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  • Reducing FOOMs in the Facebook iOS app

    At Facebook we strive for our apps to be stable, fast, and reliable. We’ve worked hard to reduce the number of crashes in the Facebook iOS app and to increase its overall reliability. In the past, most of the crashes have been due to programmatic errors, and they always came with a stack trace that blamed the line in the code that caused the crash and always offered a hint as to what the issue mig

      Reducing FOOMs in the Facebook iOS app
    • Shadertoy

      This help only covers the parts of GLSL ES that are relevant for Shadertoy. For the complete specification please have a look at GLSL ES specification Language: Version: WebGL 2.0 Arithmetic: ( ) + - ! * / % Logical/Relatonal: ~ < > <= >= == != && || Bit Operators: & ^ | << >> Comments: // /* */ Types: void bool int uint float vec2 vec3 vec4 bvec2 bvec3 bvec4 ivec2 ivec3 ivec4 uvec2 uvec3 uvec4 ma

        Shadertoy
      • Shadertoy

        This help only covers the parts of GLSL ES that are relevant for Shadertoy. For the complete specification please have a look at GLSL ES specification Language: Version: WebGL 2.0 Arithmetic: ( ) + - ! * / % Logical/Relatonal: ~ < > <= >= == != && || Bit Operators: & ^ | << >> Comments: // /* */ Types: void bool int uint float vec2 vec3 vec4 bvec2 bvec3 bvec4 ivec2 ivec3 ivec4 uvec2 uvec3 uvec4 ma

          Shadertoy
        • Effective Objective-C 2.0: 52 Specific Ways to Improve Your iOS and OS X Programs | InformIT

          About Features 50 high-performance techniques for seasoned Objective-C developers: fully harness Objective-C’s expressive power to write better code! Objective-C insider Matt Halloway brings together powerful best practices, patterns, and shortcuts not found anywhere else Includes expert solutions and sample code for both iOS and Mac OS X Helps students avoid common mistakes that lead to entangled

          • Volcano - An Extensible and Parallel Query Evaluation System

            120 IEEE TRANSACTIONS ON KNOWLEDGE AND DATA ENGINEERING, VOL. 6, NO. 1, FEBRUARY 1994 Volcano-An Extensible and Parallel Query Evaluation System Goetz Graefe Abstract-To investigate the interactions of extensibility and parallelism in database query processing, we have developed a new dataflow query execution system called Volcano. The Vol- cano effort provides a rich environment for research and

            • モテる Objective-C 女子力を磨くための4つの心得「method swizzling できない女をアピールせよ」等 - ワタタツの日記!(2011-05-14)

              ワタタツ、あ違った、ワタクシの日記です。 日々の生活や興味のあるニュース, WILLCOM の PHS, Mac OS X, Linux, トランペットなどなど。☆ モテる Objective-C 女子力を磨くための4つの心得「method swizzling できない女をアピールせよ」等 こんにちは、オブジェクティブ恋愛を専攻している NSNyoho.m です。私は学歴も知識もありませんし超絶イケメンですが、恋愛に関してはオブジェクティブ。今回は、モテる Objective-C 女子力を磨くための 4 つの心得を皆さんにお教えしたいと思います。 1. あえて Objective-C 1.0 のコードを飲み会に持っていく あえて Objective-C 2.0 登場前の Objective-C を使うようにしましょう。そして飲み会の場で好みの男がいたら話しかけ、わざとらしく Objecti

              • Shadertoy

                This help only covers the parts of GLSL ES that are relevant for Shadertoy. For the complete specification please have a look at GLSL ES specification Language: Version: WebGL 2.0 Arithmetic: ( ) + - ! * / % Logical/Relatonal: ~ < > <= >= == != && || Bit Operators: & ^ | << >> Comments: // /* */ Types: void bool int uint float vec2 vec3 vec4 bvec2 bvec3 bvec4 ivec2 ivec3 ivec4 uvec2 uvec3 uvec4 ma

                  Shadertoy
                • Shadertoy

                  This help only covers the parts of GLSL ES that are relevant for Shadertoy. For the complete specification please have a look at GLSL ES specification Language: Version: WebGL 2.0 Arithmetic: ( ) + - ! * / % Logical/Relatonal: ~ < > <= >= == != && || Bit Operators: & ^ | << >> Comments: // /* */ Types: void bool int uint float vec2 vec3 vec4 bvec2 bvec3 bvec4 ivec2 ivec3 ivec4 uvec2 uvec3 uvec4 ma

                    Shadertoy
                  • Improving the performance of Direct2D apps - Win32 apps

                    Although Direct2D is hardware accelerated and is meant for high performance, you must use the features correctly to maximize throughput. The techniques we show here are derived from studying common scenarios and might not apply to all app scenarios. Therefore, careful understanding of app behavior and performance goals can help achieve the results that you want. Resource usage Reuse resources Rest

                      Improving the performance of Direct2D apps - Win32 apps
                    • John Fremlin's blog: The mmap pattern

                      There are many choices in software engineering that are visible only to the developers on the project: for example, the separation of responsibilities into different parts of the program are (hopefully) invisible to the user. These choices can descend into a question of personal taste and I personally lean towards simplicity. My experience has shown that people tend to create complex generic inter

                      • Shadertoy

                        This help only covers the parts of GLSL ES that are relevant for Shadertoy. For the complete specification please have a look at GLSL ES specification Language: Version: WebGL 2.0 Arithmetic: ( ) + - ! * / % Logical/Relatonal: ~ < > <= >= == != && || Bit Operators: & ^ | << >> Comments: // /* */ Types: void bool int uint float vec2 vec3 vec4 bvec2 bvec3 bvec4 ivec2 ivec3 ivec4 uvec2 uvec3 uvec4 ma

                          Shadertoy
                        • iOS/OS Xテスト向けのURL読み込みに偽のレスポンスを返すモジュールいろいろ - laiso

                          URLリクエストを指定した結果に書き換えるテスト用ライブラリを作った - laiso - iPhoneアプリ開発グループ この頃はあんまり良いライブラリが他になかったので自分で作ってたけど、今はいろいろ良いものが出てきているので実際の使い方などを紹介します。 モックとスタブ スタブという言葉が以降よく出てくるんですが、基本的には以下文章などを目を通した上で、「リクエストのモックオブジェクトがスタブの振舞いをして偽のレスポンスを返す」というような表現を使います。 あんまり理解できている自信もないですが…… モックとスタブの違い - [lib] はてなブックマーク - Mock Roles, Not Objects (消えてる……) なぜURL読み込みに偽のレスポンスを返すしくみが必要なのか? 以前書いた内容とカブっているけど、以下のような諸問題を改善します ユニットテスト実行時間の高速化 レ

                            iOS/OS Xテスト向けのURL読み込みに偽のレスポンスを返すモジュールいろいろ - laiso
                          • Thinking Parallel, Part III: Tree Construction on the GPU | NVIDIA Technical Blog

                            Thinking Parallel, Part III: Tree Construction on the GPU In part II of this series, we looked at hierarchical tree traversal as a means of quickly identifying pairs of potentially colliding 3D objects and we demonstrated how optimizing for low divergence can result in substantial performance gains on massively parallel processors. Having a fast traversal algorithm is not very useful, though, unle

                              Thinking Parallel, Part III: Tree Construction on the GPU | NVIDIA Technical Blog
                            • Alamofire

                              Written by Mattt August 4th, 2014 This article has been translated into: 中文 Swift has hit a reset button on the iOS developer community. It’s really been something to behold for seasoned Objective-C developers. Literally overnight, conversations shifted from namespacing and swizzling to generics and type inference. At a time of the year when Twitter would normally be abuzz with discussion about th

                                Alamofire
                              • Snail

                                This help only covers the parts of GLSL ES that are relevant for Shadertoy. For the complete specification please have a look at GLSL ES specification Language: Version: WebGL 2.0 Arithmetic: ( ) + - ! * / % Logical/Relatonal: ~ < > <= >= == != && || Bit Operators: & ^ | << >> Comments: // /* */ Types: void bool int uint float vec2 vec3 vec4 bvec2 bvec3 bvec4 ivec2 ivec3 ivec4 uvec2 uvec3 uvec4 ma

                                  Snail
                                • Shadertoy

                                  This help only covers the parts of GLSL ES that are relevant for Shadertoy. For the complete specification please have a look at GLSL ES specification Language: Version: WebGL 2.0 Arithmetic: ( ) + - ! * / % Logical/Relatonal: ~ < > <= >= == != && || Bit Operators: & ^ | << >> Comments: // /* */ Types: void bool int uint float vec2 vec3 vec4 bvec2 bvec3 bvec4 ivec2 ivec3 ivec4 uvec2 uvec3 uvec4 ma

                                    Shadertoy
                                  • A Story About Swizzling "the Right Way™" and Touch Forwarding - Peter Steinberger

                                    Some people think of me as the guy that does crazy things to ObjC and swizzles everything. Not true. In PSPDFKit I’m actually quite conservative, but I do enjoy spending time with the runtime working on things such as Aspects - a library for aspect oriented programming. After my initial excitement, things have stalled a bit. I shipped Aspects in our PDF framework, and people started complaining th

                                    • Shadertoy

                                      This help only covers the parts of GLSL ES that are relevant for Shadertoy. For the complete specification please have a look at GLSL ES specification Language: Version: WebGL 2.0 Arithmetic: ( ) + - ! * / % Logical/Relatonal: ~ < > <= >= == != && || Bit Operators: & ^ | << >> Comments: // /* */ Types: void bool int uint float vec2 vec3 vec4 bvec2 bvec3 bvec4 ivec2 ivec3 ivec4 uvec2 uvec3 uvec4 ma

                                        Shadertoy
                                      • Tao\'s Thoughts on Second Life

                                        As you might have noticed I am trying to concentrate my blogs based on thoughts expressed here. The main blog address now is http://mrtopf.de/blog (CLICK HERE SUBSCRIBE) So after some consideration and discussions I am now planning to pretty much have everything on one blog. This means, I have the topics Python, Plone, Second Life, Web 2.0, sometimes german politics, New Marketing, Old vs. New Med

                                          Tao\'s Thoughts on Second Life
                                        • Building Automated Analytics Logging for iOS Apps

                                          Analytics is often the first tool developers add to their iOS app. A standard approach is to write logging code like this: Let’s call this manual event-tracking. With manual event-tracking, you write logging code for each analytics event you care about. A logEvent: for signing in, a logEvent: for inviting a friend, a logEvent: for opening the Settings view, and so forth. Here, we’ll describe a dif

                                            Building Automated Analytics Logging for iOS Apps
                                          • GitHub - seivan/SHUIKitBlocks: UIKit blocks without swizzling. Runs on 64bit as well.

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                                              GitHub - seivan/SHUIKitBlocks: UIKit blocks without swizzling. Runs on 64bit as well.
                                            • GPU Optimization for GameDev

                                              GPUOptimizationForGameDev.md GPU Optimization for GameDev Graphics Pipeline / GPU Architecture Overview 2011 - A trip through the Graphics Pipeline 2011 2015 - Life of a triangle - NVIDIA's logical pipeline 2015 - Render Hell 2.0 2016 - How bad are small triangles on GPU and why? 2017 - GPU Performance for Game Artists 2019 - Understanding the anatomy of GPUs using Pokémon 2020 - GPU ARCHITECTURE

                                                GPU Optimization for GameDev
                                              • The Case for Message Passing in Swift

                                                Update: Chris Lattner has asked developers to not file duplicate radars for feature requests. Please do not duplicate any radars listed in this post. Apple introduced Swift as “Objective-C without the C”, but in many ways, Swift is closer to “C++ without the C” (or Objective-C without the Smalltalk). Swift’s generics, for example, are closer to C++'s templates than to any feature of Objective-C. O

                                                • The Difference Between TDD and BDD - Josh Davis

                                                  The Difference Between TDD and BDD If you keep up-to-date with the latest software development practices, odds are you have heard of Test-driven development (TDD) and Behavior-driven development (BDD). This post is meant to explain what each practice means, provide examples, and then contrast the two. Let’s dig in and see what we learn. Test-Driven Development When I first heard about TDD, the ide

                                                    The Difference Between TDD and BDD - Josh Davis
                                                  • Can I pass a block as a @selector with Objective-C?

                                                    Yes, but you'd have to use a category. Something like: @interface UIControl (DDBlockActions) - (void) addEventHandler:(void(^)(void))handler forControlEvents:(UIControlEvents)controlEvents; @end The implementation would be a bit trickier: #import <objc/runtime.h> @interface DDBlockActionWrapper : NSObject @property (nonatomic, copy) void (^blockAction)(void); - (void) invokeBlock:(id)sender; @end

                                                      Can I pass a block as a @selector with Objective-C?
                                                    • bricklifeのはてなブログ

                                                      今年こそは参加したかったのにチケットが買えずに断念した、WWDC 2012の基調講演のビデオが公開されました。 Apple - Apple Events - Apple Special Event June 2012 後半に出てくる2枚のまとめスライドに書かれているiOS 6とSDKの新要素を列挙してみます。API Diffを見る前にざっと概略をつかむのによいと思います*1。公開情報のわりにはメディアなどにあまり取り上げられていないものも結構ありますよ。 iOS 6 Features for China Game Center challenges Faster Safari JavaScript Location-based reminders for iPad Game Center friends from Facebook Autocorrection for every keyb

                                                        bricklifeのはてなブログ