A few years ago, I was fortunate enough to have Jon Kalb explain move semantics to me. This answered an annoyance I’ve had with C++ for over a decade.
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If you search, most definitions of RAII refer to using “scoped objects” and destructors to avoid leaking resources (e.g.). However, pulling on the literal words Resource Acquisition Is Initialization, yields far stronger implications. Resource acquisition (allocation or ownership transfer) happens at the same time as object initialization. They are tied together so the “resource is guaranteed to be held between when initialization finishes and finalization starts” [wikipedia].
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WORK IN PROGRESS
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Pretty printers are awesome, but the setup can be a real pain. Here’s a quick summary of a day’s work so you can skip to the end.
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You’re already doing both of these by hand. This post emphaiszes the abstractions people make around them. We all know the humble for loop with an index:
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KDE Plasma Wayland in Fedora 39 with nvidia
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Generic containers are awesome.
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Boy this is frustrating. The internet just doesn’t work with docker running and this is why…
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Sharing my frustrations so you can enjoy them too… :)
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For my custom mechanical keyboard I wanted to match the shape of my existing keyboard exactly.
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This is my quick summary and background before talking details of my custom board. I read a fair bit on the way and will try to share the surprises and information gaps I found. There are better and more complete references out there. E.g. Keyboard University.
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A quick bit of background: X11 is a compositor and Wayland is a protocol for a compositor. Compositors typically take all the windows, the cursor and window decorations (borders, shadow etc.) and combine them into one big image that gets sent to your monitor.
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The game phasmophobia by Kinetic Games (on steam) is about finding and identifying a ghost. It is unique in that it’s just about identifying the ghost. There is no combat. Players use various items to help narrow down which ghost it is. One item is an EMF reader that detects ghost activity. With an ameteur electronics background and a new 3D printer I built a real one as a gift. It actually works!
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I hear all graphics programmers have made one. Well, after some years of OpenGL so did I. At the time I decided I didn’t like the randomness and duplication of typical Monte Carlo raytracers and tried my hand at the older and slower recursive branching kind.
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These are some of the larger games and projects I worked on from ‘06-’09.
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This is an unsorted collection of graphics demos I wrote years ago. This was back when I first stumbled upon shaders. I think university courses took a back seat this year. The website I had hosted at the university since went down so I’m dumping some of the contents here.
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This is a quick note about python + pip best practices: never use sudo pip! It creates files only readable by root and breaks your python install.
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