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Got it. I’ll dig into whether others have encountered similar issues with OpenAI models (especially GPT-4 and 4o) returning excessively long or hallucinated UUID-like lists or arrays, and if this issue is more formally known or documented. I’ll also look for workarounds developers have successfully used, especially in tagging/filtering tasks like yours.

I’ll update you as soon as I have a clear picture.

Issues with Long UUID Lists in GPT Models

Observations of Hallucinated or Duplicated IDs

Developers have indeed reported that when asking GPT models to output a long list of IDs (e.g. UUIDs or database keys), the model can produce incorrect or repeated entries. In structured JSON outputs, the model sometimes invents new IDs or duplicates existing ones instead of sticking to the provided list. For example, one OpenAI forum user noted that about 10% of the time GPT-4 would return a randomly generated ingredient ID that did not match any ID in the provided list, even though the ingredient name w

@ky-zo
ky-zo / globals.css
Created April 23, 2024 09:00
Custom classess with tailwind CSS
.shadow-neumorphic {
@apply shadow-[5px_5px_30px_rgba(190,190,190,0.15),-5px_-5px_30px_rgba(255,255,255,0.15)];
}
.flex-center {
@apply flex items-center justify-center;
}
.flex-between {
@apply flex items-center justify-between;
CONVERTED_MODEL_PATH = "path to converted v2 depth model"
DEVICE = "cuda"
INIT_IMAGE = "path to init image or None"
DEPTH_IMAGE = "path to black and white depth map"
OUTPUT_PATH = "path to save the result"
import diffusers
from diffusers.pipelines.stable_diffusion import StableDiffusionPipelineOutput
import torch
@whoisryosuke
whoisryosuke / Box.tsx
Created May 27, 2022 00:24
Shader / GLSL / OpenGL - Inner border fragment shader. Resembles a "prototype" box for "grid"-like level debugging in game development.
import * as THREE from 'three'
import { useFrame, extend } from '@react-three/fiber'
import { useRef, useState } from 'react'
import useStore from '@/helpers/store'
import { shaderMaterial } from '@react-three/drei'
import { Mesh } from "three"
import vertex from './glsl/shader.vert'
import fragment from './glsl/shader.frag'
@looeee
looeee / getAssets.js
Last active July 22, 2021 17:41
Download all CC-BY Google.Poly models
// Step 2: Use the generated lists to fetch the assets.
// Only store glTF V2, metadata, and thumbnail.
// Other formats like OBJ, FBX, glTF V1 are ignored
// No API key needed here
// Checks to see if each file already exists before downloading so if the script gets interrupted just
// restart it and it'll continue where it left off
const fs = require("fs").promises;
const got = require("got");
const path = require("path");
@AlvarBer
AlvarBer / Toon Lit.shader
Last active June 1, 2025 18:30
Toon lit & unlit "uber" shader
// TODO: Do fresnel the ronja way
Shader "HCF/3D/Toon Lit" {
Properties {
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Tint("Tint", Color) = (1, 1, 1, 1)
[Header(Lighting)]
[Toggle]
_UseRampText("Use Ramp Texture", Float) = 0
[NoScaleOffset]
_RampTex("Ramp Texture (Greyscale)", 2D) = "white" {}
//single file version of https://github.com/kchapelier/wavefunctioncollapse
function randomIndice (array, r) {
var sum = 0,
i,
x;
for (i = 0; i < array.length; i++) {
sum += array[i];
}
@dmnsgn
dmnsgn / WebGL-WebGPU-frameworks-libraries.md
Last active October 31, 2025 14:57
A collection of WebGL and WebGPU frameworks and libraries

A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.

Engines and libraries ⚙️

Name Stars Last Commit Description
three.js ![GitHub
@paulirish
paulirish / what-forces-layout.md
Last active November 1, 2025 01:28
What forces layout/reflow. The comprehensive list.

What forces layout / reflow

All of the below properties or methods, when requested/called in JavaScript, will trigger the browser to synchronously calculate the style and layout*. This is also called reflow or layout thrashing, and is common performance bottleneck.

Generally, all APIs that synchronously provide layout metrics will trigger forced reflow / layout. Read on for additional cases and details.

Element APIs

Getting box metrics
  • elem.offsetLeft, elem.offsetTop, elem.offsetWidth, elem.offsetHeight, elem.offsetParent
var cushion = .5;
var length = 50;
var dx = point.x - mouse.x;
var dy = point.y - mouse.y;
var da = Math.sqrt(dx * dx + dy * dy);
// Tend à ramener la distance entre les segments à length
var ox = dx / da * length - dx;
var oy = dy / da * length - dy;