/explore

Click through on any links that interest you or select the planets on the right to continue exploring the Outer Web.
You are here

www.uraimo.com
| | blog.kulman.sk
35.7 parsecs away

Travel
| | How many times how you copied and pasted some code in your current codebase because there was no good way to abstract it? Maybe because it was some repeating code required by a framework or mapping of some data transfer structures. Writing such boilerplate code is an error-prone waste of time, especially when there is a much better way: generating that code. There are a few tools to help you do that, one of the most flexible of them being GYB. What is GYB? GYB is a lightweight templating system that allo...
| | blog.slaks.net
333.3 parsecs away

Travel
| |
| | number-none.com
100.0 parsecs away

Travel
| | Previously, discussed the particle systems in Braid. They need to be generated differently from the way most games do it; this created more difficulty with r...
| | www.thomas-huehn.com
134.1 parsecs away

Travel
| [AI summary] The article discusses the use of /dev/random and /dev/urandom in Linux systems for generating random numbers. It highlights that /dev/urandom is generally preferred over /dev/random due to its non-blocking nature and sufficient cryptographic security. The article also addresses misconceptions in the man pages and emphasizes that /dev/urandom is safe for most applications, including cryptographic uses, as long as the initial seeding is done properly. It mentions that while /dev/random is considered a legacy interface, it's not always necessary, and modern Linux distributions and syscalls like getrandom(2) provide better alternatives.