#bitmap — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #bitmap, aggregated by home.social.
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This document open in two windows of TEdit, the WYSIWYG editor of Medley Interlisp, shows a gallery of bitmaps available for Lisp applications and tools.
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This document open in two windows of TEdit, the WYSIWYG editor of Medley Interlisp, shows a gallery of bitmaps available for Lisp applications and tools.
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This document open in two windows of TEdit, the WYSIWYG editor of Medley Interlisp, shows a gallery of bitmaps available for Lisp applications and tools.
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This document open in two windows of TEdit, the WYSIWYG editor of Medley Interlisp, shows a gallery of bitmaps available for Lisp applications and tools.
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This document open in two windows of TEdit, the WYSIWYG editor of Medley Interlisp, shows a gallery of bitmaps available for Lisp applications and tools.
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Bitmap and tilemap generation from a single example
https://github.com/mxgmn/WaveFunctionCollapse
#HackerNews #Bitmap #Tilemap #Generation #WaveFunctionCollapse #GameDevelopment
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Bitmap and tilemap generation from a single example
https://github.com/mxgmn/WaveFunctionCollapse
#HackerNews #Bitmap #Tilemap #Generation #WaveFunctionCollapse #GameDevelopment
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Bitmap and tilemap generation from a single example
https://github.com/mxgmn/WaveFunctionCollapse
#HackerNews #Bitmap #Tilemap #Generation #WaveFunctionCollapse #GameDevelopment
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Bitmap and tilemap generation from a single example
https://github.com/mxgmn/WaveFunctionCollapse
#HackerNews #Bitmap #Tilemap #Generation #WaveFunctionCollapse #GameDevelopment
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Bitmap and tilemap generation from a single example
https://github.com/mxgmn/WaveFunctionCollapse
#HackerNews #Bitmap #Tilemap #Generation #WaveFunctionCollapse #GameDevelopment
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I created a tool in #godot to create #bitmap #fonts. It was a helper tool for #waddlewords. And I liked it that much that I also decided to publish it on #itch.
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I created a tool in #godot to create #bitmap #fonts. It was a helper tool for #waddlewords. And I liked it that much that I also decided to publish it on #itch.
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I created a tool in #godot to create #bitmap #fonts. It was a helper tool for #waddlewords. And I liked it that much that I also decided to publish it on #itch.
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I created a tool in #godot to create #bitmap #fonts. It was a helper tool for #waddlewords. And I liked it that much that I also decided to publish it on #itch.
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I created a tool in #godot to create #bitmap #fonts. It was a helper tool for #waddlewords. And I liked it that much that I also decided to publish it on #itch.
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Глубокий разбор материализованных представлений в StarRocks: полный механизм query rewrite
Материализованные представления (MV) в StarRocks — это не просто кэш агрегатов, а полноценный механизм ускорения запросов с автоматическим переписыванием (query rewrite). На практических примерах разбираем, как движок сопоставляет поддеревья плана запроса со SPJG‑MV, как работают join/aggregate/nested/union rewrite, как обеспечивается строгая согласованность и настраиваемая устарелость данных (staleness), и за счёт чего достигается ускорение на SSB и TPC‑H.
https://habr.com/ru/articles/980320/
#StarRocks #материализованные_представления #query_rewrite #SPJG #OLAP #BI #rollup #bitmap #predicate_pushdown #partition_pruning
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Глубокий разбор материализованных представлений в StarRocks: полный механизм query rewrite
Материализованные представления (MV) в StarRocks — это не просто кэш агрегатов, а полноценный механизм ускорения запросов с автоматическим переписыванием (query rewrite). На практических примерах разбираем, как движок сопоставляет поддеревья плана запроса со SPJG‑MV, как работают join/aggregate/nested/union rewrite, как обеспечивается строгая согласованность и настраиваемая устарелость данных (staleness), и за счёт чего достигается ускорение на SSB и TPC‑H.
https://habr.com/ru/articles/980320/
#StarRocks #материализованные_представления #query_rewrite #SPJG #OLAP #BI #rollup #bitmap #predicate_pushdown #partition_pruning
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Глубокий разбор материализованных представлений в StarRocks: полный механизм query rewrite
Материализованные представления (MV) в StarRocks — это не просто кэш агрегатов, а полноценный механизм ускорения запросов с автоматическим переписыванием (query rewrite). На практических примерах разбираем, как движок сопоставляет поддеревья плана запроса со SPJG‑MV, как работают join/aggregate/nested/union rewrite, как обеспечивается строгая согласованность и настраиваемая устарелость данных (staleness), и за счёт чего достигается ускорение на SSB и TPC‑H.
https://habr.com/ru/articles/980320/
#StarRocks #материализованные_представления #query_rewrite #SPJG #OLAP #BI #rollup #bitmap #predicate_pushdown #partition_pruning
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Глубокий разбор материализованных представлений в StarRocks: полный механизм query rewrite
Материализованные представления (MV) в StarRocks — это не просто кэш агрегатов, а полноценный механизм ускорения запросов с автоматическим переписыванием (query rewrite). На практических примерах разбираем, как движок сопоставляет поддеревья плана запроса со SPJG‑MV, как работают join/aggregate/nested/union rewrite, как обеспечивается строгая согласованность и настраиваемая устарелость данных (staleness), и за счёт чего достигается ускорение на SSB и TPC‑H.
https://habr.com/ru/articles/980320/
#StarRocks #материализованные_представления #query_rewrite #SPJG #OLAP #BI #rollup #bitmap #predicate_pushdown #partition_pruning
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Re-reading old code and I’m reminded of this old trick for doing bit-manipulation:
I was trying to shift right an u8 by a value between 1 and 8 bits:
myu8 >> (8 - shift)If
shiftequals 0, this would be an 8 bits shift, I wanted the result to be zero (all bits shifted), but that's not how (some) CPUs work; so it's undefined behaviour, and in Rust, the compiler will throw a compile error (if it's a const shift), or panic at runtime in debug mode.One could test if
shiftis 8, and adjust code accordingly, but this adds branches and even more code.So the trick to work around that is simply... to shift twice ! One time for the first bit, and another for the last (potential 7):
(myu8 >> 1) >> (8 - shift - 1)And that's how one can do this operation fully branchless.
(another version of this post appeared on a now-defunct instance)
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Re-reading old code and I’m reminded of this old trick for doing bit-manipulation:
I was trying to shift right an u8 by a value between 1 and 8 bits:
myu8 >> (8 - shift)If
shiftequals 0, this would be an 8 bits shift, I wanted the result to be zero (all bits shifted), but that's not how (some) CPUs work; so it's undefined behaviour, and in Rust, the compiler will throw a compile error (if it's a const shift), or panic at runtime in debug mode.One could test if
shiftis 8, and adjust code accordingly, but this adds branches and even more code.So the trick to work around that is simply... to shift twice ! One time for the first bit, and another for the last (potential 7):
(myu8 >> 1) >> (8 - shift - 1)And that's how one can do this operation fully branchless.
(another version of this post appeared on a now-defunct instance)
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Re-reading old code and I’m reminded of this old trick for doing bit-manipulation:
I was trying to shift right an u8 by a value between 1 and 8 bits:
myu8 >> (8 - shift)If
shiftequals 0, this would be an 8 bits shift, I wanted the result to be zero (all bits shifted), but that's not how (some) CPUs work; so it's undefined behaviour, and in Rust, the compiler will throw a compile error (if it's a const shift), or panic at runtime in debug mode.One could test if
shiftis 8, and adjust code accordingly, but this adds branches and even more code.So the trick to work around that is simply... to shift twice ! One time for the first bit, and another for the last (potential 7):
(myu8 >> 1) >> (8 - shift - 1)And that's how one can do this operation fully branchless.
(another version of this post appeared on a now-defunct instance)
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Re-reading old code and I’m reminded of this old trick for doing bit-manipulation:
I was trying to shift right an u8 by a value between 1 and 8 bits:
myu8 >> (8 - shift)If
shiftequals 0, this would be an 8 bits shift, I wanted the result to be zero (all bits shifted), but that's not how (some) CPUs work; so it's undefined behaviour, and in Rust, the compiler will throw a compile error (if it's a const shift), or panic at runtime in debug mode.One could test if
shiftis 8, and adjust code accordingly, but this adds branches and even more code.So the trick to work around that is simply... to shift twice ! One time for the first bit, and another for the last (potential 7):
(myu8 >> 1) >> (8 - shift - 1)And that's how one can do this operation fully branchless.
(another version of this post appeared on a now-defunct instance)
-
Re-reading old code and I’m reminded of this old trick for doing bit-manipulation:
I was trying to shift right an u8 by a value between 1 and 8 bits:
myu8 >> (8 - shift)If
shiftequals 0, this would be an 8 bits shift, I wanted the result to be zero (all bits shifted), but that's not how (some) CPUs work; so it's undefined behaviour, and in Rust, the compiler will throw a compile error (if it's a const shift), or panic at runtime in debug mode.One could test if
shiftis 8, and adjust code accordingly, but this adds branches and even more code.So the trick to work around that is simply... to shift twice ! One time for the first bit, and another for the last (potential 7):
(myu8 >> 1) >> (8 - shift - 1)And that's how one can do this operation fully branchless.
(another version of this post appeared on a now-defunct instance)
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#Gravit Designer vs. #Corel Vector (2#4)
Da ich bis heute keine Lösung gefunden habe, was das gvdesign Fileformat native und verlustfrei unterstützt, überlege ich mit Hilfe der alten OpenSource-Codes einen gvdesign Parser zu schreiben, und ggf. ein bessere Zielformat als SVG/PDF/PNG zu finden.
Hat wer Lust hier mit zu machen?
-> (3#4)
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#Gravit Designer vs. #Corel Vector (2#4)
Da ich bis heute keine Lösung gefunden habe, was das gvdesign Fileformat native und verlustfrei unterstützt, überlege ich mit Hilfe der alten OpenSource-Codes einen gvdesign Parser zu schreiben, und ggf. ein bessere Zielformat als SVG/PDF/PNG zu finden.
Hat wer Lust hier mit zu machen?
-> (3#4)
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#Gravit Designer vs. #Corel Vector (2#4)
Da ich bis heute keine Lösung gefunden habe, was das gvdesign Fileformat native und verlustfrei unterstützt, überlege ich mit Hilfe der alten OpenSource-Codes einen gvdesign Parser zu schreiben, und ggf. ein bessere Zielformat als SVG/PDF/PNG zu finden.
Hat wer Lust hier mit zu machen?
-> (3#4)
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#Gravit Designer vs. #Corel Vector (2#4)
Da ich bis heute keine Lösung gefunden habe, was das gvdesign Fileformat native und verlustfrei unterstützt, überlege ich mit Hilfe der alten OpenSource-Codes einen gvdesign Parser zu schreiben, und ggf. ein bessere Zielformat als SVG/PDF/PNG zu finden.
Hat wer Lust hier mit zu machen?
-> (3#4)
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-=:[ WarGames Terminal Fonts ]
https://mw.rat.bz/wgterm/
#ycombinator #WarGames #Terminal_Fonts #Font #Bitmap #Bitmapped #FON #TTF #OTF -
RDP Bitmap Forensics para investigaciones DFIR https://blog.elhacker.net/2025/01/rdp-bitmap-forensics-analisis-forense-dfir.html #Forense #bitmap #dfir #rdp
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#Gravit Designer vs. #Corel Vector (1#4)
Heute ist der Todestag von "Corel Vector", früher bekannt als "Gravit Designer". Imho eins der besten webbasierten Grafik-Design Apps, die wunderbar Vektor, Typo & Bitmap miteinander verbunden hat. Würde sagen, es war seiner Zeit um 10-12 Jahre voraus.
Gravit Designer war sogar mal OpenSource. Deswegen habe ich darauf gesetz. Und nun hat Corel es wohl nur gekauft um es als Konkurent zu beseitigen.
-> (2#4)
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#Gravit Designer vs. #Corel Vector (1#4)
Heute ist der Todestag von "Corel Vector", früher bekannt als "Gravit Designer". Imho eins der besten webbasierten Grafik-Design Apps, die wunderbar Vektor, Typo & Bitmap miteinander verbunden hat. Würde sagen, es war seiner Zeit um 10-12 Jahre voraus.
Gravit Designer war sogar mal OpenSource. Deswegen habe ich darauf gesetz. Und nun hat Corel es wohl nur gekauft um es als Konkurent zu beseitigen.
-> (2#4)
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#Gravit Designer vs. #Corel Vector (1#4)
Heute ist der Todestag von "Corel Vector", früher bekannt als "Gravit Designer". Imho eins der besten webbasierten Grafik-Design Apps, die wunderbar Vektor, Typo & Bitmap miteinander verbunden hat. Würde sagen, es war seiner Zeit um 10-12 Jahre voraus.
Gravit Designer war sogar mal OpenSource. Deswegen habe ich darauf gesetz. Und nun hat Corel es wohl nur gekauft um es als Konkurent zu beseitigen.
-> (2#4)
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#Gravit Designer vs. #Corel Vector (1#4)
Heute ist der Todestag von "Corel Vector", früher bekannt als "Gravit Designer". Imho eins der besten webbasierten Grafik-Design Apps, die wunderbar Vektor, Typo & Bitmap miteinander verbunden hat. Würde sagen, es war seiner Zeit um 10-12 Jahre voraus.
Gravit Designer war sogar mal OpenSource. Deswegen habe ich darauf gesetz. Und nun hat Corel es wohl nur gekauft um es als Konkurent zu beseitigen.
-> (2#4)
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#Eufeminism ? 002 – #Bandscape ?? – #humor #comedy #sf #series #parody #satire (?) ✝️⚖️🤍
"#Bitmap ... ???" ✝️⚖️🤍 -o-o- "#Earth is a #Floor of #Earthsflat?" ( "De #Aarde is een #Etage van #Aardesflat?" ) -o-O- "#AbTandjes has been #missing for decades. Some say he now is the island #Texel..." -o-O- "#ElmwoodElohim are #elementary, #Wadsen... #Wadsen...? Are you *#there*...??" -o-O- "#PoetsProphecy #dictates that #Floor369 and #Floor666 MUST *#NEVER*... 《#TOOLATE》???"…
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A quadtree divides image according to a poisson disk (radius influence). Slight color variations, blur and texture applies randomly on the fly.
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Started working on #VariableComponent #Bitmap Bengali Font Project
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Perlin noise posterized. Each division is filled with a randomly mapped 1bit texture (single source file)
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Coal Town / quadtree division and 1bit texture placement
#bitmap #quadtree #texture #grit #vectorart #artgénératif #noiretblanc
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1bit texture study. Random generative shapes and texture placement.
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I really like this shooter. It's available for almost every video game console, old and new. Now also for the Gameboy Advanced. "Xenocrisis" by Bitmap Bureau LTD. #retrogames #retrogaming #shorts #bitmap #gba #gameboyadvance
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https://cutycapt.sourceforge.net/
"CutyCapt is a small #crossplatform #commandline #utility to #capture #WebKit's #rendering of a web page into a variety of #vector and #bitmap formats, including #SVG, #PDF, #PS, #PNG, #JPEG, #TIFF, #GIF, and #BMP."