Each of these commands will run an ad hoc http static server in your current (or specified) directory, available at http://localhost:8000. Use this power wisely.
$ python -m SimpleHTTPServer 8000Each of these commands will run an ad hoc http static server in your current (or specified) directory, available at http://localhost:8000. Use this power wisely.
$ python -m SimpleHTTPServer 8000WARNING This list outdated, for the up to date version visit https://haskellcosm.com
Types of work:
| model | mpg | cyl | disp | hp | drat | wt | qsec | vs | am | gear | carb | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Mazda RX4 | 21 | 6 | 160 | 110 | 3.9 | 2.62 | 16.46 | 0 | 1 | 4 | 4 | |
| Mazda RX4 Wag | 21 | 6 | 160 | 110 | 3.9 | 2.875 | 17.02 | 0 | 1 | 4 | 4 | |
| Datsun 710 | 22.8 | 4 | 108 | 93 | 3.85 | 2.32 | 18.61 | 1 | 1 | 4 | 1 | |
| Hornet 4 Drive | 21.4 | 6 | 258 | 110 | 3.08 | 3.215 | 19.44 | 1 | 0 | 3 | 1 | |
| Hornet Sportabout | 18.7 | 8 | 360 | 175 | 3.15 | 3.44 | 17.02 | 0 | 0 | 3 | 2 | |
| Valiant | 18.1 | 6 | 225 | 105 | 2.76 | 3.46 | 20.22 | 1 | 0 | 3 | 1 | |
| Duster 360 | 14.3 | 8 | 360 | 245 | 3.21 | 3.57 | 15.84 | 0 | 0 | 3 | 4 | |
| Merc 240D | 24.4 | 4 | 146.7 | 62 | 3.69 | 3.19 | 20 | 1 | 0 | 4 | 2 | |
| Merc 230 | 22.8 | 4 | 140.8 | 95 | 3.92 | 3.15 | 22.9 | 1 | 0 | 4 | 2 |
I think I’ve figured out most parts of the cubical type theory papers; I’m going to take a shot to explain it informally in the format of Q&As. I prefer using syntax or terminologies that fit better rather than the more standard ones.
Q: What is cubical type theory?
A: It’s a type theory giving homotopy type theory its computational meaning.
Q: What is homotopy type theory then?
A: It’s traditional type theory (which refers to Martin-Löf type theory in this Q&A) augmented with higher inductive types and the univalence axiom.
| Latency Comparison Numbers (~2012) | |
| ---------------------------------- | |
| L1 cache reference 0.5 ns | |
| Branch mispredict 5 ns | |
| 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 us | |
| Send 1K bytes over 1 Gbps network 10,000 ns 10 us | |
| Read 4K randomly from SSD* 150,000 ns 150 us ~1GB/sec SSD |
(draft; work in progress)
See also:
The originality of these Gists varies drastically. Most are inspired by the work of others, in that case, all merit goes to the original authors. I have linked everything used as reference material on the Gists themselves.
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:
| # Visualise a latex document git history | |
| # loop through commits, create a PDF from your main file for each | |
| # translate the pages of that PDF to a single image | |
| # create GIF/mp4 from the folder of images created | |
| # run within your local repository | |
| # prerequisites: ImageMagick and FFmpeg | |
| # create output folder |