mstrutils - custom version of string.h
mstrutils - custom version of string.h
six thoughts on generating c
GNU C Library 2.43 released
I have updated CUTest, my tool for unit tests and test driven development in C programming, to add an "early quit" option (stops on the first failed test).
New article on my website: Serving data through copy paste in C using X11
New article on my website: Checking for quantity unit at compilation time in C
My first real attempt at making a commentary video about 'c' programming and SDL
بئله شئیلرله سئوینیرم من.😂
#لینوکس
#termux
#xfce
#gtk3
#glade
#gcc
#c_programming
Does anyone know where _BitInt(N) is specified for the WASM ABI, if it's specified at all? Clang can compile it, but when it comes to long term compat I'd rather it be written in a standard somewhere.
As _BitInt implies, I'm concerned about C23 here.
#programming #c_programming #c #c_lang
Подводные камни устройства карты видимости в СУБД PostgreSQL
Карта видимости - это достаточно простой механизм в СУБД PostgreSQL, но даже он имеет множество интересных тайн, если погрузиться в детали реализации. В этой статье мы выясним: 1. Какие особенности есть у механизма сбрасывания и установки бита полной видимости. 2. Как Index only scan использует бит полной видимости. 3. Зачем записывать информацию об изменении карты видимости в WAL. 4. Каким образом карта видимости участвует в оптимизации предвыборки Bitmap scan. 5. Зачем механизму оценки селективности нужна карта видимости.
https://habr.com/ru/articles/842520/
#postgres #postgresql #visibility_map #vm #open_source #анализ_программ #reverseengineering #исходный_код #c_programming #субд
fatal error: dbus/dbus-arch-deps.h: No such file or directory
Yesterday, I finished :python: support for #birch. Today, it will be :c_language:.
I like this second project, since it allows me to try languages it didn't use or used months/years ago.
:github: https://github.com/Wervice/birch/
You are welcome to leave a ⭐.
#C_programming #coding
PostgreSQL. Устройство карты свободного пространства
СУБД PostgreSQL способна бысто работать с огромными массивами данных благодаря множеству различных механизмов, таких как карта свободного пространства, позволяющая за короткий промежуток времени найти страницу из основного слоя с необходимым свободным пространством для вставки новых версий строк. В этой статье мы разберемся в устройстве карты свободного пространства, а также познакомимся с алгоритмом получения страницы с необходимым свободным пространством.
https://habr.com/ru/articles/806415/
#postgres #postgresql #free_space_map #fsm #open_source #анализ_программ #reverseengineering #исходный_код #субд #c_programming
What does everyone feel about Uniform Function Call Syntax in C? I feel like it solves one of the pain points people have of “linking” functions to objects like structures in C? So instead of calling Vector2_Add(my_vector,myother_vector)
You do
my_vector.Vector2_Add(myother_vector)
which would pass my_vector as the first argument like in the first example, but using a dot style syntax which is more familiar. #programming #c_programming
For my university's upcoming 1st-semester final structure programming in C exam, I finished an Introduction to C course from @Sololearn and got a certificate.
I made a thing that shows you things. #c_programming #gameboy
SectorC is a C compiler written in x86-16 assembly that fits within the 512 byte boot sector of an x86 machine. It supports a subset of C that is large enough to write real and interesting programs. It is quite likely the smallest C compiler ever written.
Ah yes, because we need protective goggles when working on ANSI C .
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.
.
DEFINITELY HAVE TO KEEP CHILDREN AWAY FROM ANSI C...
#c #ansic #c_programming #ansi
For those who know more about compiler stuff: Do you prefer Clang/LLVM over GCC or vice versa? Why?
I know there's no one-true-answer to this but I am interested in hearing opinions. I am currently trying out Clang if it would give me better warnings and errors.
I.. I got the actor animations to work in my C game engine...
LOOK! IM SO HAPYP
So the animations now have a thing that they can be set "interruptable" and "loopable." This means that the animation cycle can handle itself. There is no deeper state machine.
For example the enemy death animation now stops instead of looping. And the enemy plays the attack animation properly in midst of moving.
It still looks a bit rough but I'm quite happy how well it came out, I can now move on to other things in the project!
Here's the code: https://codeberg.org/akselmo/artificial-rage/src/branch/actor-update-loop-refactor (I may merge it to main branch soonish.)