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import { useSyncExternalStore } from 'react'
/**
* This will call the given callback function whenever the contents of the map
* change.
*/
class ObservableMap extends Map {
constructor(entries) {
super(entries)
this.listeners = new Set()
@emo-eth
emo-eth / chain_funcs.sh
Last active June 22, 2023 14:43
Helper functions for interacting with chains and Foundry tests. Source from .zshrc etc
###########
# Imports #
###########
# the RPCs file should include RPC URLs and Etherscan API Keys for relevant networks
# (in a separate file so they don't get committed)
source "$(dirname "$0")/rpcs.sh"
# any useful addresses for various networks for easy reference
source "$(dirname "$0")/addresses.sh"
# any useful functions and definitions for interacting with Seaport
@moyix
moyix / killbutmakeitlooklikeanaccident.sh
Created February 5, 2022 22:51
Script to inject an exit(0) syscall into a running process. NB: only x86_64 for now!
#!/bin/bash
gdb -p "$1" -batch -ex 'set {short}$rip = 0x050f' -ex 'set $rax=231' -ex 'set $rdi=0' -ex 'cont'
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active October 24, 2024 16:16
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

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 or Unity for their games (or that's what lot of people think) because d

@andy-thomason
andy-thomason / Genomics_A_Programmers_Guide.md
Created May 14, 2019 13:32
Genomics a programmers introduction

Genomics - A programmer's guide.

Andy Thomason is a Senior Programmer at Genomics PLC. He has been witing graphics systems, games and compilers since the '70s and specialises in code performance.

https://www.genomicsplc.com

@steven2358
steven2358 / ffmpeg.md
Last active November 11, 2024 04:45
FFmpeg cheat sheet
@coolaj86
coolaj86 / github-pages-https-lets-encrypt.md
Last active November 16, 2021 22:36
Github Pages: Let's Encrypt!
@staltz
staltz / introrx.md
Last active November 14, 2024 11:27
The introduction to Reactive Programming you've been missing

Latency numbers every programmer should know

L1 cache reference ......................... 0.5 ns
Branch mispredict ............................ 5 ns                     on recent CPU
L2 cache reference ........................... 7 ns                     14x L1 cache
Mutex lock/unlock ........................... 25 ns
Main memory reference ...................... 100 ns                     20x L2 cache, 200x L1 cache
Compress 1K bytes with Zippy ............. 3,000 ns  =   3 µs
Send 2K bytes over 1 Gbps network ....... 20,000 ns  =  20 µs
SSD random read ........................ 150,000 ns  = 150 µs

Read 1 MB sequentially from memory ..... 250,000 ns = 250 µs 4X memory

@chanks
chanks / gist:7585810
Last active September 17, 2024 11:55
Turning PostgreSQL into a queue serving 10,000 jobs per second

Turning PostgreSQL into a queue serving 10,000 jobs per second

RDBMS-based job queues have been criticized recently for being unable to handle heavy loads. And they deserve it, to some extent, because the queries used to safely lock a job have been pretty hairy. SELECT FOR UPDATE followed by an UPDATE works fine at first, but then you add more workers, and each is trying to SELECT FOR UPDATE the same row (and maybe throwing NOWAIT in there, then catching the errors and retrying), and things slow down.

On top of that, they have to actually update the row to mark it as locked, so the rest of your workers are sitting there waiting while one of them propagates its lock to disk (and the disks of however many servers you're replicating to). QueueClassic got some mileage out of the novel idea of randomly picking a row near the front of the queue to lock, but I can't still seem to get more than an an extra few hundred jobs per second out of it under heavy load.

So, many developers have started going straight t