Recent submissions

Comment · 1 month ago
The multiple bibliographies is a godsend. And I hope that will make the implementation of proper endnote support easier.
Comment · 6 months ago
I think you are making exactly his point. Practicing code as a craft, caring about how you do it, how well you do it, and what it’s ultimately used for is, as you correctly point out, not going to bring you profit or employment.

So maybe there’s something wrong with how we organise work?

Comment · 1 year ago
Well, in Julia, for one.
Comment · 1 year ago
The simplest way to do this is described here: https://mathworld.wolfram.com/SpherePointPicking.html

Essentially:

1. Generate uniformly random values u,v between 0 and 1.

2. Then find their spherical coordinates as:

theta = 2 pi u; phi = acos(2 v -1)

Honestly I’m unsure why you’d choose a method any more complicated.

Comment · 1 year ago
If you select "All data" for their user count, you'll notice a sharp shift in the gradient of the user count about a year ago. Any idea what would cause this?
Comment · 2 years ago
Since no one else has mentioned it, I appreciated the Arrested Development references. Very cute.
Comment · 2 years ago
These results are promising and hopefully carry over to the upcoming Strix Halo which I’m eagerly awaiting. With a rumoured 40 compute cores and performance on par with a low power (<95W) mobile RTX4070, it would make an exciting small form gaming box.
Comment · 2 years ago
What about Nextflow?
Comment · 2 years ago
If your project depends heavily on general purpose GPU programming, you might start one in C++.

This was the case for a project I am working on that was started in the last year. The interop features in rust (and other languages) are simply not as reliable as writing kernels directly in CUDA or HIP or even DPC++. You _can_ attempt to write the GPU code in C++ and call to this from $LANG via ffi, but if you want to preserve data structures and methods to work on both the host and device, its still easier to write it once in C++.

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