#embed — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #embed, aggregated by home.social.
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@ireneista something we did not notice until we had to look back at tools such as this is that we've collectively made tremendous progress in... "binutils"
borland's toolchain is built around extending OMF (Object Module Format) which dates back to *8-bit* machines
see also: rust and modern c++ hairballs regularly running into msvc link.exe limitations, or thephd.dev spending all that effort trying to make #embed work, which we didn't understand at all until we tried to convert a binary file into an object file for something that didn't use ELF (wasm iirc?)
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@ireneista something we did not notice until we had to look back at tools such as this is that we've collectively made tremendous progress in... "binutils"
borland's toolchain is built around extending OMF (Object Module Format) which dates back to *8-bit* machines
see also: rust and modern c++ hairballs regularly running into msvc link.exe limitations, or thephd.dev spending all that effort trying to make #embed work, which we didn't understand at all until we tried to convert a binary file into an object file for something that didn't use ELF (wasm iirc?)
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@ireneista something we did not notice until we had to look back at tools such as this is that we've collectively made tremendous progress in... "binutils"
borland's toolchain is built around extending OMF (Object Module Format) which dates back to *8-bit* machines
see also: rust and modern c++ hairballs regularly running into msvc link.exe limitations, or thephd.dev spending all that effort trying to make #embed work, which we didn't understand at all until we tried to convert a binary file into an object file for something that didn't use ELF (wasm iirc?)
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@ireneista something we did not notice until we had to look back at tools such as this is that we've collectively made tremendous progress in... "binutils"
borland's toolchain is built around extending OMF (Object Module Format) which dates back to *8-bit* machines
see also: rust and modern c++ hairballs regularly running into msvc link.exe limitations, or thephd.dev spending all that effort trying to make #embed work, which we didn't understand at all until we tried to convert a binary file into an object file for something that didn't use ELF (wasm iirc?)
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С++26 — готов! Итоги встречи ISO C++ в Кройдоне
Привет! На связи Антон Полухин из Техплатформы Городских сервисов Яндекса. На днях в Кройдоне состоялась встреча международного комитета по стандартизации языка программирования C++, в которой я принимал активное участие. В этот раз (как и в прошлый), всё внимание было сосредоточено на C++26 и… теперь он готов! Осталось пройти формальные этапы в вышестоящих инстанциях ISO, и мы получим C++26 который заслужили. В нём будут: – reflection, – контракты, – SIMD, – линейная алгебра, – расширенные возможности сonstexpr, – hardening, – Hazard Pointer и RCU, – #embed, – executors, – и многие другие полезные вещи. Подробности и новинки
https://habr.com/ru/companies/yandex/articles/1015474/
#contracts #reflection #c++26 #с++26 #с++ #программирование #simd #compiletime #compile_time #hardening
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С++26 — готов! Итоги встречи ISO C++ в Кройдоне
Привет! На связи Антон Полухин из Техплатформы Городских сервисов Яндекса. На днях в Кройдоне состоялась встреча международного комитета по стандартизации языка программирования C++, в которой я принимал активное участие. В этот раз (как и в прошлый), всё внимание было сосредоточено на C++26 и… теперь он готов! Осталось пройти формальные этапы в вышестоящих инстанциях ISO, и мы получим C++26 который заслужили. В нём будут: – reflection, – контракты, – SIMD, – линейная алгебра, – расширенные возможности сonstexpr, – hardening, – Hazard Pointer и RCU, – #embed, – executors, – и многие другие полезные вещи. Подробности и новинки
https://habr.com/ru/companies/yandex/articles/1015474/
#contracts #reflection #c++26 #с++26 #с++ #программирование #simd #compiletime #compile_time #hardening
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С++26 — готов! Итоги встречи ISO C++ в Кройдоне
Привет! На связи Антон Полухин из Техплатформы Городских сервисов Яндекса. На днях в Кройдоне состоялась встреча международного комитета по стандартизации языка программирования C++, в которой я принимал активное участие. В этот раз (как и в прошлый), всё внимание было сосредоточено на C++26 и… теперь он готов! Осталось пройти формальные этапы в вышестоящих инстанциях ISO, и мы получим C++26 который заслужили. В нём будут: – reflection, – контракты, – SIMD, – линейная алгебра, – расширенные возможности сonstexpr, – hardening, – Hazard Pointer и RCU, – #embed, – executors, – и многие другие полезные вещи. Подробности и новинки
https://habr.com/ru/companies/yandex/articles/1015474/
#contracts #reflection #c++26 #с++26 #с++ #программирование #simd #compiletime #compile_time #hardening
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С++26 — готов! Итоги встречи ISO C++ в Кройдоне
Привет! На связи Антон Полухин из Техплатформы Городских сервисов Яндекса. На днях в Кройдоне состоялась встреча международного комитета по стандартизации языка программирования C++, в которой я принимал активное участие. В этот раз (как и в прошлый), всё внимание было сосредоточено на C++26 и… теперь он готов! Осталось пройти формальные этапы в вышестоящих инстанциях ISO, и мы получим C++26 который заслужили. В нём будут: – reflection, – контракты, – SIMD, – линейная алгебра, – расширенные возможности сonstexpr, – hardening, – Hazard Pointer и RCU, – #embed, – executors, – и многие другие полезные вещи. Подробности и новинки
https://habr.com/ru/companies/yandex/articles/1015474/
#contracts #reflection #c++26 #с++26 #с++ #программирование #simd #compiletime #compile_time #hardening
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@fasterthanlime ICYMI, if you can require a modern enough compiler, you can use #embed https://thephd.dev/finally-embed-in-c23
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@fasterthanlime ICYMI, if you can require a modern enough compiler, you can use #embed https://thephd.dev/finally-embed-in-c23
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@fasterthanlime ICYMI, if you can require a modern enough compiler, you can use #embed https://thephd.dev/finally-embed-in-c23
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@fasterthanlime ICYMI, if you can require a modern enough compiler, you can use #embed https://thephd.dev/finally-embed-in-c23
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@fasterthanlime ICYMI, if you can require a modern enough compiler, you can use #embed https://thephd.dev/finally-embed-in-c23
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Learn what embedded software is, how it works, key characteristics, types, benefits, and real examples in modern devices and IoT systems today.
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Learn what embedded software is, how it works, key characteristics, types, benefits, and real examples in modern devices and IoT systems today.
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Learn what embedded software is, how it works, key characteristics, types, benefits, and real examples in modern devices and IoT systems today.
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Learn what embedded software is, how it works, key characteristics, types, benefits, and real examples in modern devices and IoT systems today.
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Learn what embedded software is, how it works, key characteristics, types, benefits, and real examples in modern devices and IoT systems today.
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Hey, wanna try out Zorn on your website, but don't use Astro? No worries, you'll now be able to embed Zorn on your non-Astro website using the all new Zorn Embed Generator. Please note that it's in beta, Zorn alone is not even stable but usable in most environments.
https://zorn.embed.sudovanilla.org/create/
The compatibility list of features and browsers has been updated for the Zorn documentation.
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Hey, wanna try out Zorn on your website, but don't use Astro? No worries, you'll now be able to embed Zorn on your non-Astro website using the all new Zorn Embed Generator. Please note that it's in beta, Zorn alone is not even stable but usable in most environments.
https://zorn.embed.sudovanilla.org/create/
The compatibility list of features and browsers has been updated for the Zorn documentation.
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Okay, hear me out.
The game hardcodes all of its game data into .c files, but it still has an in-game editor: when the edits are saved, the game serializes the updated data out into C code -- or alternatively some data file that is #embed'd into the source -- effectively overwriting the existing hardcoded data.
This is stupid as hell, right?
(I'm gonna do it anyway.)
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Okay, hear me out.
The game hardcodes all of its game data into .c files, but it still has an in-game editor: when the edits are saved, the game serializes the updated data out into C code -- or alternatively some data file that is #embed'd into the source -- effectively overwriting the existing hardcoded data.
This is stupid as hell, right?
(I'm gonna do it anyway.)
-
Okay, hear me out.
The game hardcodes all of its game data into .c files, but it still has an in-game editor: when the edits are saved, the game serializes the updated data out into C code -- or alternatively some data file that is #embed'd into the source -- effectively overwriting the existing hardcoded data.
This is stupid as hell, right?
(I'm gonna do it anyway.)
-
Okay, hear me out.
The game hardcodes all of its game data into .c files, but it still has an in-game editor: when the edits are saved, the game serializes the updated data out into C code -- or alternatively some data file that is #embed'd into the source -- effectively overwriting the existing hardcoded data.
This is stupid as hell, right?
(I'm gonna do it anyway.)
-
Okay, hear me out.
The game hardcodes all of its game data into .c files, but it still has an in-game editor: when the edits are saved, the game serializes the updated data out into C code -- or alternatively some data file that is #embed'd into the source -- effectively overwriting the existing hardcoded data.
This is stupid as hell, right?
(I'm gonna do it anyway.)
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Very fun reading comments like "Björkus is just trying to C++-ify C" and the evidence presented is a bunch of C-exclusive things I'm doing that C++ doesn't have.
Fun to see accusations of not tamping down on undefined behavior when there's an entire "Slay Earthly Demons" series. I am even writing papers to do things like stop relying on implementation-defined/undefined behavior of the builtins for bit intrinsics (all accepted into C23 and C2y now), I am only person who's trying to stop spreading the array-style undefined behavior to more places (we recently accepted a proposal to add that undefined behavior into
_Genericmatch now and I have to retroactively fix it) and I stood my ground against several vendors when they wanted Undefined Behavior in#embedif it didn't get used inside of an array initializer to prevent more UB from showing up during preprocessing.At some point I just have to realize that the attitude of C is detached from the actual work we're doing in C. Maybe I can write an article to correct those perceptions but it's a lot of work and damn I've got a lot of stuff to do, constantly trying to just say "no that's wrong, man, are you even paying attention?" is kind of annoying.
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Very fun reading comments like "Björkus is just trying to C++-ify C" and the evidence presented is a bunch of C-exclusive things I'm doing that C++ doesn't have.
Fun to see accusations of not tamping down on undefined behavior when there's an entire "Slay Earthly Demons" series. I am even writing papers to do things like stop relying on implementation-defined/undefined behavior of the builtins for bit intrinsics (all accepted into C23 and C2y now), I am only person who's trying to stop spreading the array-style undefined behavior to more places (we recently accepted a proposal to add that undefined behavior into
_Genericmatch now and I have to retroactively fix it) and I stood my ground against several vendors when they wanted Undefined Behavior in#embedif it didn't get used inside of an array initializer to prevent more UB from showing up during preprocessing.At some point I just have to realize that the attitude of C is detached from the actual work we're doing in C. Maybe I can write an article to correct those perceptions but it's a lot of work and damn I've got a lot of stuff to do, constantly trying to just say "no that's wrong, man, are you even paying attention?" is kind of annoying.
-
Very fun reading comments like "Björkus is just trying to C++-ify C" and the evidence presented is a bunch of C-exclusive things I'm doing that C++ doesn't have.
Fun to see accusations of not tamping down on undefined behavior when there's an entire "Slay Earthly Demons" series. I am even writing papers to do things like stop relying on implementation-defined/undefined behavior of the builtins for bit intrinsics (all accepted into C23 and C2y now), I am only person who's trying to stop spreading the array-style undefined behavior to more places (we recently accepted a proposal to add that undefined behavior into
_Genericmatch now and I have to retroactively fix it) and I stood my ground against several vendors when they wanted Undefined Behavior in#embedif it didn't get used inside of an array initializer to prevent more UB from showing up during preprocessing.At some point I just have to realize that the attitude of C is detached from the actual work we're doing in C. Maybe I can write an article to correct those perceptions but it's a lot of work and damn I've got a lot of stuff to do, constantly trying to just say "no that's wrong, man, are you even paying attention?" is kind of annoying.
-
Very fun reading comments like "Björkus is just trying to C++-ify C" and the evidence presented is a bunch of C-exclusive things I'm doing that C++ doesn't have.
Fun to see accusations of not tamping down on undefined behavior when there's an entire "Slay Earthly Demons" series. I am even writing papers to do things like stop relying on implementation-defined/undefined behavior of the builtins for bit intrinsics (all accepted into C23 and C2y now), I am only person who's trying to stop spreading the array-style undefined behavior to more places (we recently accepted a proposal to add that undefined behavior into
_Genericmatch now and I have to retroactively fix it) and I stood my ground against several vendors when they wanted Undefined Behavior in#embedif it didn't get used inside of an array initializer to prevent more UB from showing up during preprocessing.At some point I just have to realize that the attitude of C is detached from the actual work we're doing in C. Maybe I can write an article to correct those perceptions but it's a lot of work and damn I've got a lot of stuff to do, constantly trying to just say "no that's wrong, man, are you even paying attention?" is kind of annoying.