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netcoyote commented on “This is not the computer for you”   samhenri.gold/blog/202603... · Posted by u/MBCook
sghiassy · 2 days ago
I appreciate the article and agree. If you have a desire to learn computers, just get your hands on whatever you can and learn.
netcoyote · 2 days ago
Yeah, that really resonated; the author captured something about the way kids explore.

It brought back memories of when I first started using a Unix time share at university, and exhaustively read all the man pages. Didn’t know why, just wanted to discover everything.

netcoyote commented on Show HN: A context-aware permission guard for Claude Code   github.com/manuelschipper... · Posted by u/schipperai
dns_snek · 2 days ago
This is not criticism of your project specifically, but a question for all tools in this space: What's stopping your agent from overwriting an arbitrary source file (e.g. index.js) with arbitrary code and running it?

A rogue agent doesn't need to run `rm -rf /`, it just needs to include a sneaky `runInShell('rm -rf /')` in ANY of your source code files and get it to run using `npm test`. Both of those actions will be allowed on the vast majority of developer machines without further confirmation. You need to review every line of code changed before the agent is allowed to execute it for this to work and that's clearly not how most people work with agents.

I can see value in projects like this to protect against accidental oopsies and making a mess by accident, but I think that marketing tools like this as security tools is irresponsible - you need real isolation using containers or VMs.

Here's one more example showing you why blacklisting doesn't work, it doesn't matter how fancy you try to make it because you're fighting a battle that you can't win - there are effectively an infinite number of programs, flags, environment variables and config files that can be combined in a way to execute arbitrary commands:

    bash> nah test "PAGER='/bin/sh -c \"touch ~/OOPS\"' git help config"

    Command:  PAGER='/bin/sh -c "touch ~/OOPS"' git help config
    Stages:
      [1] git help config → git_safe → allow → allow (git_safe → allow)
    Decision:    ALLOW
    Reason:      git_safe → allow
Alternatively:

    bash> nah test "git difftool -y -x 'touch ~/OOPS2' --no-index /etc/hostname /etc/hosts"
    Command:  git difftool -y -x 'touch ~/OOPS2' --no-index /etc/hostname /etc/hosts
    Stages:
      [1] git difftool -y -x touch ~/OOPS2 --no-index /etc/hostname /etc/hosts → git_safe → allow → allow (git_safe → allow)
    Decision:    ALLOW
    Reason:      git_safe → allow

netcoyote · 2 days ago
> What's stopping your agent from overwriting an arbitrary source file (e.g. index.js) with arbitrary code and running it?

You're absolutely right :)

And even if it could be sandboxed at the source code level, what's to prevent a nefarious AI from writing an executable file directly as bytes that calls (e.g.) `unlink`?

netcoyote commented on Show HN: A context-aware permission guard for Claude Code   github.com/manuelschipper... · Posted by u/schipperai
netcoyote · 3 days ago
As binwiederhier mentioned, we're all solving the same problems in different ways. There are now enough AI sandboxing projects (including mine: sandvault and clodpod) that I started a list: https://github.com/webcoyote/awesome-AI-sandbox
netcoyote commented on 10% of Firefox crashes are caused by bitflips   mas.to/@gabrielesvelto/11... · Posted by u/marvinborner
jiggawatts · 9 days ago
Some multiplayer real-time strategy (RTS) games used deterministic fixed-point maths and incremental updates to keep the players in sync. Despite this, there would be the occasional random de-sync kicking someone out of a game, more than likely because of bit flips.
netcoyote · 9 days ago
For RTS games I wish we could blame bit flips, but more typically it is uninitialized memory, incorrectly-not-reinitialized static variables, memory overwrites, use-after-free, non-deterministic functions (eg time), and pointer comparisons.

God I love C/C++. It’s like job security for engineers who fix bugs.

netcoyote commented on 10% of Firefox crashes are caused by bitflips   mas.to/@gabrielesvelto/11... · Posted by u/marvinborner
jug · 9 days ago
As a community alpha tester of GW1, this was a fun read! Such an educational journey and what a well organized and fruitful one too. We could see the game taking shape before our eyes! As a European, I 100% relied on being young and single with those American time zones. :D Tests could end in my group at like 3 am, lol.
netcoyote · 9 days ago
Oh yeah, those were some good times. It was great getting early feedback from you & the other alpha testers, which really changed the course of our efforts.

I remember in the earlier builds we only had a “heal area” spell, which would also heal monsters, and no “resurrect” spell, so it was always a challenge to take down a boss and not accidentally heal it when trying to prevent a player from dying.

netcoyote commented on 10% of Firefox crashes are caused by bitflips   mas.to/@gabrielesvelto/11... · Posted by u/marvinborner
NotGMan · 10 days ago
>> In other words up to 10% of all the crashes Firefox users see are not software bugs, they're caused by hardware defects!

I find this impossible to believe.

If this were so all devs for apps, games, etc... would be talking about this but since this is the first time I'm hearing about this I'm seriously doubting this.

>> This is a bit skewed because users with flaky hardware will crash more often than users with functioning machines, but even then this dwarfs all the previous estimates I saw regarding this problem.

Might be the case, but 10% is still huge.

There imo has to be something else going on. Either their userbase/tracking is biased or something else...

netcoyote · 10 days ago
It is huge, but real (see https://news.ycombinator.com/item?id=47258500)

Browsers, videogames, and Microsoft Excel push computers really hard compared to regular applications, so I expect they're more likely to cause these types of errors.

The original Diablo 2 game servers for battle.net, which were Compaq 1U servers, failed at astonishing rates due to their extremely high utilization and consequent heat-generation. Compaq had never seen anything like it; most of their customers were, I guess, banking apps doing 3 TPS.

netcoyote commented on 10% of Firefox crashes are caused by bitflips   mas.to/@gabrielesvelto/11... · Posted by u/marvinborner
netcoyote · 10 days ago
I've told this story before on HN, but my biz partner at ArenaNet, Mike O'Brien (creator of battle.net) wrote a system in Guild Wars circa 2004 that detected bitflips as part of our bug triage process, because we'd regularly get bug reports from game clients that made no sense.

Every frame (i.e. ~60FPS) Guild Wars would allocate random memory, run math-heavy computations, and compare the results with a table of known values. Around 1 out of 1000 computers would fail this test!

We'd save the test result to the registry and include the result in automated bug reports.

The common causes we discovered for the problem were:

- overclocked CPU

- bad memory wait-state configuration

- underpowered power supply

- overheating due to under-specced cooling fans or dusty intakes

These problems occurred because Guild Wars was rendering outdoor terrain, and so pushed a lot of polygons compared to many other 3d games of that era (which can clip extensively using binary-space partitioning, portals, etc. that don't work so well for outdoor stuff). So the game caused computers to run hot.

Several years later I learned that Dell computers had larger-than-reasonable analog component problems because Dell sourced the absolute cheapest stuff for their computers; I expect that was also a cause.

And then a few more years on I learned about RowHammer attacks on memory, which was likely another cause -- the math computations we used were designed to hit a memory row quite frequently.

Sometimes I'm amazed that computers even work at all!

Incidentally, my contribution to all this was to write code to launch the browser upon test-failure, and load up a web page telling players to clean out their dusty computer fan-intakes.

netcoyote commented on Let's discuss sandbox isolation   shayon.dev/post/2026/52/l... · Posted by u/shayonj
pash · 15 days ago
OK, let’s survey how everybody is sandboxing their AI coding agents in early 2026.

What I’ve seen suggests the most common answers are (a) “containers” and (b) “YOLO!” (maybe adding, “Please play nice, agent.”).

One approach that I’m about to try is Sandvault [0] (macOS only), which uses the good old Unix user system together with some added precautions. Basically, give an agent its own unprivileged user account and interact with it via sudo, SSH, and shared directories.

0. https://github.com/webcoyote/sandvault

netcoyote · 15 days ago
Sandvault author here: thanks for the shout-out!

I would add that in addition to Unix permissions, sandvault also utilizes macOS sandbox-exec to further limit the blast radius.

netcoyote commented on Show HN: Fence – Sandbox CLI commands with network/filesystem restrictions   github.com/Use-Tusk/fence... · Posted by u/jy-tan
luckman212 · 2 months ago
Is there anything like this for macOS?
netcoyote · 2 months ago
- https://github.com/webcoyote/sandvault: sandboxes AI agents in a MacOS limited user account, and also uses sandbox-exec to limit access, though fence has more strict limitations

- https://github.com/webcoyote/clodpod: sandboxes AI agents in a MacOS virtual machine

Note: I’m the author of both of these Apache open-source projects

netcoyote commented on Running Claude Code dangerously (safely)   blog.emilburzo.com/2026/0... · Posted by u/emilburzo
athrowaway3z · 2 months ago
`useradd claude`
netcoyote · 2 months ago
This is the solution I chose for sandvault [0], which works well on my Mac since agents can run OSX-specific tools.

It just got added to Homebrew:

    brew install sandvault
Or clodpod [1] for a VM-based solution

0: https://github.com/webcoyote/sandvault

1: https://github.com/webcoyote/clodpod

u/netcoyote

KarmaCake day1104July 25, 2012
About
Hi, I'm Patrick Wyatt, a game developer and programmer.

I helped create Warcraft, Diablo, StarCraft, Guild Wars, battle.net and more. I helped publish Aion and Tera, two MMOs created in Korea.

I co-founded ArenaNet (https://www.arena.net) and One More Game (https://www.onemoregame.com), where I work now.

I have a blog (https://www.codeofhonor.com) about the early years of Blizzard Entertainment, though I haven't updated it since 2013.

I write open-source software (https://github.com/webcoyote):

- SandVault sandboxes AI inside a limited-user account on macOS (https://github.com/webcoyote/sandvault)

- ClodPod sandboxes AI inside a macOS VM (github.com/webcoyote/clodpod)

- Git-Multi-Hook is the simplest solution for multiple global and per-repository git hooks with no configuration, and existing hooks keep working (https://github.com/webcoyote/git-multi-hook)

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