This is a short post that explains how to write a high-performance matrix multiplication program on modern processors. In this tutorial I will use a single core of the Skylake-client CPU with AVX2, but the principles in this post also apply to other processors with different instruction sets (such as AVX512).
Matrix multiplication is a mathematical operation that defines the product of
I was talking to a coworker recently about general techniques that almost always form the core of any effort to write very fast, down-to-the-metal hot path code on the JVM, and they pointed out that there really isn't a particularly good place to go for this information. It occurred to me that, really, I had more or less picked up all of it by word of mouth and experience, and there just aren't any good reference sources on the topic. So… here's my word of mouth.
This is by no means a comprehensive gist. It's also important to understand that the techniques that I outline in here are not 100% absolute either. Performance on the JVM is an incredibly complicated subject, and while there are rules that almost always hold true, the "almost" remains very salient. Also, for many or even most applications, there will be other techniques that I'm not mentioning which will have a greater impact. JMH, Java Flight Recorder, and a good profiler are your very best friend! Mea
| export default [ | |
| "Reticulating splines...", | |
| "Generating witty dialog...", | |
| "Swapping time and space...", | |
| "Spinning violently around the y-axis...", | |
| "Tokenizing real life...", | |
| "Bending the spoon...", | |
| "Filtering morale...", | |
| "Don't think of purple hippos...", | |
| "We need a new fuse...", |
Wave Function Collapse (WFC) by @exutumno is a new algorithm that can generate procedural patterns from a sample image. It's especially exciting for game designers, letting us draw our ideas instead of hand coding them. We'll take a look at the kinds of output WFC can produce and the meaning of the algorithm's parameters. Then we'll walk through setting up WFC in javascript and the Unity game engine.
The traditional approach to this sort of output is to hand code algorithms that generate features, and combine them to alter your game map. For example you could sprinkle some trees at random coordinates, draw roads with a brownian motion, and add rooms with a Binary Space Partition. This is powerful but time consuming, and your original vision can someti
Author: Chris Lattner
Past August 2024, Authy stopped supported the desktop version of their apps:
See Authy is shutting down its desktop app | The 2FA app Authy will only be available on Android and iOS starting in August for details.
And indeed, after a while, Authy changed something in their backend which now prevents the old desktop app from logging in. If you are already logged in, then you are in luck, and you can follow the instructions below to export your tokens.
If you are not logged in anymore, but can find a backup of the necessary files, then restore those files, and re-install Authy 2.2.3 following the instructions below, and it should work as expected.
| # LVDB - LLOOGG Memory DB | |
| # Copyriht (C) 2009 Salvatore Sanfilippo <antirez@gmail.com> | |
| # All Rights Reserved | |
| # TODO | |
| # - cron with cleanup of timedout clients, automatic dump | |
| # - the dump should use array startsearch to write it line by line | |
| # and may just use gets to read element by element and load the whole state. | |
| # - 'help','stopserver','saveandstopserver','save','load','reset','keys' commands. | |
| # - ttl with milliseconds resolution 'ttl a 1000'. Check ttl in dump! |
| console.log(1); | |
| (_ => console.log(2))(); | |
| eval('console.log(3);'); | |
| console.log.call(null, 4); | |
| console.log.apply(null, [5]); | |
| new Function('console.log(6)')(); | |
| Reflect.apply(console.log, null, [7]) | |
| Reflect.construct(function(){console.log(8)}, []); | |
| Function.prototype.apply.call(console.log, null, [9]); | |
| Function.prototype.call.call(console.log, null, 10); |
