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  1. Optimizing the LLM Inference Stack

    Mapping the Stack Performance work on LLM inference is challenging because every layer offers reasonable optimizations, but not every optimization is worth pursuing.

  2. There is no single best configuration for an LLM inference server.

  3. Benchmarking production infrastructure is difficult.

  4. Queuing Theory for Systems Engineers

    In production systems, latency degradation rarely happens linearly.

  5. Performance Fundamentals

    Computing systems are characterized by three core metrics: Latency, Throughput, and Resource Utilization.

  6. Return of the Builder

    The Cold Dinner I became a software engineer because, deep down, I love building.

  7. My home server runs on an Orange Pi 5 .

  8. Learning Japanese

    My Goals I want to connect with people better - Whenever I meet new people, I try to guess where they’re from.

  9. Learning French

    My goals I want to connect with people better - Whenever I meet new people, I try to guess where they’re from.

  10. Tmux to Zellij (and back)

    My terminal is my main workspace, it is where I live for most of the day, writing code, running agents, and managing servers.

  11. I play the guitar and sing in open mics in my spare time.

  12. Bachata

    Learning to Dance I had my first dancing experience in San Francisco in 2018.

  13. Documenting my life

    Why?

  14. Kubernetes

    Presentations CSI Windows PV/PVC controller Debugging K8s e2e tests with delve Playground As I started to contribute to Kubernetes, I created a few environments for easier development.

  15. Productivity

    Getting Used to Multitasking Multitasking is a skill that I try to get better at to better use my time.

  16. This interview preparation plan contains notes that apply to any company and specifics for my target companies.

  17. Back of the envelope calculations

    Calculate with exponents.

  18. Introduction to Machine Learning

    Machine Learning is great for: Problems for which existing solutions require a lot of fine-tuning or long lists of rules: One Machine Learning algorithm can often simplify code and perform better than the traditional approach.

  19. Machine Learning Glossary

    iterations, batch, batch size and epoch A batch is the set of examples used in one iteration.

  20. Hyperparameter tuning

    From https://colab.research.google.com/github/google/eng-edu/blob/master/ml/cc/exercises/linear_regression_with_synthetic_data.ipynb Most machine learning problems require a lot of hyperparameter tuning.

  21. Data structures for massive datasets

    Count min sketch Problem: given a stream of data with keys and values, how can we get the sum of all values for a given key?

  22. Expectation maximization

    K-means clustering Suppose we have a dataset {\textbf{x}_1, \ldots, \textbf{x}_n} consisting of $N$ observations of a random $D$-dimensional space.

  23. Bayesian Networks

    Introduction A Bayesian network is a directed graph in which each node is annotated with quantitative probability information.

  24. Kafka

    Kafka https://www.slideshare.net/mumrah/kafka-talk-tri-hug Key Choices pub/sub messaging pattern Messages are persistent (stored on disk).

  25. Memtable A data structure that holds data in memory before it’s flushed to disk.

  26. Cassandra

    Engine Features Consistent hashing Replication factor: replicas of the data across the cluster.

  27. Partitioning

    With replication Copies of each partition are stored in multiple nodes Partitioning strategies Unfair partitioning may lead to hotspots (e.g., nodes with more data than others).

  28. Non Functional Requirements

    Reliability & Availability A system should be resilient (fault-tolerant) and performant under expected load.

  29. My objective is to write a Promises/A+ conformant implementation similar to then/promise .

  30. Divisibility

    Let $a,b \in \mathbb{Z}$.

  31. Surface Shading

    Shading is the process of altering the color of a surface.

  32. First-Person Camera

    A first-person camera captures the virtual scene from the viewpoint of a character.

  33. Quaternions

    In two dimensions, complex numbers rotate vectors effortlessly through Euler’s formula $e^{i\theta} = \cos\theta + i\sin\theta$.

  34. gcc

    Stages preprocessing - Text substitution, stripping comments, and file inclusion. g++ -E main.cpp -o main.i compilation - Compilation of the processed source code into assembly language. g++ -S main.i -o main.s # or g++ -S main.cpp -o main.s assembler -…

  35. make

    make is a tool to simplify building executables from many sources. make will only re-build things that need to be re-built.

  36. CMake

    Executable: $ cmake [options] (<path-to-source> | <path-to-existing-build>) Assuming that the directory contains: . ├── CMakeLists.txt └── main.cpp #include <iostream> using namespace std; int main () { cout << "Hello world" << endl; return 0; } The

  37. C++ refresher

    If you have spare time Watch some CppCon ‘Back to Basics’ videos: Back to Basics: The Structure of a Program - Bob Steagall - CppCon 2020 Back to Basics: RAII and the Rule of Zero - Arthur O’Dwyer - CppCon 2019 Back to Basics: Concurrency - Arthur O’Dwyer…

  38. Culling & Clipping

    Before rasterization, every primitive must be tested against the view volume.

  39. Affine spaces

    Imagine a vector space where two points $P$ and $P’$ exist.

  40. Vector spaces

    A vector space is a set whose elements are called “vectors” (denoted as $\v{v}$ or $\mathbf{v}$), which have two operations defined on them: addition of vectors and multiplication of a scalar by a vector.

  41. Triangle in affine spaces

    In an affine space , there’s the concept of affine combination, which states that any point in space can be represented as an affine combination in the form $$ a + \sum_{i \in I} \lambda_i \mathbf{aa_i} \quad \quad \text{if $\sum_{i \in I} \lambda_i = 1$}…

  42. Geometric tests

    Line-line intersection Given two lines in 3D, defined as rays: $$ r_1(t_1) = \mathbf{p_1} + t_1 \mathbf{d_1} \\ r_2(t_2) = \mathbf{p_2} + t_2 \mathbf{d_2} $$ Where $t_1, t_2 \in \mathbb{R}$, the two lines intersect if: $$ \mathbf{p_1} + t_1 \mathbf{d_1} =…

  43. Screen Space

    After the projection step, every point of the scene sits in normalized device coordinates, the cube $[-1, 1]^3$.

  44. Normals

    A normal vector to a curve at a particular point is a vector perpendicular to the tangent vector of the curve at that point (also called a gradient).

  45. Eigenvalues and eigenvectors

    Given a square matrix $\mathbf{M}$: An eigenvector $\mathbf{v}$ is a non-zero vector whose direction doesn’t change when multiplied by $\mathbf{M}$.

  46. Projective space

    In Euclidean geometry, two lines are said to be parallel if they lie in the same plane and never meet.

  47. Ray Tracing

    A ray tracer emits a ray from each pixel toward the scene to determine the color of the pixel.

  48. Rendering

    An image can be abstracted as a function: $$ I(x,y): R \rightarrow V $$ Where $R \in \mathbb{R}^2$ is a rectangular area and $V$ is a set with the possible pixel values.

  49. The Projection Transform

    The canonical view volume is a cube with corners at $[-1, -1, -1]$ and $[1, 1, 1]$.

  50. The View Transform

    The view transform maps every point in the scene from world space to view space: $$ \mathbf{v}_{\text{view}} = \mathbf{M}_{\text{view}} \mathbf{v}_{\text{wld}} $$ In view space the camera sits at the origin, so the transform is fully defined by three para…