diff options
| author | Jakob L. Kreuze <zerodaysfordays@sdf.org> | 2022-02-13 16:55:04 -0500 |
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| committer | Jakob L. Kreuze <zerodaysfordays@sdf.org> | 2022-02-21 14:30:55 -0500 |
| commit | 3de1fc65168f948ff088594fac4ae5fd3ac1ab66 (patch) | |
| tree | 5a3e252005fb18d5637d7e1f4c206aca071fddcb /org | |
| parent | 3d23420555de13ca808151cd452dd6a0e3409283 (diff) | |
Add front-matter for series I don't intend to finish
Diffstat (limited to 'org')
2 files changed, 36 insertions, 6 deletions
diff --git a/org/Analyzing Executable Size, part 0 - A Small Proof-of-Concept Loader/analyzing-executable-size-part-0.org b/org/Analyzing Executable Size, part 0 - A Small Proof-of-Concept Loader/analyzing-executable-size-part-0.org index 6112446..a81386c 100644 --- a/org/Analyzing Executable Size, part 0 - A Small Proof-of-Concept Loader/analyzing-executable-size-part-0.org +++ b/org/Analyzing Executable Size, part 0 - A Small Proof-of-Concept Loader/analyzing-executable-size-part-0.org @@ -2,6 +2,29 @@ #+DATE: <2017-07-31 Mon 13:35> #+TAGS: writeup, programming, operating-systems, c, linux +#+BEGIN_EXPORT html +<header class="article-front-matter article-warning"> + <p>This was intended to be a series describing trends in programming language + technology and how they relate to an increase in the average size of + executable files. It never materialized beyond this initial post. + + And, as of 2022, I find it unlikely that I will come back to complete the + series. We have seen a renewed interest in linkers and loaders + (cf. <a href="https://github.com/rui314/mold">mold</a>), but I never + intended to discuss linkers and loaders in this series beyond the purpose of + ELF metadata. It warrants treatment, but I would like to approach it without + the baggage of this first post. + + As for the idea that trends in compiler technology are affecting binary + size: it is not as interesting as one may think. The bottom-line is that + modern technologies tend to bring a runtime along with them, often more + accommodating than the C runtime. The binary necessarily contains this + runtime and is therefore larger. I don't think it's as much of a problem as + folks make it out to be, and my past self seems to be somewhat cognizant of + that.</p> +</header> +#+END_EXPORT + It seems that static linking is back in style, or at least popular among all the hip new programming languages of today. I don't have anything against statically linked binaries, nor do I have a problem with larger executables, but I've diff --git a/org/SDL Tutorial Part 0x00 - Boilerplate, Windowing and Rendering/sdl-tutorial-part-0x00.org b/org/SDL Tutorial Part 0x00 - Boilerplate, Windowing and Rendering/sdl-tutorial-part-0x00.org index 99785f4..2146ce4 100644 --- a/org/SDL Tutorial Part 0x00 - Boilerplate, Windowing and Rendering/sdl-tutorial-part-0x00.org +++ b/org/SDL Tutorial Part 0x00 - Boilerplate, Windowing and Rendering/sdl-tutorial-part-0x00.org @@ -2,12 +2,19 @@ #+DATE: <2016-09-14 Sun 21:02> #+TAGS: tutorial, programming, game-development, c -This is one of my older tutorials and follows a style unlike my current one. I -also no longer hold the same claims I made about the SDL documentation that I -originally made in this article. I think it's perfectly fine, you just need to -spend some time looking around because it's not organized like other -documentation is. For that reason, I have no plans to continue this tutorial -series unless someone specifically asks for me to continue it. + +#+BEGIN_EXPORT html +<header class="article-front-matter article-warning"> + <p>This is one of my older tutorials and follows a style unlike + my current one. I also no longer hold the same claims I made about the SDL + documentation that I originally made in this article. I think it's perfectly + fine. You just need to spend some time looking around because it's not + organized like other documentation is. For that reason, I have no plans to + continue this tutorial series unless someone specifically asks for me to + continue it.</p> +</header> +#+END_EXPORT + SDL2 is my favorite graphics library right now. It might not be as powerful as something like raw OpenGL, but it's simple. Simple enough that you can just |