GNU social JP
  • FAQ
  • Login
GNU social JPは日本のGNU socialサーバーです。
Usage/ToS/admin/test/Pleroma FE
  • Public

    • Public
    • Network
    • Groups
    • Featured
    • Popular
    • People

Notices by Alexander Monakov (amonakov@mastodon.gamedev.place)

  1. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Tuesday, 14-Oct-2025 20:48:02 JST Alexander Monakov Alexander Monakov
    in reply to
    • Wolf480pl

    @wolf480pl apparently so! (better link: https://elixir.bootlin.com/linux/v6.17.1/source/drivers/gpu/drm/amd/amdgpu/atombios_encoders.c#L464 )

    fishing out an old HDMI spec should allow to confirm this redditor's claim:

    > Interesting note the original HDMI spec had a HDMI-B connector for a HDMI dual link version (think oversized normal HDMI connector). It was never implemented by anyone and i believe abandoned by HDMI 1.3.

    https://old.reddit.com/r/Monitors/comments/v3mxme/does_hdmi_to_dvi_dual_link_exist/iazw19w/

    In conversation about a month ago from gnusocial.jp permalink

    Attachments

    1. No result found on File_thumbnail lookup.
      atombios_encoders.c - drivers/gpu/drm/amd/amdgpu/atombios_encoders.c - Linux source code v6.17.1 - Bootlin Elixir Cross Referencer
      Elixir Cross Referencer - source code of Linux v6.17.1: drivers/gpu/drm/amd/amdgpu/atombios_encoders.c
  2. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Tuesday, 14-Oct-2025 20:48:01 JST Alexander Monakov Alexander Monakov
    in reply to
    • Wolf480pl

    @wolf480pl oh, in fact, Wikipedia covers this topic pretty well: https://en.wikipedia.org/wiki/HDMI#Connectors

    In conversation about a month ago from mastodon.gamedev.place permalink

    Attachments

    1. Domain not in remote thumbnail source whitelist: upload.wikimedia.org
      HDMI
      HDMI (High-Definition Multimedia Interface) is a brand of proprietary digital interface used to transmit high-quality video and audio signals between devices. It is commonly used to connect devices such as televisions, computer monitors, projectors, gaming consoles, and personal computers. HDMI supports uncompressed video and either compressed or uncompressed digital audio, allowing a single cable to carry both signals. Introduced in 2003, HDMI largely replaced older analog video standards such as composite video, S-Video, and VGA in consumer electronics. It was developed based on the CEA-861 standard, which was also used with the earlier Digital Visual Interface (DVI). HDMI is electrically compatible with DVI video signals, and adapters allow interoperability between the two without signal conversion or loss of quality. Adapters and active converters are also available for connecting HDMI to other video interfaces, including the older analog formats, as well as digital formats such as DisplayPort. HDMI has gone through multiple revisions since its introduction, with each version adding new features while maintaining backward...
  3. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Monday, 06-Oct-2025 19:11:22 JST Alexander Monakov Alexander Monakov
    in reply to
    • Wolf480pl

    @wolf480pl I think it shouldn't be that bad? On my old laptop power_save is disabled by default, as I recall, due to known issues, on the new laptop I never noticed any problems (and, as I just checked, it is enabled by default).

    In conversation about 2 months ago from mastodon.gamedev.place permalink
  4. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Monday, 06-Oct-2025 19:11:20 JST Alexander Monakov Alexander Monakov
    in reply to
    • Wolf480pl

    @wolf480pl yeah, evidently pinging the access point from the laptop (2-4ms) is not the same as pinging the laptop from the AP (1-200ms) unless I run 'ping -i 0.1 AP' on the laptop (or disable power_save). Which seems to imply the power_save timeout is about 100ms in my case, and I randomly get its extra latency when the response doesn't arrive in that time (e.g. ssh'ing to another continent).

    In conversation about 2 months ago from mastodon.gamedev.place permalink
  5. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Tuesday, 22-Jul-2025 04:15:04 JST Alexander Monakov Alexander Monakov
    in reply to
    • Rich Felker

    @dalias on my phone? I'm afraid not. But apparently filtering or throttling them on the network infra level is a thing.

    In conversation about 4 months ago from mastodon.gamedev.place permalink
  6. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Tuesday, 22-Jul-2025 01:42:48 JST Alexander Monakov Alexander Monakov

    Looking at why connecting to WiFi has a bigger battery impact in one office building than another, running tcpdump on the wlan interface, and it's endless mDNS chatter, like dozens of packets per second.

    In conversation about 4 months ago from mastodon.gamedev.place permalink
  7. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Saturday, 12-Jul-2025 06:24:31 JST Alexander Monakov Alexander Monakov
    in reply to
    • Rich Felker
    • Steve Canon
    • John Regehr

    @steve @dalias @regehr however I'm pretty sure LLVM attaches the "const" attribute to memcmp, so there's still a contradiction

    In conversation about 5 months ago from mastodon.gamedev.place permalink
  8. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Saturday, 12-Jul-2025 06:11:02 JST Alexander Monakov Alexander Monakov
    in reply to
    • John Regehr

    @regehr who else wouldn't want big paychecks for incorrect translation (you know it's wrong, right? due to embedded assumption how memcmp's return value is produced)

    In conversation about 5 months ago from mastodon.gamedev.place permalink
  9. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Saturday, 12-Jul-2025 06:11:01 JST Alexander Monakov Alexander Monakov
    in reply to
    • John Regehr

    @regehr imagine %1 computed as the result of memcmp with the same %0 and %2 in arguments, but not inlined, so the return value is produced by the library. since memcmp's return value is not fully specified, it is possible that the library computes it differently than what LLVM has inlined. and then %5 can be non-zero, while it must be zero

    In conversation about 5 months ago from mastodon.gamedev.place permalink
  10. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Tuesday, 22-Apr-2025 16:00:00 JST Alexander Monakov Alexander Monakov
    in reply to
    • Ignas Kiela
    • Wolf480pl

    @ignaloidas @wolf480pl Language committees never concerned themselves with sockets, and we didn't end up with such explosion. We also do not have a multitude of libraries for a simple TLS-wrapped socket abstraction.

    In conversation about 7 months ago from mastodon.gamedev.place permalink
  11. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Tuesday, 22-Apr-2025 14:42:37 JST Alexander Monakov Alexander Monakov

    I still think that in C and C++ (additions to) standard libraries should be just for things that cannot be properly implemented without coordination with the compiler.

    Likewise, "breadth" of the stdlib is not a strength of the language, nor where the main weak points are.

    In conversation about 7 months ago from mastodon.gamedev.place permalink
  12. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Tuesday, 22-Apr-2025 14:42:35 JST Alexander Monakov Alexander Monakov
    in reply to
    • Wolf480pl

    @wolf480pl I'd say they can be a part of a normal library, not something the language committee needs to be concerned with. And how easy it's to write and maintain _is_ a strength of the language.

    In conversation about 7 months ago from mastodon.gamedev.place permalink
  13. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:07:56 JST Alexander Monakov Alexander Monakov
    in reply to
    • Rich Felker

    @dalias I do not see how this relates to [non-]transitivity. What would be the hypothetical third struct that would be compatible with exactly one of pthread_mutex_t and mtx_t?

    Generally speaking, do you have an example that illustrates non-transitivity of compatibility relation that does not involve unprototyped function type?

    In conversation about 10 months ago from mastodon.gamedev.place permalink
  14. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Friday, 24-Jan-2025 19:15:29 JST Alexander Monakov Alexander Monakov

    Let's say a C program comprises two translation units, each of which declares the following type:

    struct list {
    struct list *next;
    void *payload;
    };

    For deciding whether they are compatible, the following clause of the language standard applies:

    "there shall be a one-to-one correspondence between their members such that each pair of corresponding members are declared with compatible types;"

    Apparently the implementation may claim that such self-referential types are not compatible! 🙃

    In conversation about 10 months ago from mastodon.gamedev.place permalink
  15. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Friday, 24-Jan-2025 19:15:28 JST Alexander Monakov Alexander Monakov
    in reply to

    Now suppose the program contains not two, but three such translation units. Let's say the instances of the struct type are A, B, and C. Can the implementation choose to A be compatible with B, B with C, but C incompatible with A?

    In conversation about 10 months ago from mastodon.gamedev.place permalink
  16. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Friday, 24-Jan-2025 19:15:27 JST Alexander Monakov Alexander Monakov
    in reply to
    • Wolf480pl

    @wolf480pl I'm probably missing what you're hinting at, but to me the most "interesting" (but not really) question is what choice an implementation aiming to detect many instances of UB, such as TIS-interpreter, would make.

    In conversation about 10 months ago from mastodon.gamedev.place permalink
  17. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Tuesday, 27-Aug-2024 19:27:43 JST Alexander Monakov Alexander Monakov
    in reply to
    • iced depresso
    • Wolf480pl

    @icedquinn @wolf480pl I don't think it's academic, checking decoded data is how you catch unintended bugs; floating-point decoding can be reproducible if you know what you're doing

    In conversation about a year ago from mastodon.gamedev.place permalink
  18. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Tuesday, 27-Aug-2024 19:02:20 JST Alexander Monakov Alexander Monakov
    in reply to
    • iced depresso
    • Wolf480pl

    @wolf480pl @icedquinn I can confirm that, both the ffmpeg decoder and reference library use floats; the reference library can be configured to avoid floating-point arithmetic, but that's not the default.

    In conversation about a year ago from mastodon.gamedev.place permalink
  19. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Tuesday, 27-Aug-2024 19:02:19 JST Alexander Monakov Alexander Monakov
    in reply to
    • iced depresso
    • Wolf480pl

    @wolf480pl @icedquinn but even without floating-point, you can get different decodes if your other version of ffmpeg doesn't know about the clever backward-compatible upgrade:

    In conversation about a year ago from mastodon.gamedev.place permalink

    Attachments


    1. https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/033/296/320/035/517/original/0d32dd60ff247a23.png
  20. Embed this notice
    Alexander Monakov (amonakov@mastodon.gamedev.place)'s status on Tuesday, 27-Aug-2024 19:02:18 JST Alexander Monakov Alexander Monakov
    in reply to
    • iced depresso
    • Wolf480pl

    @wolf480pl @icedquinn hm, but on second thought, that is specifically for streaming over networks, and wouldn't be used in conventional encoding?

    In conversation about a year ago from mastodon.gamedev.place permalink
  • Before

User actions

    Alexander Monakov

    Alexander Monakov

    Tags
    • (None)

    Following 0

      Followers 0

        Groups 0

          Statistics

          User ID
          84837
          Member since
          4 Jan 2023
          Notices
          30
          Daily average
          0

          Feeds

          • Atom
          • Help
          • About
          • FAQ
          • TOS
          • Privacy
          • Source
          • Version
          • Contact

          GNU social JP is a social network, courtesy of GNU social JP管理人. It runs on GNU social, version 2.0.2-dev, available under the GNU Affero General Public License.

          Creative Commons Attribution 3.0 All GNU social JP content and data are available under the Creative Commons Attribution 3.0 license.