Here is a simple fragment shader with uniform buffers:
const std = @import("std");
const gpu = std.gpu;
const UBO = extern struct {
object_color: @Vector(4, f32),
light_color: @Vector(4, f32),
hi, i'm daniel. i'm a 15-year-old with some programming experience and i do a little bug hunting in my free time. here's the insane story of how I found a single bug that affected over half of all Fortune 500 companies:
If you've spent some time online, you’ve probably come across Zendesk.
Zendesk is a customer service tool used by some of the world’s top companies. It’s easy to set up: you link it to your company’s support email (like [email protected]), and Zendesk starts managing incoming emails and creating tickets. You can handle these tickets yourself or have a support team do it for you. Zendesk is a billion-dollar company, trusted by big names like Cloudflare.
Personally, I’ve always found it surprising that these massive companies, worth billions, rely on third-party tools like Zendesk instead of building their own in-house ticketing systems.
Terminal emulators typically receive window resize events by installing a signal handler for the SIGWINCH signal. Handling of these signals can create challenges due to their inherently racy properties. Resize events must be synchronized with other application state in a safe manner.
Standard control sequences exist to query the current terminal size from the
terminal and receive an in-band control sequence with the window size. However,
this system requires polling - which is not ideal. Usually, SIGWINCH
handling
UPDATE: This page has now been moved to / incorporated into the JET Encoding Guide, in the hope that that that page can slowly grow into a more comprehensive encoding guide.
So this is supposed to be a list of encoding-related resources together with some very basic instructions. Kind of an encoding analogue to fansub.html. This is not a full guide on encoding.
Since this page is starting to get linked elsewhere, I should also make clear that it mostly comes from (a person adjacent to) the JET community. In particular, it's written primarily from the perspective of anime encoding. Still, most parts will hold up equally well for live action and other areas.
This guide may seem fairly technical. Partly this is because I have a background in pure mathematics and this is how I learned the material, but partly it's just because encoding is cursed and co
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