A devastated Software Systems student, libre software promoter. Sometimes I draw pixel art. Very fond of classical Computer Science and Touhou project.

Autism® Inside™

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Joined 2Y ago
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Cake day: Mar 28, 2023

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I could only tolerate ElectroBoom-style “This video is sponsored by oscilloscope company” ads.


Haha, I want to see a race condition going on with real matter.


It’s more efficient for memory until you start working with different data. Threads also rely on the same syscall on Linux, clone(2), but they don’t share the entire context by default, so they’re more lightweight. It is recommended to use pthreads(3) API instead of fork(2).


If you fork a process, then it’s the two separate processes but sharing the same memory with copy-on-write mapping.


Used all of these three. I don't want to even look at MS Visual C/C++ ecosystem.
fedilink



Uhh, I’m too lazy to learn all the GDB commands.



Haskell isn’t really that hard to learn. It’s just changing the paradigm, that takes a mind shift for the first two weeks, maybe a month.

I don’t play games that much to make such comparisons, though.



C*, the language of null-dereferences


(X-Files music starts playing)

  • Part 1: What Lies Behind the Undefined Behaviour in C
  • Part 2: Mystical Appearances of CPU Cache Invalidation
  • Part 3: Secret Council of the Church of Emacs
  • Part 4: Strange Encounters with Supernatural Software Bugs

Looking at the log of my solo project, I could say the formula of my commit message is Verb the Subject, the Verb being Added/Tweaked/Removed, etc., and the subject of what is being changed. As I’m using git commit -m 'Message' GNU Bash every time (none of the clients tend to work well for me + git self-hosting practice over SSH), I just try to make one-liners and without entering an external editor.

Although my professional experience is scarce. For most of the time, I’ve been creating but not maintaining my projects. My projects do not have a decent high-level structure, I do not test my codebase, I learn my code by heart and follow intuition. I tend to think in algorithms, rather than structural design patterns. Even for my newest project, the main.rs is bloated, the functions are not in the correct modules (a.k.a. files), the modules are improperly named. Alhough, I cannot believe in myself I am approaching 3.5K lines of code (separated over two repositories) but I can still navigate…


Yes, I also experienced some outages and thus delayed pushing (which made me re-think again of overusing git submodules).

Nevertheless, I migrated my works from my server and Github to Codeberg recently.



Section 2.1.2 of Codeberg Terms of Service says:

Private repositories are only allowed for things required for FLOSS projects, like storing secrets, team-internal discussions or hiding projects from the public until they’re ready for usage and/or contribution. They are also allowed for really small & personal stuff like your journal, config files, ideas or notes, but explicitly not as a personal cloud or media storage.

So it’s not for proprietary projects anyway.


At least, there’s Codeberg, run by a German nonprofit, who’s challenging the monopoly. It is aimed exclusively for FOSS projects, private repositories are forbidden. They are running Forgejo as their bloat-free software forge server.

Now, I think every Web2 website must be operated by a nonprofit.


OMG I wonder how old some of these SPARC machines are…


“And in the next episode, we are going to build a self-driving car from scratch.”


The alternative is… YOU!

Invest in yourself, get training/practice, and eventually you will become strong enough you realize you don’t need any autocomplete! :)


If, in Touhou series, the scene is limited to the viewport, in my game I experiment with a larger field. Some ‘fairy-level’ enemies may reside in nests, some may move around. But I’ve just finished the very basic graphical level today and a satisfying smooth scrolling in a large field. Now, I can focus more on a gameplay, add enemies, bullet mechanics and see what is the most enjoyable way to play. It may even have several game modes, including the classical ‘Touhou’ experience…

I’ve understood I need a dev blog so badly. :)


This. Although I would argue it is a bad practice inherit from a class, only from an interface. GObject is your friend.


I like Touhou very much, so I am working on a Touhou-ish danmaku (bullet hell) game. It is still in early development, though.

Here’s the today’s screenshot: (https://imgur.com/a/9Th50Zw)

It uses pixel graphics, the CPU draws on a pixel canvas, which is eventually rendered onto a framebuffer. I chose this rather childish approach in order to prototype first, and accelerate later.

The main difference from Touhou Project or its spinoffs will be that the stage will actually be scrollable with ‘nests’ that spawn enemies shooting at you.

The game is written in Rust, uses Vulkan to display the canvas, and licensed under GPL-3.0-or-later license so that it will always be a share-alike project.