Peter O'Toole as Lord Jim in the 1963 film adaptation of Joseph Conrad's novel. © Moviestore/ Rex Shutterstock When Clive James was diagnosed with leukaemia in 2010, as he writes in the introduction to his new book Latest Readings, he “could hear the clock ticking.” He decided to dedicate the rest of his life to reading—and re-reading. “If you don’t know the exact moment when the lights will go ou
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We show that for any sequence $f: {\bf N} \to \{-1,+1\}$ taking values in $\{-1,+1\}$, the discrepancy $$ \sup_{n,d \in {\bf N}} \left|\sum_{j=1}^n f(jd)\right| $$ of $f$ is infinite. This answers a question of Erd\H{o}s. In fact the argument also applies to sequences $f$ taking values in the unit sphere of a real or complex Hilbert space. The argument uses three ingredients. The first is a Fourie
Nemo is a computer algebra package for the Julia programming language, maintained by William Hart, Tommy Hofmann, Claus Fieker and Fredrik Johansson with additional code by Oleksandr Motsak and other contributors. The Nemo code written in Julia is licensed under the BSD license and it makes use of GPL and LGPL C/C++ libraries such as Flint, Antic, GMP/MPIR, MPFR, Singular and Arb. The features of
In this article, I will analyze and compare three rendering algorithms: Forward Rendering Deferred Shading Forward+ (Tiled Forward Rendering) Introduction Forward rendering works by rasterizing each geometric object in the scene. During shading, a list of lights in the scene is iterated to determine how the geometric object should be lit. This means that every geometric object has to consider ever
03 October 2015 This is a co-production with Veedrac, who wrote most of the awesome technical details. A staple of all performance discussion is the great Computer Language Benchmarks Game. Despite the fact that many of the benchmarks say more about the resourcefulness of certain members of the respective programming language communities than the languages themselves, this site is often cited in d
This tutorial explains how polymorphism is implemented under the hood in Haskell using the least technical terms possible. The simplest example of a polymorphic function is the identity function: id :: a -> a id x = x The identity function works on any type of value. For example, I can apply id to an Int or to a String: $ ghci Prelude> id 4 4 Prelude> id "Test" "Test" Under the hood, the id functi
On Sunday, I'll be presenting a paper at Programming Languages and Operating Systems (PLOS) on our experiences building Tock in Rust. While we (OS and language builders) often like to think of system and language design as separate problems, they are really not. Instead, language features or constraints often lead to very different system designs. In other words, taking advantage of language featu
The Haskell Refactorer (HaRe) makes use of ghc-mod to provide the low-level interface to the Haskell source code being refactored. This has a number of advantages it isolates HaRe from having to have a lot of fiddly code to deal with the mechanics of having an environment to load a project ghc-mod is a widely used tool, and so is kept up to date with all the changes in the surrounding ecosystem. F
GameInternals aims to spread knowledge of interesting game mechanics beyond the game-specific enthusiast communities. Each post focuses on a specific game mechanic that would normally only be known to high-level players of a particular game, and attempts to explain it in a manner that would be understandable even by readers unfamiliar with that game. GameInternals articles were researched and writ
As part of my learning experience into the F# language, I’ve taken the time to begin reading through parts of the source code that catches my eye to gain a stronger foothold and understanding of the language that I would usually skim over when reading the MSDN docs. The nice thing about reading the source code is that they provide tests to describe the functionality. So most of my time will be spe
I have been developping a game in Rust on my free time for almost a year now, and I have written several libraries. During this time, I have encountered lots of problems with Rust and its ecosystem. Usually when I have a problem I try to fix it myself (or at least open an issue), but after this post I thought that I'd share everything I encountered. Some things are more related to the needs of my
< Previous episode: Buffers and arrays Welcome to the Shader! Finally! This is where the real fun happens! In previous episode we learned many different ways to create a PrimitiveArray. Remember from the first episode that this PrimitiveArray could be turned into a PrimitiveStream inside the Shader monad? Well, that's what we will do next. Primitive streams A quick recap from episode 1: This is ho
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I recently revisited my project to bring concepts from Jason Gregory's Game Engine Architecture into Haskell and found that they are translating quite well. The relational ideas I've been playing around with mesh nicely though there are still some rough edges. This is not a highly efficient implementation but I think that the code allows for some nice possible optimizations. I decided that I wante
Deep learning is becoming extremely popular due to several breakthroughs in various well-known tasks in artificial intelligence. For example, at the ImageNet Large Scale Visual Recognition Challenge, the introduction of deep learning algorithms into the challenge reduced the top-5 error by 10% in 2012. Every year since then, deep learning models have dominated the challenges, significantly reducin
Rust is a pretty interesting language, in the area of C++ but more modern / better. The stated goal of rust are: “a systems programming language focused on three goals: safety, speed, and concurrency”. Combining Rust with Haskell could create some interesting use cases, and could replace use of C in some projects while providing a more high level and safer approach where Haskell cannot be used. On
Strange Loop 2015 Sept 24-26th, 2015 St. Louis, MO http://thestrangeloop.com
2014初頭に書いた「WindowsにおけるGit利用環境は整った: Git for Windows と SourceTree for Windows」の最後の文: ブランチは、Gitのなかで最も重要でありながら最も分かりにくい概念でしょう。表面的な言葉に騙されず、先入観を持たず、SourceTreeの視覚的表示(樹形図)の力を借りながら学習するのが、理解への一番の近道です。 そんへんの詳しいことはまたの機会に述べるかも知れません。 1年半以上たってしまいましたが、「またの機会」がやって来ましたよ。ええ、Gitの説明をします、ブランチを中心に詳しく。 「基礎編」と「ブランチ編」で2回に分けようかと思ったけど、長大な記事として一挙公開。これからGitを使う人が対象ではありません。Gitが何をやっているのか、自分が何をやっているのかイマイチ自信が持てない方向けです。 ブランチやマージって、なん
Procedural City Generation in Python - Documentation¶ Welcome to procedural_city_generation’s documentation! In this page we will give an overview of all the things you need to know to get started with this project. Getting it to work¶ You can get the source code at our Github Page If you have git installed, you can clone the repository instead of downloading it as a .zip archive with: Dependencie
When working with multi-dimensional arrays, one important decision programmers have to make fairly early on in the project is what memory layout to use for storing the data, and how to access such data in the most efficient manner. Since computer memory is inherently linear - a one-dimensional structure, mapping multi-dimensional data on it can be done in several ways. In this article I want to ex
Everybody knows Redis is single threaded. The best informed ones will tell you that, actually, Redis is *kinda* single threaded, since there are threads in order to perform certain slow operations on disk. So far threaded operations were so focused on I/O that our small library to perform asynchronous tasks on a different thread was called bio.c: Background I/O, basically. However some time ago I
基本はc++に関して、特に競プロ特有のものを中心に。整理とか兼ねて。なんか全体に当然なことしか書いてない。 テストケースで確認する サンプルケース等による確認が、コマンド一発でなされるようにする。コンパイル成功毎に実行する。 考えている際に紙に書いた例等は全てテストケースとして追加しておく。 簡単にやるには、以下のようにファイルに保存し、 1 2 3 4 5 6 7 8 9 10 test/sample-1.in test/sample-1.out test/sample-2.in test/sample-2.out test/sample-3.in test/sample-3.out test/your-case-1.in test/your-case-1.out test/your-case-2.in test/your-case-2.out 以下のように叩くとよい。 1 for f
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