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Alexander Monakov

@amonakov@mastodon.gamedev.place
mastodon 4.6.6
  • Open on mastodon.gamedev.place
0 Followers
0 Following
27 Posts
Joined January 15, 2018
codeberg:
https://codeberg.org/amonakov

Posts

Open post
amonakov
Alexander Monakov @amonakov@mastodon.gamedev.place · Jul 06, 2026
Alexander Monakov
@amonakov@mastodon.gamedev.place
mastodon.gamedev.place
Replying to @mid_kid@fosstodon.org
@mid_kid@fosstodon.org printf in shell iterates its argument list :) printf '
  • %d
  • \n' $(seq 10)
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Jul 02, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @joe@f.duriansoftware.com
    @joe@f.duriansoftware.com in Linux land, they kind of did (and didn't stop there):
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · May 17, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place

    In CSS, is there a crime^Wway to unset max-height if the element was "focused" somehow? I'm looking at collapsing quote blocks in public-inbox. I can do

    .q {
    display: inline-block;
    max-height: 9em;
    overflow-y: auto;
    resize: vertical;
    }
    .q[style*=height] {
    max-height: unset;
    }

    which collapses blocks, and lets me resize them. But if I add

    .q:active {
    max-height: unset;
    }

    that's not useful, because the block is expanded only as long as the mouse button is pressed, and :focus doesn't work.

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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · May 12, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @joe@f.duriansoftware.com
    @joe@f.duriansoftware.com my feed would additionally demand them to be 3D
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · May 05, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place

    Oh, so that's why PC HPET runs at that frequency
    (from https://en.wikipedia.org/wiki/Color_burst)

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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · May 05, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @never_released@mastodon.social
    @never_released@mastodon.social also, "silicon vendors including [...] Mesa"? 🧐
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · May 04, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @wolf480pl@mstdn.io
    @wolf480pl@mstdn.io it's not a ruling policy if it doesn't include rules for rulering the ruler
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · May 04, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @wolf480pl@mstdn.io
    @wolf480pl@mstdn.io https://mastodon.gamedev.place/@amonakov/112273984112650992
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · May 04, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place

    “The way they handled it was heartless.”
    https://time.com/article/2026/04/30/oracle-layoffs-ai-tech-jobs/

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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · May 03, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @joe@f.duriansoftware.com
    @joe@f.duriansoftware.com it piles acorns?
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Apr 28, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @MasonRemaley@mastodon.gamedev.place
    @MasonRemaley@mastodon.gamedev.place I've made a similar presentation-latency demo recently: https://mastodon.gamedev.place/@amonakov/116073617904950047 It is somewhat more well-defined in that it synchronizes against the presentation event reported by the X server, so the presentation latency is properly controlled (never more than one frame, sleep amount controls the in-frame slop). Another idea it showcases is submitting all input-independent rendering before the sleep/poll.
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    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Apr 26, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @horenmar@mastodon.social
    @horenmar@mastodon.social seeing how PDF producer seems to be Safari, I'm quite curious about your workflow! can you tell how the slides were made?
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Apr 16, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @wolf480pl@mstdn.io
    @wolf480pl not sure. does not look implausible that they wanted to be more conservative with boost clocks for SIMD/FP workloads for power delivery reasons
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Apr 16, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @lisyarus@mastodon.gamedev.place
    @lisyarus@mastodon.gamedev.place yeah, mixing floats/doubles becomes quite inconvenient in SIMD context, but scalar code in math library functions really benefits from higher intermediate precision/range
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Apr 16, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @amonakov@mastodon.gamedev.place
    @wolf480pl hm but on the other hand instruction mix is not the whole story here it would be for "max watts at fixed frequency" are you keeping an eye at CPU's frequency/voltage? it might be it runs at higher turbo when SIMD/FP units are idle
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    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Apr 16, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @wolf480pl@mstdn.io
    @wolf480pl I'd say we should expect that the actual best way should be a fine-grained mix of both there's a tool called FIRESTARTER from TU Dresden that is specifically designed to find/run the most power-hungry instruction mix first paper in 2013, most recent in 2021, still updated and maintained: https://tu-dresden.de/zih/forschung/projekte/firestarter
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Apr 15, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @Doomed_Daniel@mastodon.gamedev.place
    @Doomed_Daniel@mastodon.gamedev.place @zeux@mastodon.gamedev.place @lisyarus@mastodon.gamedev.place as far as I'm aware, C++ standards do not have anything analogous to C's Annex F that would say how the language binds to IEEE 754 / IEC 60559.
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Apr 15, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @lisyarus@mastodon.gamedev.place
    @lisyarus@mastodon.gamedev.place thanks for sharing this. What do you think about using double precision for intermediates when inputs are in single precision? For example, in your "vector length" example it's much cheaper to cast x, y, z to double instead of dividing by max(x, y, z) (in context of a CPU target, not GPU) — after the cast extreme exponent values do not pose an issue. This is exactly how hypotf in a modern C math library works — it's the double-precision hypot that needs to be fancier than that.
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Apr 13, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @wolf480pl@mstdn.io
    @wolf480pl like a superpower! :) (also, sorry! I probably should have corrected that before posting here)
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    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Apr 13, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @wolf480pl@mstdn.io
    @wolf480pl yeah, not my best code for sure. I've pushed a commit swapping around one if/elif to correct that and match my intention.
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    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Apr 13, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @wolf480pl@mstdn.io
    @wolf480pl right, sorry about not covering this properly in the readme and the code yet. The intention is that snippets are separated by empty lines or file boundaries. The above is intended to be taken as two snippets, the first invoking :text2 as its last node.
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    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Apr 13, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place

    My take on HTML templating: https://codeberg.org/amonakov/fml.py

    (my Python is cringe probably, please be gentle)

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    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Apr 07, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @fatlimey@mastodon.gamedev.place
    @fatlimey@mastodon.gamedev.place err, not just on any gridline — no three points can belong to one (possibly oblique) straight line the "not on one gridline" problem is not so difficult, because if you take a solution and permute rows/columns arbitrarily, it doesn't change occupancy of grid lines and so still satisfies the restriction
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Apr 06, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @joe@f.duriansoftware.com
    @joe one can do many wonderful things with just CSS: https://lyra.horse/ (have you played CSS Puzzle Box? https://suricrasia.online/puzzlebox/ )
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    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Mar 30, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @pervognsen@mastodon.social
    @pervognsen@mastodon.social @dougall@mastodon.social He also took care of all pending nanoBench bugreports: https://github.com/andreas-abel/nanoBench/issues/33#issuecomment-4151237205
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    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Feb 23, 2026
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @harold@mastodon.gamedev.place
    @harold "use strict" and "use asm" say hello
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    Open post
    amonakov
    Alexander Monakov @amonakov@mastodon.gamedev.place · Mar 03, 2025
    Alexander Monakov
    @amonakov@mastodon.gamedev.place
    mastodon.gamedev.place
    Replying to @rygorous@mastodon.gamedev.place
    @rygorous @kenshirriff re. first paragraph, I was wondering about that too, and turns out the article explains that better: 8x translates to incrementing the next three-bit group
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