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If you ever looked at optimized code generated by Clang, you might have noticed it loves vectorizing.
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(I had a more catchy post title, but it’d spoil a surprise).
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Last week I noticed some unexpected assembly code in a function calling std::unordered_map::find (yes, I know, friends don’t let friends use STL, but that is a topic for another discussion).
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I have been comparing how locks (critical sections) behave on different platforms recently and noticed Windows seemed to be quite different than others.
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Recently we have updated some of our compilers (Clang) and started running into mysterious problems, mostly in the physics code.
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I had another interesting debugging session recently with quite an unexpected conclusion.
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I’ve always felt conflicted about the subscription operator[] in standard containers.
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The other day I was looking at a crash dump for a friend.
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Today I’d like to share a simple multithreading trick you can use to minimize “bubbles” in your pipeline.
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If you’ve been reading this blog for a bit, you might know that when I experiment with new programming languages, I like to write a simple pathtracer, to get a better “feel”.
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I’ve recently been asked by a friend for a little help with debugging a problem he was running into.
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Grafana is a very popular “analytics platform” or in more professional terms - a system to create pretty graphs.
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Microcorruption is my ongoing “distraction” – it’s an online CTF.
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I’d be the first to admit I don’t have much experience designing public APIs.
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Consider the following, seemingly innocent (and completely made up) fragment of code: typedef std::map<int, std::string> MyMap; void foo(const MyMap& m) { for(const std::pair<int, std::string>& i : m) { if(i.first) { printf("%s\n", i.second.c_str()); } } }
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I probably mentioned this before, but SPSC (single producer, single consumer) queue is one of my favorite structures.
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Circular buffers are one (if not the) of my favorite data structures for some quick&dirty debugging.
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Yet another MSVC story.
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I recently transitioned to Visual Studio 2017 and while it went relatively painless, the new and improved optimizer uncovered some subtle issues lurking in the code (to be fair, Clang/GCC has been behaving same way for a long time now).
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Ever since I was a kid I was always fascinated by the northern lights and hoped to see them in person one day.
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Machine learning and neural networks seem to be all the rage recently.
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The Old New Thing is one of my favorite blogs.
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Few years ago I published an article about love and care for your cache.
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A little bit late, as Halloween was yesterday, but I think std::get_temporary_buffer is scary enough to qualify.
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I’ve just returned from the Digital Dragons 2017 conference.
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Last week I was investigating a crash originating somewhere in a code that looked like this (GPF in this C++ line): obj->GetFoo()->GetBar().Call(player->GetCat(), this, &MyType::SomeFunc, moreArgs We could discuss the number of indirections or the fact th…
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A few weeks ago we had a discussion a forum discussion.
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I’ve been doing some minor refactoring recently and - once again - it got my thinking how seemingly tiny C++ changes can affect generated assembly code (and performance).
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Back in the day I wrote about the ‘dynamic initializers’ problem.
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I’ve been planning on converting my blog to some static site generator for a while now, but the (perceived) amount of work involved seemed scary, so I kept coming up with reasons not to do it.
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If you’ve ever done any matchmaking coding (…or played chess) you’re most likely familiar with the Elo rating system (PSA: it’s Elo, not ELO, it’s not an acronym, it’s named after a person - Arpad Elo).
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A video from my DD2016 talk has been uploaded and can be viewed here:
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A few days ago I came back from the Digital Dragons 2016 conference.
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You have probably heard about an AI algorithm defeating a human professional in a game of Go.
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Recently, we’ve been collectively complaining on Twitter about going crazy in C++ (as we do every few weeks).
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I’m playing in a fantasy football league with some coworkers this year.
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I’ve been debugging a rare memory corruption bug recently and - as usual - it turned out to be an exercise in frustration.
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An entertaining head-scratcher from today.
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I’ve been doing some micro-optimizations recently.
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I’ve been planning to write a post about debugging multiplayer games (post-mortem) for a while now, but it keeps getting bigger and bigger, so instead of waiting until I can get enough time to finish it, I thought it’d be easier to share some quick’n’easy…
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A nice thing about Twitter is that single tweet can bring so many memories.
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(Please excuse the terrible pun, couldn’t help myself).
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Last year I briefly described my adventure with writing apathtracer in the Go language.
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Had a very interesting debugging session recently.
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Recently, I had an inspiring discussion with fellow programmers, we were talking about interesting side projects/programs to quickly “try out” new programming language/job interview tasks.
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A short cautionary tale from today.
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There’s been some comments to my previous post wondering about C++ compilers and their capabilities.
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Few weeks ago I encountered a discussion on a Polish gamedev forum – participants were wondering whether it’s faster to access stack or heap memory.
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There may come a time in game programmer’s life when he has to fix a bug in a library he doesn’t have the source code for.
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Today’s article is brought to you by a friend of mine.