A minimal table to compare the Espressif's MCU families.
ESP8266 | ESP32 | ESP32-S2 | ESP32-S3 | ESP32-C3 | ESP32-C6 | |
---|---|---|---|---|---|---|
Announcement Date | 2014, August | 2016, September | 2019, September | 2020, December |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in | |
all copies or substantial portions of the Software. |
Node Version Manager (https://github.com/nvm-sh/nvm) works perfectly across native node installations as well as emulated Rosetta installations. The trick I am using here is to install one LTS version of node under Rosetta and another stable version as native binary.
#!/usr/bin/awk -f | |
# This program is a copy of guff, a plot device. https://github.com/silentbicycle/guff | |
# My copy here is written in awk instead of C, has no compelling benefit. | |
# Public domain. @thingskatedid | |
# Run as awk -v x=xyz ... or env variables for stuff? | |
# Assumptions: the data is evenly spaced along the x-axis | |
# TODO: moving average |
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https:
############ WordPress #################### | |
# Disable logging for favicon and robots.txt | |
location = /favicon.ico { | |
try_files /favicon.ico @empty; | |
access_log off; | |
log_not_found off; | |
expires max; | |
} |
/* | |
Copy this into the console of any web page that is interactive and doesn't | |
do hard reloads. You will hear your DOM changes as different pitches of | |
audio. | |
I have found this interesting for debugging, but also fun to hear web pages | |
render like UIs do in movies. | |
*/ | |
const audioCtx = new (window.AudioContext || window.webkitAudioContext)() |
class LinkedListNode { | |
constructor(value, next) { | |
this.value = value; | |
this.next = next || null; | |
} | |
} | |
class LinkedList { | |
constructor(value) { | |
this.size = 0; |
This gist will explain you how to enable an undocumented feature of PHP-FPM
which will give a real-time performance stats.
Everybody knows the famous phpinfo()
and the page it generates, right? Then the real-time PHP-FPM
status page design is very similar.
Some informations from the top are not displayed to avoid security issues.