Testing done using a Canon EOS 600D and a Canon EF-S18-55mm f/3.5-5.6 IS II.
- VBAT
- DET (common with P-GND on lens side)
- P-GND
- VDD
- DCL
- DLC
#!/bin/bash | |
# query.sh from BreachCompilation - magnet:?xt=urn:btih:7ffbcd8cee06aba2ce6561688cf68ce2addca0a3 | |
# works with older bash versions. | |
# patch by Willem <[email protected]> | |
dir=$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd ) | |
if [ "$1" != "" ]; then | |
word1=$(echo $1 | tr A-Z a-z) | |
letter1=$(echo $word1|cut -b1) | |
if [[ $letter1 == [a-zA-Z0-9] ]]; then |
#include <stdio.h> | |
#include <stdlib.h> | |
#include <stdint.h> | |
#ifdef _MSC_VER | |
#include <intrin.h> /* for rdtscp and clflush */ | |
#pragma optimize("gt",on) | |
#else | |
#include <x86intrin.h> /* for rdtscp and clflush */ | |
#endif |
# Purpose: Shell script to connect a USB connected device via adb over WiFi | |
# | |
# Author: Amanshu Raikwar | |
# | |
# Assumptions: | |
# 1. USB debugging is enabled in the Android device | |
# 2. The Android device is connected to the computer via USB | |
# 3. The Android device is connected to the same wifi as the computer | |
# 4. The Android device is accessible through port 5555 over the wifi network | |
# |
I've designed a lot of RPC protocols in my career. One pattern that's worked well basically goes as follows:
// Client calls: print('Hello World\n')
-> [1, "print", "Hello World!\n"]
// Server sends return value (or lack of return vvalue)
<- [-1]
// Client calls: add(1, 2)
-> [2, "add", 1, 2]
raylib has been in development for more than six years now, it has been an adventure! I decided to resume how it was my personal experience working in this free and open source project for such a long time. Just note that the following article explains raylib from a personal point of view, independently of the technical aspects and focusing on the personal adventure; for technical details on raylib evolution, just check raylib history and raylib changelog.
Summer 2012 was ending, I had been working hard on my brand new startup emegeme for about 9 months, developing videogames. I was trying to find my blue-ocean, so, I developed and published two games for Windows Phone platform using the ama
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
#pragma once | |
#include "pico/stdlib.h" | |
#include "pico/binary_info.h" | |
#include "hardware/flash.h" | |
#include "hardware/sync.h" | |
#include <lfs.h> |
During the past days, this great article by Sam Pruden has been making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used it points such as following:
In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot
This write-up is about the STM32 cryptographic firmware library X-CUBE-CRYPTOLIB, also known as the Cortex-M Optimized Crypto Stack (CMOX). It is a cryptographic library developed by STMicroelectronics (ST) for their series of STM32 processors, which are based on the ARM Cortex-M family.
Hardware features vary across different STM32 processors. Because CRC checksums are widely used in embedded systems, most (if not all) STM32 processors feature a hardware CRC unit that is supposed to accelerate CRC computations.
Interestingly, on the page "Getting started with the Cryptographic Library", ST claims: