作者:滕雅辛(幽素)
发布:2026年6月5日
全文:7.5万字
| #mult = 0x5D588B656C078965 | |
| mult = 0x343FD | |
| inc = 0x269EC3 | |
| bit_size = 32 | |
| bit_out = 5 | |
| n = 6 | |
| #out = [0] * n | |
| #out = [0xdeadbeef, 0x10101010] | |
| #out = [0x5555, 0xdead, 0xbeef, 0x7777] |
Act as a Principal Software Architect and Performance Engineer.
Your task is to perform a comprehensive performance audit and refactor of this entire codebase.
Before making any changes:
Thoroughly analyze the architecture, code structure, dependencies, database access patterns, caching strategy, queues, API endpoints, background jobs, asset loading, and deployment configuration.
Identify all performance bottlenecks, including but not limited to:
| import tkinter as tk | |
| from tkinter import messagebox | |
| from tkinter import ttk | |
| """ | |
| Useful Links: | |
| https://stackoverflow.com/questions/7546050/switch-between-two-frames-in-tkinter Most useful in my opinion | |
| https://www.tutorialspoint.com/python/python_gui_programming.htm | |
| https://anzeljg.github.io/rin2/book2/2405/docs/tkinter/index.html |
F12 or Ctrl + Shift + I.Ctrl + Shift + M.const iframe = document.createElement('iframe');In CS2, when a player is sliding/surfing against some geometry, it's possible that they lose all their momentum/velocity. This is usually called wallbug/rampbug. While the name was inherited from Source 1 games (such as CS:GO, CS:S, TF2,...), rampbugs in CS2 behave much differently from its predecessor. In contrast to source 1 games, it's also possible have the velocity redirected to another direction instead of losing all momentum.
This bug doesn't seem to be common in all source 2 games (HL:A for instance, does not have this bug), and was orignially not present in the very early versions of CS2 Limited Test. Rampbugs become more and more frequent over time, with the Call to Arms update effectively doubling the frequency of these bugs, which is a significant problem for custom gamemodes heavily depending on geometry collision (eg. surf).
Keep in mind that while the player collision hitbox is a box, the images shown below will represent the player as a dot instead for simplicity.
A pattern for building personal knowledge bases using LLMs.
This is an idea file, it is designed to be copy pasted to your own LLM Agent (e.g. OpenAI Codex, Claude Code, OpenCode / Pi, or etc.). Its goal is to communicate the high level idea, but your agent will build out the specifics in collaboration with you.
Most people's experience with LLMs and documents looks like RAG: you upload a collection of files, the LLM retrieves relevant chunks at query time, and generates an answer. This works, but the LLM is rediscovering knowledge from scratch on every question. There's no accumulation. Ask a subtle question that requires synthesizing five documents, and the LLM has to find and piece together the relevant fragments every time. Nothing is built up. NotebookLM, ChatGPT file uploads, and most RAG systems work this way.
| <!doctype html> | |
| <html> | |
| <head> | |
| <title>This is the title of the webpage!</title> | |
| </head> | |
| <body> | |
| <p>This is an example paragraph. Anything in the <strong>body</strong> tag will appear on the page, just like this <strong>p</strong> tag and its contents.</p> | |
| </body> | |
| </html> |