Random line of code thread
category: code [glöplog]
while ($drow = $stmt->fetch(PDO::FETCH_ASSOC)) {
if ($drow["title"]) {
$musicURL = ReturnMusicURL($drow["Path"]);
$lengthinseconds = ($drow["CueOut"] - $drow["CueIn"]);
$response .= "{\"ID\":" . $drow["id"] . ",";
$response .= "\"StationID\":" . $StationID . ",";
$response .= "\"StationName\":\"" . $StationName . "\",";
$response .= "\"Title\":\"" . superentities($drow["title"]) . "\",";
$response .= "\"Fullartist\":\"" . superentities($drow["fullartist"]) . "\",";
$response .= "\"Album\":\"" . superentities($drow["Album"]) . "\",";
$response .= "\"Image\":\"" . ReturnImageType($drow["Album"]) . "\",";
(...)
if ($drow["title"]) {
$musicURL = ReturnMusicURL($drow["Path"]);
$lengthinseconds = ($drow["CueOut"] - $drow["CueIn"]);
$response .= "{\"ID\":" . $drow["id"] . ",";
$response .= "\"StationID\":" . $StationID . ",";
$response .= "\"StationName\":\"" . $StationName . "\",";
$response .= "\"Title\":\"" . superentities($drow["title"]) . "\",";
$response .= "\"Fullartist\":\"" . superentities($drow["fullartist"]) . "\",";
$response .= "\"Album\":\"" . superentities($drow["Album"]) . "\",";
$response .= "\"Image\":\"" . ReturnImageType($drow["Album"]) . "\",";
(...)
random wav lib i made for a os
Code:
#include "wav.h"
#include "../string.h" // for memcmp, memcpy
static uint32_t rd32(const uint8_t* p) {
return (uint32_t)p[0] |
((uint32_t)p[1] << 8) |
((uint32_t)p[2] << 16) |
((uint32_t)p[3] << 24);
}
static uint16_t rd16(const uint8_t* p) {
return (uint16_t)p[0] |
((uint16_t)p[1] << 8);
}
int wav_parse(wav_t* out, const uint8_t* buf, size_t size) {
if (size < 44) return 0;
// RIFF + WAVE
if (memcmp(buf, "RIFF", 4) != 0) return 0;
if (memcmp(buf + 8, "WAVE", 4) != 0) return 0;
size_t pos = 12;
while (pos + 8 <= size) {
const uint8_t* chunk = buf + pos;
uint32_t chunk_size = rd32(chunk + 4);
if (memcmp(chunk, "fmt ", 4) == 0) {
out->audio_format = rd16(chunk + 8);
out->channels = rd16(chunk + 10);
out->sample_rate = rd32(chunk + 12);
out->byte_rate = rd32(chunk + 16);
out->block_align = rd16(chunk + 20);
out->bits_per_sample= rd16(chunk + 22);
}
if (memcmp(chunk, "data", 4) == 0) {
out->data = chunk + 8;
out->data_size = chunk_size;
return 1; // success
}
pos += 8 + chunk_size;
}
return 0;
}
im so programmer
Code:
const wtf = Math.floor(Math.random() * idk.length);
document.getElementById("funni").innerHTML = idk[wtf];LDA #$01
STA $D020
STA $D020
Code:
move.w #TIMEOUT*54,$05e(a6)buf1 = buf1 (+(-buf1 * cut)) + buf1);
buf2 = buf2 (+(-buf2 * (cut / 1.3))) + buf2);
buf3 = buf3 (+(-buf3 * ((cut / 1.3))/1.3)) + buf3);
Got Dam. Is this a "samplerateless" constant-q filter you think? (9db Phase, 18dB filler, via impulseresponse alignment)
buf2 = buf2 (+(-buf2 * (cut / 1.3))) + buf2);
buf3 = buf3 (+(-buf3 * ((cut / 1.3))/1.3)) + buf3);
Got Dam. Is this a "samplerateless" constant-q filter you think? (9db Phase, 18dB filler, via impulseresponse alignment)
dont ask
Code:
printf("aaaaaaaaaaaaaaaaaaa");AVX ;-)
printf("And I wrote right the wrong way")
Code:
EvalGeometry(geo, worldpos, query.CommittedRayT(), barycentrics, query.CommittedInstanceID(), query.CommittedPrimitiveIndex(), objToWorld);Someone is using DXR RayQuery, it seems.

idk
Code:
static inline void NoCRT_memcpy(void* dst, const void* src, size_t num) {
if (num == 0) return;
NoCRT_init_cpu_features();
// for lil blocks (16byte) SSE
// modern cpu's will likely turn this switch into some optimized shit
if (num < 16) {
unsigned char* d = (unsigned char*)dst;
const unsigned char* s = (const unsigned char*)src;
switch (num) {
case 1: *d = *s; return;
case 2: *(uint16_t*)d = *(const uint16_t*)s; return; // /Ob2 compiler optimizes safe-cast
case 4: *(uint32_t*)d = *(const uint32_t*)s; return;
case 8: *(uint64_t*)d = *(const uint64_t*)s; return;
default: break;
}
// for non aligned of what remains (3, 5, 6, 7, 9-15) __movsb will be faster
// so the sheesh above can be cooler
__movsb(d, s, num);
return;
}
// vector sheesh for big bad blocks
// NOTICE: for AVX-512 blocks needed are from 128 to 256byte
// or cpu can throttle a little bit (AVX throttling)
if (NoCRT_cpu_avx512 && num >= 128) {
size_t n64 = num >> 6;
__m512i* d = (__m512i*)dst;
const __m512i* s = (const __m512i*)src;
for (size_t i = 0; i < n64; i++) {
_mm512_storeu_si512(d + i, _mm512_loadu_si512(s + i));
}
num &= 63; // remainig tail
if (num == 0) return;
dst = (void*)(d + n64);
src = (const void*)(s + n64);
//_mm512_stream_si512((__m512i*)(d + i), _mm512_loadu_si512(s + i));
}
if (NoCRT_cpu_avx2 && num >= 32) {
size_t n32 = num >> 5;
__m256i* d = (__m256i*)dst;
const __m256i* s = (const __m256i*)src;
for (size_t i = 0; i < n32; i++) {
_mm256_storeu_si256(d + i, _mm256_loadu_si256(s + i));
}
num &= 31;
if (num == 0) return;
dst = (void*)(d + n32);
src = (const void*)(s + n32);
//_mm256_stream_si256((__m256i*)(d + i), _mm256_loadu_si256(s + i));
}
if (NoCRT_cpu_sse2 && num >= 16) {
size_t n16 = num >> 4;
__m128i* d = (__m128i*)dst;
const __m128i* s = (const __m128i*)src;
for (size_t i = 0; i < n16; i++) {
_mm_storeu_si128(d + i, _mm_loadu_si128(s + i));
}
num &= 15;
if (num == 0) return;
dst = (void*)(d + n16);
src = (const void*)(s + n16);
//_mm_stream_si128((__m128i*)(d + i), _mm_loadu_si128(s + i));
}
// tail (remainings), or just old cpus
// if size > 64byte (on old CPUs), ERMS will turn on and it makes it faster
// if this lil tail after AVX/SSE, __movsb will work great
__movsb((unsigned char*)dst, (const unsigned char*)src, num);
}My favourite way to fit a rectangle into another just because of that variable name :D
Code:
float aspectratioratio = (float)(tex.sizeX * target.sizeY) / (target.sizeX * tex.sizeY);
float w = 1;
float h = 1;
if (aspectratioratio > 1) // or <1 for crop
h /= aspectratioratio;
else
w *= aspectratioratio;
Took me a while to come up with a GLSL preprocessor trick for reserving a keyword so that custom shader code cannot use it, while still producing a fairly readable error.
This is my best solution so far:
Produces the following errors when the keyword is used:
I wonder if anyone knows something better.
This is my best solution so far:
Code:
#define AS AS_is_reserved(AS_is_reserved)
Produces the following errors when the keyword is used:
Code:
#define AS // ERROR: 'AS' : macro redefined
void AS() {} // ERROR: 'AS_is_reserved' : syntax error
float AS = 0.; // ERROR: 'AS_is_reserved' : syntax error
int foo = AS; // ERROR: 'AS_is_reserved' : undeclared identifier
I wonder if anyone knows something better.
Code:
vec3function jmp * & $ff0010 PRINT "FETKUK I PRUTTIS HIHI ";GOTO 10
Code:
wire signed [10:0] x_next = x2 - y2 + x0;Code:
<svg onload="fetch`#`.then(r=>r.blob()).then(b=>new Response(b.slice(266).stream().pipeThrough(new DecompressionStream('deflate-raw'))).arrayBuffer()).then(WebAssembly.instantiate).then(r=>new Response(r.instance.exports.m.buffer.slice(8,10708)).text()).then(eval)">I didn't get to try, but aliasing then saves a 5 bytes, and removing the ,10708 should work as well and give another 6 bytes
5 bytes smaller
or
11 bytes smaller
5 bytes smaller
Code:
<svg onload="fetch`#`[t=`then`](r=>r.blob())[t](b=>new Response(b.slice(266).stream().pipeThrough(new DecompressionStream`deflate-raw`)).arrayBuffer())[t](WebAssembly.instantiate)[t](r=>new Response(r.instance.exports.m.buffer.slice(8,10708)).text())[t](eval)">or
11 bytes smaller
Code:
<svg onload="fetch`#`[t=`then`](r=>r.blob())[t](b=>new Response(b.slice(266).stream().pipeThrough(new DecompressionStream`deflate-raw`)).arrayBuffer())[t](WebAssembly.instantiate)[t](r=>new Response(r.instance.exports.m.buffer.slice(8)).text())[t](eval)">Aliasing then worked, but removing the parentheses from new DecompressionStream did not (since juxtaposition call binds stronger than new), and neither did removing the truncation (syntax error at the subsequent garbage).
Sorry. Aliasing Response should save 3 bytes.
Yep, that worked.
