- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
This document contains excerpts from my web server logs collected over a period of 7 years that shows various kinds of recon and attack vectors.
There were a total of 37.2 million lines of logs out of which 1.1 million unique HTTP requests (Method + URI) were found.
$ sed 's/^.* - - \[.*\] "\(.*\) HTTP\/.*" .*/\1/' access.log > requests.txt
Hi, | |
I'm afraid I'm not interested in this position right now. | |
I would like to know how you're getting my details and what you're storing though. Under my rights from the GDPR, can you please tell me: | |
* what personal data you have collected about me? | |
* the source of this data? | |
* who you've shared it with, and under what basis? | |
* how this data is being used? |
Hey everyone - this is not just a one off thing, there are likely to be many other modules in your dependency trees that are now a burden to their authors. I didn't create this code for altruistic motivations, I created it for fun. I was learning, and learning is fun. I gave it away because it was easy to do so, and because sharing helps learning too. I think most of the small modules on npm were created for reasons like this. However, that was a long time ago. I've since moved on from this module and moved on from that thing too and in the process of moving on from that as well. I've written way better modules than this, the internet just hasn't fully caught up.
@broros
otherwise why would he hand over a popular package to a stranger?
If it's not fun anymore, you get literally nothing from maintaining a popular package.
One time, I was working as a dishwasher in a restu
// Taken from the Rust code base: https://github.com/rust-lang/rust/blob/3809bbf47c8557bd149b3e52ceb47434ca8378d5/src/libstd/sys_common/mod.rs#L124 | |
// Computes (value*numer)/denom without overflow, as long as both | |
// (numer*denom) and the overall result fit into i64 (which is the case | |
// for our time conversions). | |
int64_t int64MulDiv(int64_t value, int64_t numer, int64_t denom) { | |
int64_t q = value / denom; | |
int64_t r = value % denom; | |
// Decompose value as (value/denom*denom + value%denom), | |
// substitute into (value*numer)/denom and simplify. | |
// r < denom, so (denom*numer) is the upper bound of (r*numer) |
#!/usr/bin/env python3 | |
# vim: fileencoding=utf-8 | |
""" | |
Upload a TLS key and cert to a FRITZ!Box, in pretty Python | |
Copyright (C) 2018--2021 Olivier Mehani <shtrom@ssji.net> | |
This program is free software; you can redistribute it and/or modify | |
it under the terms of the GNU General Public License as published by | |
the Free Software Foundation; either version 2 of the License, or | |
(at your option) any later version. |
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/play | |
/*.png | |
/*.bmp | |
/solitaire |
// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae | |
// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16. | |
// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details | |
float4 SampleTextureCatmullRom(in Texture2D<float4> tex, in SamplerState linearSampler, in float2 uv, in float2 texSize) | |
{ | |
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding | |
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at | |
// location [1, 1] in the grid, where [0, 0] is the top left corner. | |
float2 samplePos = uv * texSize; |