What is Hackers' Pub?

Hackers' Pub is a place for software engineers to share their knowledge and experience with each other. It's also an ActivityPub-enabled social network, so you can follow your favorite hackers in the fediverse and get their latest posts in your feed.

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Forty years ago, 21 people gathered for the first meeting of what became the Internet Engineering Task Force or . Every day billions of people use the open standards and technologies developed in the IETF. And nearly 8000 volunteer IETF participants from around the world collaborate in more than 100 working groups evolving those open standards and making the Internet work better!

ietf.org/blog/ietf-40/

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PixelFed、みんな良い感じの写真とかイラストとか投稿するのでローカルを眺めて済ませちゃうかもしれないけど、やっぱりローカル特有の弱点はあって、フォローしてホーム運用するの大事だなって改めて思った。

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実際に聴いたけど、この曲のテイストで声が実在していないということなのであれば、それを伏せていたことには「実在する人間の声だと誤解させたい」という未必の故意は感じた。

そもそも楽曲登録するときにそういうクレジットを演奏パートとか作詞作曲とかアレンジとか細かく登録できるはずだけど、制作元の会社まで連絡して調査しないとわからなかったってことはそういう情報が登録されてなかったのかな?
そういうふうに意図して隠していた AI 生成の痕跡がヒットしたあとからバレちゃった、みたいな流れだから音楽の業界団体のハレーションが大きかったということのような気もして、逆にボーカルのクレジットに最初から実在するだれだれなのか、もしくはボカロなのか、メロディーそのものから AI 生成なのか、くらい最初からクレジットしてあれば周りの反応ももうちょっと違ったのかなーと思ったりした。(感想

🔗2026年スウェーデンで大ヒット中の楽曲 音楽チャートから除外される AI生成楽曲だと判明 - amass
amass.jp/187289/

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いや、まだまだ余裕なはずが…
実は先日も似たようなことがあり、その時はバッテリーを温めたら復旧したので低温気絶かと思っていたんだけど、今日は氷すら貼ってないほど暖かいからなあ
単純な接触不良で済めばいいけどそうじゃなかったら
:blobcat_frustration:

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事故の瞬間がインスタライブで配信されており、配送ロボットと高速鉄道との間の事故、という色々な意味で現代らしい事故の記事を書きました!

踏切の中で停止してしまった配送ロボットが列車と衝突する事故がフロリダで発生 - osumiakari.jp
www.osumiakari.jp/articles/20260117-deliveryrobot-trainaccident-florida/

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My blog post about how software rendered depth based occlusion culling in Block Game functions is out now!

enikofox.com/posts/software-re

Note! Any public or quiet public/unlisted replies to this toot will be shown as comments on the blog. If you don't want that please use followers only or private mention when replying

Software occlusion culling in Block Game

My GPU is the integrated Radeon Vega 8 that comes with my AMD Ryzen 7 5700G CPU. I tell you this so you know that my workstation is not a graphical computing powerhouse. It is, in fact, quite weak. To its credit my integrated GPU shows up as 48% faster on UserBenchmark than the GPU in my low end hardware target; a laptop I bought in 2012.That, and the fact I want my game to run well even on a potato, is why I recently decided to try my hand at writing a software rendered occlusion culling solution for the Block Game (working title) I’m developing as I’ve always been interested in the idea. Blocks and chunks are axis aligned cubes, which makes things easier, and block games tend to have a ton of hidden geometry in the form of underground caves. There are other ways to cull these, but the algorithms tend to be fairly complex and this seemed like a good way to avoid that complexity and stick with something very conceptually simple.In this post I’ll be explaining the development process and the solution that I eventually landed on. If you like you can also read the development thread I posted on Mastodon and Bluesky.Before I start though I’d like to say that this came out quite well, better than I expected. It runs in half a frame at 60 FPS or less (threaded, of course) and generally culls at least 50% of the chunks that survive frustum culling. Above ground, looking straight ahead at the horizon it’ll cull around between 50 and 60% of chunks, but indoors and below ground in caves it can cull upwards of 95% of chunks, resulting in framerates of 400+ even on my weak system. All around a resounding success, though it has some cases where it breaks down which I’ll touch on at the very end of this post.Comparison of depth occlusion culling on/off, off on left, on on right.

enikofox.com · Eniko does bad things to code

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"Et un jour, la Suisse osa se poser des questions concernant Microsoft. Ce jour, ce fut ce jeudi, avec l’ouverture par la Commission de la concurrence d’une enquête préalable sur les prix pratiqués par la multinationale américaine. Cette annonce est importante, car le contexte est particulier. Depuis des années, la Suisse est un paradis pour Microsoft..."

letemps.ch/cyber/ultra-dependa

Copie d'écran de l'article sur le site du Temps
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i'm probably going to be told tomorrow that i'm being laid off, so if anyone has a lead on a decent remote embedded software engineering or unix/linux systems job, i've got a resume to send you.

i don't like discussing the specifics of who my past clients have been in public. however, my most recent position was contracting with the kernel team of a major CDN and cloud services provider that i know many people on fedi are also current or former employees of, maintaining their internal linux distribution (an customized Ubuntu downstream) for their custom server platforms, porting forward and cleaning up patchsets to newer versions of the distribution, fixing issues in toolchains and libraries, etc.

i've also done embedded software work for a large variety of devices including medical, cellular technology, and industrial control equipment, in addition to some consumer products. i've done board bringup and BSP development with Yocto/Openembedded, Buildroot, FreeRTOS, etc, on most major SoC and microcontroller families. when doing business logic, I am most comfortable in C and Lua, but fine working with C++ codebases, and can learn to work with other languages if a project needs it.

boosts appreciated.
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