home.social

#bitmap — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #bitmap, aggregated by home.social.

  1. 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.

  2. 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.

    #bitmap #interlisp #lisp #retrocomputing

  3. 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.

    #bitmap #interlisp #lisp #retrocomputing

  4. 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.

    #bitmap #interlisp #lisp #retrocomputing

  5. 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.

    #bitmap #interlisp #lisp #retrocomputing

  6. 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.

    dunkelgrau.itch.io/bitmap-font

  7. 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.

    dunkelgrau.itch.io/bitmap-font

  8. 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.

    dunkelgrau.itch.io/bitmap-font

  9. 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.

    dunkelgrau.itch.io/bitmap-font

  10. 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.

    dunkelgrau.itch.io/bitmap-font

  11. 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.

    habr.com/ru/articles/980320/

    #StarRocks #материализованные_представления #query_rewrite #SPJG #OLAP #BI #rollup #bitmap #predicate_pushdown #partition_pruning

  12. 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.

    habr.com/ru/articles/980320/

    #StarRocks #материализованные_представления #query_rewrite #SPJG #OLAP #BI #rollup #bitmap #predicate_pushdown #partition_pruning

  13. 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.

    habr.com/ru/articles/980320/

    #StarRocks #материализованные_представления #query_rewrite #SPJG #OLAP #BI #rollup #bitmap #predicate_pushdown #partition_pruning

  14. 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.

    habr.com/ru/articles/980320/

    #StarRocks #материализованные_представления #query_rewrite #SPJG #OLAP #BI #rollup #bitmap #predicate_pushdown #partition_pruning

  15. 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 shift equals 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 shift is 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)

    #RustLang #bitmap #BitManip

  16. 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 shift equals 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 shift is 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)

    #RustLang #bitmap #BitManip

  17. 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 shift equals 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 shift is 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)

    #RustLang #bitmap #BitManip

  18. 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 shift equals 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 shift is 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)

    #RustLang #bitmap #BitManip

  19. 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 shift equals 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 shift is 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)

    #RustLang #bitmap #BitManip

  20. #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)

    \__
    #OpenSource #Bitmap #Vector #pwa #gvdesign #json #docker

  21. #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)

    \__
    #OpenSource #Bitmap #Vector #pwa #gvdesign #json #docker

  22. #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)

    \__
    #OpenSource #Bitmap #Vector #pwa #gvdesign #json #docker

  23. #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)

    \__
    #OpenSource #Bitmap #Vector #pwa #gvdesign #json #docker

  24. #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)

    \__
    #OpenSource #Bitmap #Vector #pwa

  25. #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)

    \__
    #OpenSource #Bitmap #Vector #pwa

  26. #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)

    \__
    #OpenSource #Bitmap #Vector #pwa

  27. #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)

    \__
    #OpenSource #Bitmap #Vector #pwa

  28. A quadtree divides image according to a poisson disk (radius influence). Slight color variations, blur and texture applies randomly on the fly.

    #genart #creativecoding #p5js #photography #bitmap

  29. Perlin noise posterized. Each division is filled with a randomly mapped 1bit texture (single source file)

    #genart #bitmap #texture

  30. 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