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@roxlu
roxlu / install_cygwin_sshd.txt
Last active October 8, 2024 10:59
Installing CYGWIN + SSHD for remote access through SSH on windows
Installing CYGWIN with SSH
1) Download cygwin setup.exe from http://www.cygwin.com
- Execute setup.exe
- Install from internet
- Root directory: `c:\cygwin` + all users
- Local package directory: use default value
- Select a mirror to download files from
- Select these packages:
- editors > xemacs 21.4.22-1
- net > openssh 6.1-p
node_modules/
@rygorous
rygorous / gist:e0f055bfb74e3d5f0af20690759de5a7
Created May 8, 2016 06:54
A bit of background on compilers exploiting signed overflow
Why do compilers even bother with exploiting undefinedness signed overflow? And what are those
mysterious cases where it helps?
A lot of people (myself included) are against transforms that aggressively exploit undefined behavior, but
I think it's useful to know what compiler writers are accomplishing by this.
TL;DR: C doesn't work very well if int!=register width, but (for backwards compat) int is 32-bit on all
major 64-bit targets, and this causes quite hairy problems for code generation and optimization in some
fairly common cases. The signed overflow UB exploitation is an attempt to work around this.
@flibitijibibo
flibitijibibo / flibitPackaging.md
Created June 17, 2016 16:00
Hope you like reading ldd output!

A week ago I was CC'd in on a thread about Linux packaging, and how to avoid doing it the wrong way (i.e. RPM, Deb, etc.). I've always used MojoSetup and I've never forced distributions to do any additional work, but this is still a new concept to a lot of people. Additionally, Amos suggested that I expand on Itch's FNA appendix, so here's a guide on how I package my games.

This is a bit of an expansion on my MAGFest 2016 presentation, which you can find here:

http://www.flibitijibibo.com/magfest2016/

https://www.youtube.com/watch?v=B83CWUh0Log

I would recommend looking at that first! After that, read on...

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@d7samurai
d7samurai / .readme.md
Last active November 17, 2024 13:00
Minimal D3D11

Minimal D3D11

Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++, OOP or (other) obscuring cruft. View on YouTube

hollowcube

Also check out Minimal D3D11 part 2, reconfigured for instanced rendering and with a smaller, tighter, simplified overall code structure, or Minimal D3D11 part 3, with shadowmapping + showcasing a range of alternative setup and rendering techniques.

@the6p4c
the6p4c / cursed.c
Created August 27, 2020 02:23
hey! don't do this!
#include <stdio.h>
#include <string.h>
#include <stdint.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <unistd.h>
#include <sys/io.h>
#include <sys/mman.h>
#include "elf.h"
@JettMonstersGoBoom
JettMonstersGoBoom / makefile
Created January 6, 2021 15:38
opengl context from a makefile ( win32 with TCC )
#if 0
.PHONY: run
run:
tcc -run makefile
ifeq (0, 1)
#endif
#include <GL/gl.h>
#include "stdio.h"
echo "hello 😺 मनीष بسم 好あaa" && echo "aaaaaaaaaaaaaaaaaaaaaaaa"
@Lucretiel
Lucretiel / lisplusplus.cpp
Created October 19, 2021 23:27
Demo of lisp implemented by overloading the comma operator
#include "liscpp.h"
using namespace std;
int main()
{
ReadEvalPrint(
(Let,
tok(fold), (Lambda, tok(F), tok(I), tok(L),