Bookmarks
Links I do not want to forget and I find interesting to share.
Software Engineering
Branching and versioning
- Trunk based development
- SemVer will not save you
- Hyrum’s Law - Once it is used, any fix can be a breaking change
- Calendar Versioning
Infrastructure and configuration management
- Stop using branches deploying different gitops environments
- How to model your gitops environments and promote releases between them
- End of life date of various software components
Tools
- SS64 - Command line reference
Essays
- Programming as Theory building - by Peter Naur
Programming languages
Parsing
- Langium - Framework to quickly develop Language Server Protocol compatible languages
- ANTLR - Multiple language parser generator
Ranking
- PYPL - Based on search on Google
- RedMonk - Based on GitHub (code) and StackOverflow (discussion)
- IEEE Spectrum - Based on various metrics, and trends in the professional industry
- TIOBE Index - Based on number of webpages with language name
- Languish - Based on GitHub and StackOverflow
- StackOverflow Survey - Based on surveys
- State of the Octoverse - Based on activity on GitHub
- PL Rank - Based on aggregation of other programming language rankings
Computer Graphics
- Inigo Quilez web site - Treasure trove on shaders and computer graphics
- Shader Toy - demos of what can be done using fragment shaders
- Scratch a pixel - Tutorials on computer graphics
- Learn Wgpu - for Rust
- WebGL2 Fundamentals
- WebGPU Fundamentals
- The book of shaders
Rust
- Common Rust lifetime misconception
- Sizedness in Rust
- Tour of Rust’s standard library traits
- Object soup is made of indexes
- Why Async Rust?
- Design of Pin
- Graydon Hoare, “The Rust I wanted had no future”
- Mara Bos, “Rust Atomics and Locks”
- Rust releases at a glance
- The Little Book of Rust Macros
- An unofficial guide to the Rust ecosystem
- Learn Rust With Entirely Too Many Linked Lists
Web
Fluid simulation
Reference articles
- Mark J. Harris, in GPU Gems Chapter 38, NVidia publication
- Jos Stam, “Stable Fluids”, In SIGGRAPH 99 Conference Proceedings, Annual Conference Series, August 1999, 121-128.
- Jos Stam, “Real-Time Fluid Dynamics for Games”. Proceedings of the Game Developer Conference, March 2003.
- Other publications from Jos Stem
Tutorials and examples
- Omar Shehata, “How to Write a Smoke Shader”
- Shahriar Shahrabi, “Gentle Introduction to Realtime Fluid Simulation for Programmers and Technical Artists”
Existing implementations
- https://github.com/PavelDoGreat/WebGL-Fluid-Simulation
- https://github.com/haxiomic/GPU-Fluid-Experiments
- https://github.com/mharrys/fluids-2d
- https://github.com/rachelbhadra/smoke_simulator
Project management
- Diátaxis framework - How to write clear documentation
Algorithms
- Advent of Code - Algorithm problems for December
Embedded & Electronics
- NAND game - Build a computer from scratch
- Electronics Club
- BBC Microbit - Cortex-M board with a nRF52833 chip
Mathematics
- Category Theory - Bartosz Milewski
Japanese
- Guide to Japanese - Japanese grammar
- Jisho - Japanese dictionary
- Anki - Tool to help memorize anything
- NHK New Web Easy
Demoscene
- Nectarine - Streaming demoscine music 24/7
Cooking
- (French) Je pense, donc je cuis - Science behind cooking
Programming for children
- Citizen Code - Learn in Python and Blockly