In the ever-expanding world of daily word puzzles, one game has carved out a delightful niche for itself with its unique blend of logic and linguistic intuition: the Connections Game. If you're looking for a fresh, engaging challenge that's more about thoughtful categorization than rapid word association, then Connections is a fantastic game to dive into. It’s the kind of puzzle that rewards careful consideration and the ability to spot subtle patterns, making it a perfect brain-teaser for your morning coffee or an evening wind-down.
https://connectionsgamefree.com
How to Play: The Art of Grouping
The premise of Connections is elegantly simple, yet surprisingly deep. You're presented with 16 words, and your goal is to sort them into four groups of four. Each group shares a common thread or category. The catch? You don’t know what those categories are, and some words might seem to fit into multiple groups at first glance, leading to delightful red herrings.
When you start a new game, you'll see the 16 words laid out in a grid. To play, you simply select four words that you believe belong together. Once you’ve made your selection, you submit your guess. If you’re correct, the group will collapse, and its category will be revealed. If you're incorrect, you'll lose one of your precious four mistakes. The game ends when you've successfully grouped all four sets of words, or when you run out of mistakes. The difficulty of the categories varies – some are straightforward, while others require a more lateral way of thinking, making each day's puzzle a fresh adventure.
Tips for Becoming a Connections Master
To truly enjoy and excel at the Connections Game, here are a few friendly tips that have helped many players, including myself:
Don't Rush: Unlike some timed word games, Connections encourages contemplation. Take your time to read all 16 words several times. Don’t jump to conclusions with the first obvious connection you see.
Look for the Obvious First (Sometimes): While red herrings are common, sometimes there's a truly obvious group staring you in the face. These "easy" groups can help you clear some clutter and focus on the trickier words.
Consider Word Forms: Pay attention to whether words are nouns, verbs, adjectives, or even proper nouns. This can be a huge clue. For example, a group might consist of "verbs related to speaking" or "types of cheeses."
Think Broadly and Narrowly: Some categories are very specific (e.g., "Things you find in a toolbox"), while others are more abstract (e.g., "Words that precede 'Light'"). Try to think about both the common dictionary definition and potential idiomatic uses.
The "One Away" Clue: If you make an incorrect guess and get the "One Away!" notification, it means three of your chosen words belong to a group, and one does not. This is a powerful clue! Identify the outlier and try swapping it for another word.
Look for Synonyms or Antonyms: Sometimes the connection is simply a set of synonyms, or perhaps a group of words that are all antonyms of a particular concept.
Conclusion: A Rewarding Daily Ritual
Connections is more than just a puzzle; it's a daily exercise in linguistic deduction and pattern recognition. It’s a game that challenges your vocabulary and your ability to think critically about the relationships between words. Whether you’re a seasoned word-game enthusiast or just looking for a delightful new brain-teaser, Connections offers a satisfying and rewarding experience. So, gather your wits, embrace the challenge, and enjoy the delightful "aha!" moments that come with solving each day's unique puzzle.
https://suikagame.lol/
There's something uniquely appealing about watching fruits merge together in slow motion. If you've scrolled through gaming communities lately, you've probably noticed more people talking about watermelon puzzle games, and for good reason. These games tap into something genuinely fun—the simple pleasure of combining things and watching them transform. Suika Game has become the poster child of this genre, and it's worth understanding why so many people find themselves absorbed in dropping cherry tomatoes and strawberries into a physics-based box.
What's Actually Happening Here?
At its heart, a watermelon puzzle is about merging identical fruits to create bigger ones. You start with small items—grapes or cherries—and your job is to drop them into a container and pair them together. When two matching fruits touch, they combine into the next size up. Two grapes become strawberries, two strawberries become oranges, and the chain continues until you're (hopefully) stacking massive watermelons.
The catch? Your container has limited space. It's like a vertical Tetris with physics and gravity. Fruits don't stack neatly in rows—they tumble around realistically, bounce off walls, and settle where they land. This means you need to think strategically about where each piece lands. Drop a fruit carelessly, and it might block the path for future combinations or create an awkward pile that leaves no room for your next move.
Each game typically continues until you can't fit any more pieces into the box. Some versions include special mechanics—occasional bombs or special items that clear out sections of fruit. But the core loop remains the same: drop, combine, survive as long as possible.
Getting Into the Flow
On Thu, Jun 18, 2026 at 05:02:58PM +0100, Matt Evans wrote:
> My understanding is that the sequences above wake a device that happens
> to have previously been put into D3, and AFAICT it could only have got
> there because of a previous vfio_pci_set_power_state(). Seems its only
> caller is from the emulation of PCI_PM_CTRL using
> vfio_lock_and_set_power_state(), and this zaps/revokes BAR access before
> a transition to D3. Similarly, an attempt to access a BAR via an
> ioctl/through vfio_pci_core_do_io_rw() fails the D3 check in
> __vfio_pci_memory_enabled(), and besides will try to take the memory_lock.
I thought the general design was the bars were made inaccessible
before going to a low power state, and remain inaccessible while it is
in low power?
So the order of D0 doesn't matter. If it is not in D0 then there is no
mappings and zap/revoke is a NOP.
If is it in D0 then it doesn't matter because D0 is a nop.
Jason
Changes since v3:
- Add a FIXME for an encountered Rust compiler bug. (Gary)
- Add new Rust files also to DRM drivers & common infrastructure
MAINTAINERS file. (Danilo)
- Reposition ECANCELED error code. (Miguel)
- Replace refcounted FenceCtx in DriverFenceData with a reference plus
life time. (Boris)
- Re-add rcu_barrier() patch, since we now can use it for dropping the
fence context. (Danilo)
- Add forgotten R-b from Alice, and Acks for MAINTAINERS from
Christian and Sumit.
Changes since v2:
- Don't drop DriverFenceData as a whole, but only the members we
really want to drop. Gives more robustness. (Gary).
- Break apart large pin_init_from_closure(). (Danilo, Onur)
- Remove rcu_barrier() and synchronize_rcu() from FenceCtx::drop().
FenceCtx might drop in atomic context, where you must not perform
those operations. With the current way C dma_fence is designed, the
driver must wait for a grace period manually until it unloads.
- Repair the DriverFenceBorrow implementation, properly injecting a
life time into it. (Danilo)
- Fix memory layout bug for rcu_head. (Onur)
- Drop RCU patches, since this series doesn't need them anymore.
Changes since v1:
- Remove unnecessary mutable references (Alice)
- Split up unsafe comments where possible (Danilo)
- Remove PhantomData + implement FenceCtx ops trait (Boris)
- Consistently call FenceCtx generic data `T`. FenceDataType is
derived from that. (Boris)
- Add abstractions for call_rcu() and synchronize_rcu() (Danilo)
- Add ECANCELED error code in Rust (Alice)
- Remove the rcu_barrier() from FenceCtx::drop() – because we now use
call_rcu(), there can be no UAF access to the FenceCtx anymore. In
any case, it is illegal to use either call_rcu() or
synchronize_rcu() in FenceCtx::drop(), because our new
drop_driver_fence_data() can run in atomic context and might put the
last fence_ctx reference.
So we now only have to guard against module unload, which it seems
either the driver or Rust driver-core / module unload infrastructure
must solve.
- Minor formatting etc. changes
- Add C helpers to MAINTAINERS. (Danilo)
- Ensure that `Fence::is_signaled()` is fully synchronized, i.e., all
callbacks really have run. See [1] and [2]. (Myself, Christian
König)
Changes since the RFCs:
- Include support for ForeignOwnable for ARef, so that a Fence can be
stuffed into an XArray et al. (Code by Danilo)
- Implement ForeignOwnable (with new borrow type) for DriverFence, so
that it can be stuffed into an XArray.
- Include the rcu::RcuBox data type to defer dropping data with RCU
(Cody by Alice)
- Port DmaFence to RcuBox to make UAF bugs through later, new dma_fence
callbacks (backend_ops) impossible.
- Force users to pass their fence data in an RcuBox (or have it not
need drop()) through a Sealed trait.
- Document the rules for the user's DriverFence::data's drop
implementation very clearly (deadlock danger).
- rustfmt, Clippy.
- Various style suggestions, safety comments, etc. (Önur)
- Add __rust_helper prefix to helper functions. (Önur)
Changes in RFC v3:
- Omit JobQueue patches for now
- Completely redesign the memory layout: Instead of a Fence
refcounting a DriverFence, both now live in the same allocation to
allow for future support the dma_fence backend_ops callbacks which
need to do container_of. (mostly Boris's feedback)
- Allow for pre-allocating fences to avoid deadlocks when submitting
jobs to a GPU. (Boris)
- Simultaneously, allow for pre-preparing fence callback objects, so
the driver can allocate them when it sees fit. (code largely stolen
and inspired by Daniel).
- Signal fences on drop, ensure synchronization.
- Force users to set an error code when signalling.
- Write more documentation
- A ton of minor other changes.
[1] https://lore.kernel.org/dri-devel/20260608142436.265820-2-phasta@kernel.org/
[2] https://lore.kernel.org/dri-devel/20260612104251.2264707-2-phasta@kernel.or…
Alright, so since the last RFCs did not reveal significant design
issues, I decided to transition this series to a v1 and hope that we can
get it upstream.
This now includes code for more common infrastructure that dma_fence
needs, contributed by Danilo and Alice.
---
Old cover letter for RFC:
So, this is the spiritual successor of the first / second RFC [1]. v2
also contained code for drm::JobQueue, but mostly to show how the fence
code would be used. JobQueue is under heavy rework right now, so I don't
want to bother your eyes with it. The docstring examples should show how
Rust fences are supposed to be used, though.
This v3 contains a huge amount of highly valuable feedback from a
variety of people, notably Boris, but also from Alice, Gary and Danilo.
There are some TODOs open (a better trait for fence backend_ops and RCU
support), but my hope is that this effort is now finally approaching its
end.
I would greatly appreciate feedback and especially more information
about what might be missing to make this usable, which is obviously
where Daniel's and Boris's feedback will be valuable once more.
Please regard this patch just as what it's titled: an RFC, to discuss a
bit more and to inform a broader community about what the current state
is and where this is heading at.
Many regards,
Philipp
[1] https://lore.kernel.org/rust-for-linux/20260203081403.68733-2-phasta@kernel…
Danilo Krummrich (1):
rust: types: implement ForeignOwnable for ARef<T>
Philipp Stanner (4):
rust: error: Add ECANCELED error code
rust: sync: Add abstraction for rcu_barrier()
rust: Add dma_fence abstractions
MAINTAINERS: Add entry for Rust dma-buf
MAINTAINERS | 5 +
rust/bindings/bindings_helper.h | 1 +
rust/helpers/dma_fence.c | 48 ++
rust/helpers/helpers.c | 1 +
rust/kernel/dma_buf/dma_fence.rs | 870 +++++++++++++++++++++++++++++++
rust/kernel/dma_buf/mod.rs | 14 +
rust/kernel/error.rs | 1 +
rust/kernel/lib.rs | 1 +
rust/kernel/sync/aref.rs | 39 ++
rust/kernel/sync/rcu.rs | 6 +
10 files changed, 986 insertions(+)
create mode 100644 rust/helpers/dma_fence.c
create mode 100644 rust/kernel/dma_buf/dma_fence.rs
create mode 100644 rust/kernel/dma_buf/mod.rs
base-commit: 848bf57e98e1678ce7a49eb4e0bf0502da95dc07
--
2.54.0
On Mon, Jun 22, 2026 at 06:22:27PM +0530, biren pandya wrote:
> On Mon, Jun 22, 2026 at 5:25 PM Laurent Pinchart wrote:
> > On Tue, Jun 16, 2026 at 11:49:57PM +0530, Biren Pandya wrote:
> > > Several GEM core functions manually managed mutex_lock() and
> > > mutex_unlock() over single scopes or error paths. This adds boilerplate
> > > and carries the risk of lock leaks if error paths are refactored.
> > >
> > > Modernize these locks by deploying the <linux/cleanup.h> scoped_guard()
> > > macro. This ensures that the locks are reliably dropped when the block
> > > exits, cleanly removing goto out_unlock paths and tightening the
> > > lifecycle.
> >
> > What's the reason for doing so in in drm_gem and not other areas in DRM
> > ?
>
> Hi Laurent,
>
> Thanks for taking a look.
> No deeper reason than it being where I happened to start — I didn't
> mean to single it out, and I'd rather the treatment be consistent than
> piecemeal.
>
> > > @@ -1021,37 +1018,34 @@ int drm_gem_change_handle_ioctl(struct drm_device *dev, void *data,
> > > goto out;
> > > }
> > >
> > > - mutex_lock(&file_priv->prime.lock);
> > > + scoped_guard(mutex, &file_priv->prime.lock) {
> > > + spin_lock(&file_priv->table_lock);
> > > + ret = idr_alloc(&file_priv->object_idr, obj, handle, handle + 1,
> > > + GFP_NOWAIT);
> > > + spin_unlock(&file_priv->table_lock);
> >
> > And why don't you use guards for the spinlock as well ?
>
> Fair point — the spinlocks here are equally good candidates; I only
> kept v1 to mutexes to keep it small.
>
> That said, this is a pure cleanup with no functional change, so it's
> entirely your call whether it's worth carrying.
> If you'd like it, I'll send a v2 that converts both the mutexes and
> the spinlocks in drm_gem.c consistently. If you'd prefer not to take
> cleanup-only churn, I'm happy to drop it — no problem either way.
I'll let the maintainers of that code decide (I'm not one of them).
--
Regards,
Laurent Pinchart
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The biggest difference between Sprunki Game and many other music games lies in its approach to users. Instead of requiring players to perform actions according to pre-set rhythms, Sprunki encourages them to actively create music in their own way. Each character in the game is like a living instrument, possessing a distinct sound and personality. When characters are combined, they form a complete composition with a unique and unreplicable sound. Players don't need professional musical knowledge to create interesting works with just a few simple steps. This is why Sprunki is loved by both music enthusiasts and those who simply want a relaxing form of entertainment. The game makes creativity more accessible than ever and allows everyone to experience the joy of creating a product with their own personal touch.