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Patricio Molina pmolina

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View programmersday.py
# -*- coding: utf-8 -*-
from datetime import datetime
import pytz
import base64
class ProgrammersDay(object):
def __init__(self):
self.message = "wqFGZWxpeiBkw61hIGEgdG9kb3M"\
"gbG9zIHByb2dyYW1hZG9yZXMgeS"\
View icecream.js
// *** 1 ***
var flavors = [
{
"id":1,
"name":"Chocolate"
},
{
"id":2,
"name":"Frutos del bosque"
},
@pmolina
pmolina / antiacoso.md
Last active Dec 12, 2018
Política Antiacoso
View antiacoso.md

Política Antiacoso

En Real Trends tenemos un compromiso con el respeto a la dignidad de cada persona, ya que una conducta respetuosa y profesional potencia nuestra misión, promueve la productividad, minimiza los conflictos y mejora nuestra reputación en los espacios donde trabajamos.

Todos los colaboradores, clientes, proveedores u otras personas con quienes tenemos contacto durante el curso de nuestra actividad laboral y comercial deben ser tratados justa y respetuosamente en todo momento, sin importar su apariencia, creencias, cultura, afiliaciones u otras características personales. Se respetarán los pensamientos y conductas siempre que éstas no interfieran con los intereses y valores legítimos de Real Trends u otras personas.

Los motivos por los cuales se considerará que una persona puede estar siendo discriminada, excluida o acosada se refieren principalmente a razones de raza, color, sexo, edad, estado civil, religión, opinión política, nacionalidad, ascendencia nacional, origen social, disc

@pmolina
pmolina / antihero.md
Last active Aug 29, 2015
The Programming Antihero
View antihero.md

The Programming Antihero

I was fresh out of college, still wet behind the ears, and about to enter the beta phase of my first professional game project -- a late-90s PC title. It had been an exciting rollercoaster ride, as projects often are. All the content was in and the game was looking good. There was one problem though: We were way over our memory budget.

Since most memory was taken up by models and textures, we worked with the artists to reduce the memory footprint of the game as much as possible. We scaled down images, decimated models, and compressed textures. Sometimes we did this with the support of the artists, and sometimes over their dead bodies.

We cut megabyte after megabyte, and after a few days of frantic activity, we reached a point where we felt there was nothing else we could do. Unless we cut some major content, there was no way we could free up any more memory. Exhausted, we evaluated our current memory usage. We were still 1.5 MB over the memory limit!

At this point one of the mos

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