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On its own, the title of this post is just a true piece of trivia, verifiable with the built-in subst tool (among other methods).
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Stumbling into a (slightly) better HTML named character reference tokenization implementation
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Fuzz testing decades-old software can turn up some curious behaviors
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As of a few weeks ago, a cross-platform Windows resource compiler called resinator that I've been working on has been merged into the Zig compiler.
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The slope-related movement physics in the GoldSrc (Half-Life 1) engine and the Source (Half-Life 2) engine are fairly similar.
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Heap allocation failure is something that is hard or impossible to account for in every case in most programming languages.
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Last updated 2022-05-08 (changelog) After finding a method for fuzz testing Zig code and using it to iron out some possible crashes in an audio metadata parser I'm writing in Zig, I have been experimenting with different ways to use fuzz testing to improve
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Last updated 2022-05-08 (changelog) After using code coverage information and real-world files to improve an audio metadata parser I am writing in Zig, the next step was to fuzz test it in order to ensure that crashes, memory leaks, etc were ironed out as…
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Note: Most of this is recounting the process by which I arrived at being able to generate code coverage information for Zig code.
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Zig's current 'interface' pattern relies on a builtin called @fieldParentPtr, which is described in the Zig documentation like so: @fieldParentPtr(comptime ParentType: type, comptime field_name: []const u8, field_ptr: *T) *ParentType Given a pointer to a…
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To learn more about both Lua and Zig, I've started writing a Lua 5.1 implementation in Zig beginning with the lexer (i.e. separating a source file into tokens).
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In Quake and derivative engines (like Half-Life 1 & 2), it is possible to slide up sloped surfaces without losing much speed.
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Here's a simple recipe for french onion dip intended to be similar to dip mixes like this, but without the mix packet.