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	<title>Comments for Game Angst</title>
	<atom:link href="http://gameangst.com/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://gameangst.com</link>
	<description>because there are many ways to skin a cat, but you only get to choose one</description>
	<lastBuildDate>Fri, 22 Feb 2013 14:01:26 +0000</lastBuildDate>
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		<title>Comment on Symbol Sort : A Utility for Measuring C++ Code Bloat by Adrian Stone</title>
		<link>http://gameangst.com/?p=320&#038;cpage=1#comment-50307</link>
		<dc:creator>Adrian Stone</dc:creator>
		<pubDate>Fri, 22 Feb 2013 14:01:26 +0000</pubDate>
		<guid isPermaLink="false">http://gameangst.com/?p=320#comment-50307</guid>
		<description><![CDATA[Good catch, and thanks for posting your solution.  I&#039;ll roll this fix into the next version (&gt;1.2).]]></description>
		<content:encoded><![CDATA[<p>Good catch, and thanks for posting your solution.  I&#8217;ll roll this fix into the next version (>1.2).</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Symbol Sort : A Utility for Measuring C++ Code Bloat by Michał Cichoń</title>
		<link>http://gameangst.com/?p=320&#038;cpage=1#comment-50165</link>
		<dc:creator>Michał Cichoń</dc:creator>
		<pubDate>Thu, 21 Feb 2013 14:11:10 +0000</pubDate>
		<guid isPermaLink="false">http://gameangst.com/?p=320#comment-50165</guid>
		<description><![CDATA[Hi, I found a bug in your tool. There is a problem while parsing sysv format with C++ symbols. Sections are separated by &#039;&#124;&#039; symbol, C++ have operator &#124; and it is splitted in the middle of signature. This line cause an exception:

std::operator&#124;(std::_Ios_Openmode, std::_Ios_Openmode)&#124;00000000&#124;   W  &#124;              FUNC&#124;00000058&#124;     &#124;.text._ZStorSt13_Ios_OpenmodeS_	D:/Programs/bbndk-2.1.0/target/qnx6/usr/include/c++/4.4.2/bits/ios_base.h:129

I did a workaround:
419c419,435
                 if (!Int32.TryParse(tokens[1], NumberStyles.AllowHexSpecifier, CultureInfo.InvariantCulture, out rva))
&gt;                 {
&gt;                     if (name == &quot;std::operator&quot; &amp;&amp; tokens[1].StartsWith(&quot;(&quot;))
&gt;                     {
&gt;                         tokens[0] += &#039;&#124;&#039; + tokens[1];
&gt;                         for (int i = 1; i                              tokens[i] = tokens[i + 1];
&gt; 
&gt;                         string[] extra = tokens[tokens.Length - 2].Split(&quot;&#124;&quot;.ToCharArray(), 2);
&gt;                         tokens[tokens.Length - 2] = extra[0];
&gt;                         tokens[tokens.Length - 1] = extra[1];
&gt; 
&gt;                         name = tokens[0].Trim();
&gt; 
&gt;                         rva = Int32.Parse(tokens[1], NumberStyles.AllowHexSpecifier);
&gt;                     }
&gt;                 }]]></description>
		<content:encoded><![CDATA[<p>Hi, I found a bug in your tool. There is a problem while parsing sysv format with C++ symbols. Sections are separated by &#8216;|&#8217; symbol, C++ have operator | and it is splitted in the middle of signature. This line cause an exception:</p>
<p>std::operator|(std::_Ios_Openmode, std::_Ios_Openmode)|00000000|   W  |              FUNC|00000058|     |.text._ZStorSt13_Ios_OpenmodeS_	D:/Programs/bbndk-2.1.0/target/qnx6/usr/include/c++/4.4.2/bits/ios_base.h:129</p>
<p>I did a workaround:<br />
419c419,435<br />
                 if (!Int32.TryParse(tokens[1], NumberStyles.AllowHexSpecifier, CultureInfo.InvariantCulture, out rva))<br />
&gt;                 {<br />
&gt;                     if (name == &#8220;std::operator&#8221; &amp;&amp; tokens[1].StartsWith(&#8220;(&#8220;))<br />
&gt;                     {<br />
&gt;                         tokens[0] += &#8216;|&#8217; + tokens[1];<br />
&gt;                         for (int i = 1; i                              tokens[i] = tokens[i + 1];<br />
&gt;<br />
&gt;                         string[] extra = tokens[tokens.Length - 2].Split(&#8220;|&#8221;.ToCharArray(), 2);<br />
&gt;                         tokens[tokens.Length - 2] = extra[0];<br />
&gt;                         tokens[tokens.Length - 1] = extra[1];<br />
&gt;<br />
&gt;                         name = tokens[0].Trim();<br />
&gt;<br />
&gt;                         rva = Int32.Parse(tokens[1], NumberStyles.AllowHexSpecifier);<br />
&gt;                     }<br />
&gt;                 }</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Triangle Order Optimization by Adrian Stone</title>
		<link>http://gameangst.com/?p=9&#038;cpage=1#comment-46441</link>
		<dc:creator>Adrian Stone</dc:creator>
		<pubDate>Tue, 29 Jan 2013 15:37:33 +0000</pubDate>
		<guid isPermaLink="false">http://gameangst.com/?p=9#comment-46441</guid>
		<description><![CDATA[Something to know if you try to use this code, iterator debugging will complain about the line:
uint* end = &amp;activeFaceList[vertexData.activeFaceListStart + vertexData.activeFaceListSize];

The code is safe, but it can be modified like this to satisfy iterator debugging:
uint* end = &amp;activeFaceList[vertexData.activeFaceListStart + vertexData.activeFaceListSize - 1] + 1;]]></description>
		<content:encoded><![CDATA[<p>Something to know if you try to use this code, iterator debugging will complain about the line:<br />
uint* end = &#038;activeFaceList[vertexData.activeFaceListStart + vertexData.activeFaceListSize];</p>
<p>The code is safe, but it can be modified like this to satisfy iterator debugging:<br />
uint* end = &#038;activeFaceList[vertexData.activeFaceListStart + vertexData.activeFaceListSize - 1] + 1;</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on CrossStitch: A Configurable Pipeline for Programmable Shading by Adrian Stone</title>
		<link>http://gameangst.com/?p=402&#038;cpage=1#comment-46431</link>
		<dc:creator>Adrian Stone</dc:creator>
		<pubDate>Tue, 29 Jan 2013 15:23:07 +0000</pubDate>
		<guid isPermaLink="false">http://gameangst.com/?p=402#comment-46431</guid>
		<description><![CDATA[I find it is difficult to look clever in blog comments. :)

To answer your other question, I don&#039;t have much of a public presence beyond this blog.  You should be able to find me on Linked In (Adrian Stone at Day 1 Studios, now Wargaming West) but my profile there is also minimal.  Even this blog has suffered recently because my company has been experiencing some upheaval.

I hope to be presenting at some conferences in the near future.  If that happens, I&#039;ll be sure to advertise the fact on this blog.]]></description>
		<content:encoded><![CDATA[<p>I find it is difficult to look clever in blog comments. <img src='http://gameangst.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>To answer your other question, I don&#8217;t have much of a public presence beyond this blog.  You should be able to find me on Linked In (Adrian Stone at Day 1 Studios, now Wargaming West) but my profile there is also minimal.  Even this blog has suffered recently because my company has been experiencing some upheaval.</p>
<p>I hope to be presenting at some conferences in the near future.  If that happens, I&#8217;ll be sure to advertise the fact on this blog.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Triangle Order Optimization by Kearwood Gilbert</title>
		<link>http://gameangst.com/?p=9&#038;cpage=1#comment-45573</link>
		<dc:creator>Kearwood Gilbert</dc:creator>
		<pubDate>Fri, 25 Jan 2013 02:00:24 +0000</pubDate>
		<guid isPermaLink="false">http://gameangst.com/?p=9#comment-45573</guid>
		<description><![CDATA[Thanks for the great writeup and for sharing your implementation of Forsyth.  I&#039;m testing your implementation out now in my open source engine, Kraken (http://kearwood.com/projects/kraken)

- Kearwood Gilbert]]></description>
		<content:encoded><![CDATA[<p>Thanks for the great writeup and for sharing your implementation of Forsyth.  I&#8217;m testing your implementation out now in my open source engine, Kraken (<a href="http://kearwood.com/projects/kraken" rel="nofollow">http://kearwood.com/projects/kraken</a>)</p>
<p>- Kearwood Gilbert</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on CrossStitch: A Configurable Pipeline for Programmable Shading by Tasha</title>
		<link>http://gameangst.com/?p=402&#038;cpage=1#comment-44636</link>
		<dc:creator>Tasha</dc:creator>
		<pubDate>Sat, 19 Jan 2013 14:50:32 +0000</pubDate>
		<guid isPermaLink="false">http://gameangst.com/?p=402#comment-44636</guid>
		<description><![CDATA[I rarely comment, however i did a few searching and wound up here CrossStitch: A Configurable Pipeline for 
Programmable Shading - Game Angst. And I actually do have 
2 questions for you if you usually do not mind. Could it be only me or does 
it look like some of these responses look like they are written by brain dead people?
:-P And, if you are posting at other sites, I&#039;d like to keep up with everything fresh you have to post. Would you make a list of every one of your public pages like your linkedin profile, Facebook page or twitter feed?]]></description>
		<content:encoded><![CDATA[<p>I rarely comment, however i did a few searching and wound up here CrossStitch: A Configurable Pipeline for<br />
Programmable Shading &#8211; Game Angst. And I actually do have<br />
2 questions for you if you usually do not mind. Could it be only me or does<br />
it look like some of these responses look like they are written by brain dead people?<br />
 <img src='http://gameangst.com/wp-includes/images/smilies/icon_razz.gif' alt=':-P' class='wp-smiley' />  And, if you are posting at other sites, I&#8217;d like to keep up with everything fresh you have to post. Would you make a list of every one of your public pages like your linkedin profile, Facebook page or twitter feed?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Hole That dlmalloc Can&#8217;t Fill by Adrian Stone</title>
		<link>http://gameangst.com/?p=496&#038;cpage=1#comment-41576</link>
		<dc:creator>Adrian Stone</dc:creator>
		<pubDate>Sat, 22 Dec 2012 18:49:10 +0000</pubDate>
		<guid isPermaLink="false">http://gameangst.com/?p=496#comment-41576</guid>
		<description><![CDATA[Yes, on platforms that support it, redundantly mapping a single region of physical memory can be very useful.  One popular use is to create circular arrays that wrap automatically in a larger contiguous address range.]]></description>
		<content:encoded><![CDATA[<p>Yes, on platforms that support it, redundantly mapping a single region of physical memory can be very useful.  One popular use is to create circular arrays that wrap automatically in a larger contiguous address range.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Hole That dlmalloc Can&#8217;t Fill by Josh Haberman</title>
		<link>http://gameangst.com/?p=496&#038;cpage=1#comment-41452</link>
		<dc:creator>Josh Haberman</dc:creator>
		<pubDate>Fri, 21 Dec 2012 01:45:15 +0000</pubDate>
		<guid isPermaLink="false">http://gameangst.com/?p=496#comment-41452</guid>
		<description><![CDATA[If you&#039;re on Linux couldn&#039;t you create a file on a tempfs volume like /dev/shm and them mmap() the same file (or portions of it) into different parts of the address space?  This solution has been suggested to me by Linux kernel people as a way of solving a different problem (namely how to map the same memory twice, once r/w and once r/x).]]></description>
		<content:encoded><![CDATA[<p>If you&#8217;re on Linux couldn&#8217;t you create a file on a tempfs volume like /dev/shm and them mmap() the same file (or portions of it) into different parts of the address space?  This solution has been suggested to me by Linux kernel people as a way of solving a different problem (namely how to map the same memory twice, once r/w and once r/x).</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Symbol Sort : A Utility for Measuring C++ Code Bloat by Philip Bloom</title>
		<link>http://gameangst.com/?p=320&#038;cpage=1#comment-32248</link>
		<dc:creator>Philip Bloom</dc:creator>
		<pubDate>Fri, 17 Aug 2012 22:05:18 +0000</pubDate>
		<guid isPermaLink="false">http://gameangst.com/?p=320#comment-32248</guid>
		<description><![CDATA[That&#039;s a pretty neat tool.  Thanks for making and sharing.]]></description>
		<content:encoded><![CDATA[<p>That&#8217;s a pretty neat tool.  Thanks for making and sharing.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Low-Fragmentation, High-Performance Memory Allocation in Despair Engine by Michael</title>
		<link>http://gameangst.com/?p=585&#038;cpage=1#comment-24187</link>
		<dc:creator>Michael</dc:creator>
		<pubDate>Thu, 17 May 2012 14:44:13 +0000</pubDate>
		<guid isPermaLink="false">http://gameangst.com/?p=585#comment-24187</guid>
		<description><![CDATA[Thanks for detailed explanation. It looks like my memory management system will have a major redesign soon :)]]></description>
		<content:encoded><![CDATA[<p>Thanks for detailed explanation. It looks like my memory management system will have a major redesign soon <img src='http://gameangst.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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