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@kconner
kconner / macOS Internals.md
Last active June 21, 2024 20:02
macOS Internals

macOS Internals

Understand your Mac and iPhone more deeply by tracing the evolution of Mac OS X from prelease to Swift. John Siracusa delivers the details.

Starting Points

How to use this gist

You've got two main options:

@astreknet
astreknet / OpenBSD_on_Apple_M2_QEMU.md
Last active April 11, 2024 08:39
OpenBSD on Apple M2 with QEMU

OpenBSD on Apple M2 with QEMU

Minimalist installation of OpenBSD on the Apple M2 using QEMU

Ingredients

Installation

  1. install QEMU with Homebrew brew install qemu, also possible with MacPorts
  2. Write a script with execute permissions chmod +x qemu_aarch64_install_openbsd.sh for installing the image.
@moyix
moyix / killbutmakeitlooklikeanaccident.sh
Created February 5, 2022 22:51
Script to inject an exit(0) syscall into a running process. NB: only x86_64 for now!
#!/bin/bash
gdb -p "$1" -batch -ex 'set {short}$rip = 0x050f' -ex 'set $rax=231' -ex 'set $rdi=0' -ex 'cont'
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active May 28, 2024 15:33
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d

@shakna-israel
shakna-israel / LetsDestroyC.md
Created January 30, 2020 03:50
Let's Destroy C

Let's Destroy C

I have a pet project I work on, every now and then. CNoEvil.

The concept is simple enough.

What if, for a moment, we forgot all the rules we know. That we ignore every good idea, and accept all the terrible ones. That nothing is off limits. Can we turn C into a new language? Can we do what Lisp and Forth let the over-eager programmer do, but in C?


@nicebyte
nicebyte / dyn_arr.h
Last active January 23, 2024 00:10
dyn_arr
#pragma once
#define DYN_ARR_OF(type) struct { \
type *data; \
type *endptr; \
uint32_t capacity; \
}
#if !defined(__cplusplus)
#define decltype(x) void*
//
// Author: Jonathan Blow
// Version: 1
// Date: 31 August, 2018
//
// This code is released under the MIT license, which you can find at
//
// https://opensource.org/licenses/MIT
//
//
@mholt
mholt / macapp.go
Last active June 19, 2024 16:05
Distribute your Go program (or any single binary) as a native macOS application
// Package main is a sample macOS-app-bundling program to demonstrate how to
// automate the process described in this tutorial:
//
// https://medium.com/@mattholt/packaging-a-go-application-for-macos-f7084b00f6b5
//
// Bundling the .app is the first thing it does, and creating the DMG is the
// second. Making the DMG is optional, and is only done if you provide
// the template DMG file, which you have to create beforehand.
//
// Example use:
@masklinn
masklinn / cheatsheet.md
Last active June 18, 2024 17:54
launchctl/launchd cheat sheet

I've never had great understanding of launchctl but the deprecation of the old commands with launchctl 2 (10.10) has been terrible as all resources only cover the old commands, and documentation for Apple utilities is generally disgracefully bad, with launchctl not dissembling.

Mad props to https://babodee.wordpress.com/2016/04/09/launchctl-2-0-syntax/ which contains most details

domains

Internally, launchd has several domains, but launchctl 1 would only ask for service names,