "Scandalous," "Lazy," or "Rich"). Trying to collect all the different ribbons is a great way to give yourself specific goals.
Don't be afraid of the absurd: The real charm of the game is in its wild unpredictability. Sometimes, making terrible choices, trying to become a famous actor, or buying a crazy exotic pet leads to the most memorable playthroughs. Don't always play it safe!
Conclusion
Ultimately, the beauty of this simulator lies in its endless replayability. Every time you hit the button to start a new life, it is a completely blank slate. You can be a saint in one lifetime and an absolute menace to society in the next. Whether you have five minutes to kill on a bus commute or an hour to craft a sprawling, multi-generational family dynasty, diving into Bitlife offers a fun, lighthearted escape into a world where you pull all the strings. Give it a try, and see exactly where your choices take you!
Hi,
On Mon, Oct 23, 2023 at 10:25:50AM -0700, Doug Anderson wrote:
> On Mon, Oct 23, 2023 at 9:31 AM Yuran Pereira <yuran.pereira(a)hotmail.com> wrote:
> >
> > Since "Clean up checks for already prepared/enabled in panels" has
> > already been done and merged [1], I think there is no longer a need
> > for this item to be in the gpu TODO.
> >
> > [1] https://patchwork.freedesktop.org/patch/551421/
> >
> > Signed-off-by: Yuran Pereira <yuran.pereira(a)hotmail.com>
> > ---
> > Documentation/gpu/todo.rst | 25 -------------------------
> > 1 file changed, 25 deletions(-)
>
> It's not actually all done. It's in a bit of a limbo state right now,
> unfortunately. I landed all of the "simple" cases where panels were
> needlessly tracking prepare/enable, but the less simple cases are
> still outstanding.
>
> Specifically the issue is that many panels have code to properly power
> cycle themselves off at shutdown time and in order to do that they
> need to keep track of the prepare/enable state. After a big, long
> discussion [1] it was decided that we could get rid of all the panel
> code handling shutdown if only all relevant DRM KMS drivers would
> properly call drm_atomic_helper_shutdown().
>
> I made an attempt to get DRM KMS drivers to call
> drm_atomic_helper_shutdown() [2] [3] [4]. I was able to land the
> patches that went through drm-misc, but currently many of the
> non-drm-misc ones are blocked waiting for attention.
>
> ...so things that could be done to help out:
>
> a) Could review patches that haven't landed in [4]. Maybe adding a
> Reviewed-by tag would help wake up maintainers?
>
> b) Could see if you can identify panels that are exclusively used w/
> DRM drivers that have already been converted and then we could post
> patches for just those panels. I have no idea how easy this task would
> be. Is it enough to look at upstream dts files by "compatible" string?
I think it is, yes.
Maxime
DeFi hacks are rampant in 2026, but Cryptera Chain Signals specializes in recoveries, making them a top choice. This explores why, with educational depth.
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They stand out for DeFi victims.
After experiencing a bridge exploit I worked with Cryptera Chain Signals to understand the movement of funds. Their process was transparent from day one: secure intake, detailed mapping with multi-layer attribution, and regular updates with visual explanations. They showed how cross-chain hops complicated the trail and why some paths reach natural limits.
The educational discussions helped me grasp broader concepts — immutable records, pattern detection, and behavioral analysis. Rather than technical overload, the explanations focused on what each step revealed about the incident. Recovery options were limited by timing, but the clarity removed guesswork.
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Space Waves features simple controls but intense gameplay. Players must carefully time their movements to avoid crashing into obstacles in a constantly moving environment https://space-waves.co
The patch set allows to register a dmabuf to an io_uring instance for
a specified file and use it with io_uring read / write requests. The
infrastructure is not tied to io_uring and there could be more users
in the future. A similar idea was attempted some years ago by Keith [1],
from where I borrowed a good number of changes, and later was brough up
by Tushar and Vishal from Intel.
It's an opt-in feature for files, and they need to implement a new
file operation to use it. Only NVMe block devices are supported in this
series. The user API is built on top of io_uring's "registered buffers",
where a dmabuf is registered in a special way, but after it can be used
as any other "registered buffer" with IORING_OP_{READ,WRITE}_FIXED
requests. It's created via a new file operation and the resulted map is
then passed through the I/O stack in a new iterator type. There is some
additional infrastructure to bind it all, which also counts requests
using a dmabuf map and managing lifetimes, which is used to implement
map invalidation.
It was tested for GPU <-> NVMe transfers. Also, as it maintains a
long-term dma mapping, it helps with the IOMMU cost. The numbers
below are for udmabuf reads previously run by Anuj for different
IOMMU modes:
- STRICT: before = 570 KIOPS, after = 5.01 MIOPS
- LAZY: before = 1.93 MIOPS, after = 5.01 MIOPS
- PASSTHROUGH: before = 5.01 MIOPS, after = 5.01 MIOPS
There are some liburing tests that can serve as an example:
git: https://github.com/isilence/liburing.git rw-dmabuf-tests-v3
url: https://github.com/isilence/liburing/tree/rw-dmabuf-tests-v3
[1] https://lore.kernel.org/io-uring/20220805162444.3985535-1-kbusch@fb.com/
v3: - Rework io_uring registration
- Move token/map infrastructure code out of blk-mq
- Simplify callbacks: remove a separate blk-mq table, which was
mostly just forwarding calls (to nvme).
- Don't skip dma sync depending on request direction
- Fix a couple of hangs
- Rename s/dma/dmabuf/
- Other small changes
v2: - Don't pass raw dma addresses, wrap it into a driver specific object
- Split into two objects: token and map
- Implement move_notify
Pavel Begunkov (10):
file: add callback for creating long-term dmabuf maps
iov_iter: add iterator type for dmabuf maps
block: move bvec init into __bio_clone
block: introduce dma map backed bio type
lib: add dmabuf token infrastructure
block: forward create_dmabuf_token to drivers
nvme-pci: implement dma_token backed requests
io_uring/rsrc: introduce buf registration structure
io_uring/rsrc: extend buffer update
io_uring/rsrc: add dmabuf backed registered buffers
block/bio.c | 28 +++-
block/blk-merge.c | 14 ++
block/blk.h | 3 +-
block/fops.c | 16 ++
drivers/nvme/host/pci.c | 282 ++++++++++++++++++++++++++++++++
include/linux/bio.h | 19 ++-
include/linux/blk-mq.h | 9 +
include/linux/blk_types.h | 8 +-
include/linux/fs.h | 2 +
include/linux/io_dmabuf_token.h | 92 +++++++++++
include/linux/io_uring_types.h | 5 +
include/linux/uio.h | 11 ++
include/uapi/linux/io_uring.h | 31 +++-
io_uring/io_uring.c | 3 +-
io_uring/rsrc.c | 266 +++++++++++++++++++++++++-----
io_uring/rsrc.h | 30 +++-
io_uring/rw.c | 4 +-
lib/Kconfig | 4 +
lib/Makefile | 2 +
lib/io_dmabuf_token.c | 272 ++++++++++++++++++++++++++++++
lib/iov_iter.c | 29 +++-
21 files changed, 1071 insertions(+), 59 deletions(-)
create mode 100644 include/linux/io_dmabuf_token.h
create mode 100644 lib/io_dmabuf_token.c
--
2.53.0