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neonz80

HN member
Joined
Fri, Jun 21, 2024, 8:53 PM UTC
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33
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23 items

About neonz80

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Recent public activity

  1. comment
    Comment #49145943

    The first version of the FT2 clone was released 7 years ago.

  2. comment
    Comment #49032403

    They didn't add PImpl support, they added std::indirect which can be used for PImpl among other things.

  3. comment
    Comment #48706050

    Impossible, Signal TUI is written in Rust.

  4. comment
    Comment #48272478

    > Windows users singling out Linux users for not catering to their platform. How the times change... In my experience this was a problem over 25 years ago when I developed for Sola…

  5. comment
    Comment #47239956

    If you put both handlers in the same 256 byte page you can get away with only updating the low byte of the address.

  6. comment
    Comment #45953684

    Why an extra DLL instead of just patching the game executable? With some luck it is a one byte patch (from push 0 to push 4).

  7. comment
    Comment #45841475

    I find that this can reduce overall complexity. It makes it possible to use objects that can not be copied (such as a file descriptor wrapper) and moving can in most cases not fail…

  8. comment
    Comment #45790336

    I'm aware of how they are used, but fundamentally there is nothing with the words "array" and "vector" that says that one has a fixed size and the other has a dynamic size. If anyt…

  9. comment
    Comment #45789998

    I find the short type names for integers and float hard to read. Somehow the size of the type is more important than if it is a signed integer, unsigned integer or a floating point…

  10. comment
    Comment #45788798

    RobWords made a video about it a few weeks ago! https://youtu.be/UAT-eOzeY4M

  11. comment
    Comment #45784564

    You should take a look at the presentation I mentioned elsewhere in this thread. You also have to keep in mind that it's not only the branches that use space, but also the error ha…

  12. comment
    Comment #45784284

    The CPU can not remember an infinite number of branches. Also, many branches will increase code size. With exceptions the unwind tables and unwind code can be placed elsewhere and …

  13. comment
    Comment #45783266

    That's a different type of overhead than having unwind tables. With exceptions you wouldn't need a branch after each function call at all.

  14. comment
    Comment #45783042

    There was an interesting talk about C++ exceptions in smaller firmware at CppCon last year: https://youtu.be/bY2FlayomlE Basically, the overhead of exceptions is probably less than…

  15. comment
    Comment #44428278

    I'm not sure about other compilers, but compiling C code as C++ with MSVC ends up with pretty much the exact same code, instruction by instruction. C++ is a bit more strict though …

  16. comment
    Comment #42302279

    I do not find the Retrotink 4k any less configurable than the OSSC (non-pro, I haven't tried the pro). Note that the 4k is nothing like the 5X-Pro which is more plug and play.

  17. comment
    Comment #42281966

    I've been using the OSSC to upscale a 50 Hz RGB signal (SCART) to 1024x1024 (256 lines duplicated 4x). Both my HDMI capture cards happily accept that resolution with the right soft…

  18. comment
    Comment #41782776

    https://en.wikipedia.org/wiki/Unidirectional_network

  19. comment
    Comment #41605940

    The compiler can optimize this. See https://gcc.godbolt.org/z/hxW7hhrd7 #include uint32_t read_le_uint32(const uint8_t* p) { return p[0] | (p[1] ends up as read_le_uint32(unsigned …

  20. comment
    Comment #41357971

    I guess Ethereal is available :)

  21. comment
    Comment #40780602

    I put my CPU code up here: https://github.com/neonz80/shallenge-x86 . It requires an x86 CPU with the SHA256 extension. It manages 1.1 GH/s on an Intel i7-13700K.

  22. comment
    Comment #40769517

    You can probably get a 2x speedup by shortening the string so that it fits in one block.

  23. comment
    Comment #40762568

    I'm a bit late to the game, but I managed to squeeze out about 1 GH/s on an i7-13700K.