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Ken Hu silvesthu

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@jpoehls
jpoehls / gist:2030795
Created March 13, 2012 19:02
Using CTRL+W to close tabs in Visual Studio

In Tools | Options | Keyboard...

  1. Add CTRL+W as a Global shortcut for Window.CloseDocumentWindow
  2. Remove the CTRL+W shortcut for Edit.SelectCurrentWord

The caveat to this is if you are used to using CTRL+W to select the current word. If you do, find another shortcut that works for that.

@theconektd
theconektd / github.css
Created April 30, 2012 02:11
Github Markdown CSS - for Markdown Editor Preview
body {
font-family: Helvetica, arial, sans-serif;
font-size: 14px;
line-height: 1.6;
padding-top: 10px;
padding-bottom: 10px;
background-color: white;
padding: 30px; }
body > *:first-child {
@jboner
jboner / latency.txt
Last active July 15, 2025 00:14
Latency Numbers Every Programmer Should Know
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
@hellerbarde
hellerbarde / latency.markdown
Created May 31, 2012 13:16 — forked from jboner/latency.txt
Latency numbers every programmer should know

Latency numbers every programmer should know

L1 cache reference ......................... 0.5 ns
Branch mispredict ............................ 5 ns
L2 cache reference ........................... 7 ns
Mutex lock/unlock ........................... 25 ns
Main memory reference ...................... 100 ns             
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

@mattbierner
mattbierner / main.cpp
Last active April 15, 2025 09:20
C++ std::tuple cdr, car, cons
#include "tuple_ops.h"
template<typename T>
void print_tuple(const T& x)
{
std::cout << "Head:" << Car(x) << " Remaining:" << std::tuple_size<T>::value - 1 << std::endl;
}
int main(int argc, const char* argv[])
{
@aras-p
aras-p / preprocessor_fun.h
Last active July 14, 2025 13:08
Things to commit just before leaving your job
// Just before switching jobs:
// Add one of these.
// Preferably into the same commit where you do a large merge.
//
// This started as a tweet with a joke of "C++ pro-tip: #define private public",
// and then it quickly escalated into more and more evil suggestions.
// I've tried to capture interesting suggestions here.
//
// Contributors: @r2d2rigo, @joeldevahl, @msinilo, @_Humus_,
// @YuriyODonnell, @rygorous, @cmuratori, @mike_acton, @grumpygiant,
@Reedbeta
Reedbeta / cool-game-programming-blogs.opml
Last active June 28, 2025 01:49
List of cool blogs on game programming, graphics, theoretical physics, and other random stuff
<?xml version="1.0" encoding="UTF-8"?>
<opml version="1.0">
<head>
<title>Graphics, Games, Programming, and Physics Blogs</title>
</head>
<body>
<outline text="Tech News" title="Tech News">
<outline type="rss" text="Ars Technica" title="Ars Technica" xmlUrl="http://feeds.arstechnica.com/arstechnica/index/" htmlUrl="https://arstechnica.com"/>
<outline type="rss" text="Polygon - Full" title="Polygon - Full" xmlUrl="http://www.polygon.com/rss/index.xml" htmlUrl="https://www.polygon.com/"/>
<outline type="rss" text="Road to VR" title="Road to VR" xmlUrl="http://www.roadtovr.com/feed" htmlUrl="https://www.roadtovr.com"/>
@reinsteam
reinsteam / atmosphere_clouds_rendering.md
Last active July 1, 2025 13:31
A collection of links to various materials on atmosphere / clouds rendering

Atmosphere / Clouds Rendering

Research papers

Atmosphere

  • A fast, simple method to render sky color using gradients maps [[Abad06]]
  • A Framework for the Experimental Comparison of Solar and Skydome Illumination [[Kider14]]
  • A Method for Modeling Clouds based on Atmospheric Fluid Dynamics [[Miyazaki01]]
  • A Physically-Based Night Sky Model [[Jensen01]]