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Made an interactive explainer about speculative decoding/MTP

Reddit r/LocalLLaMA · 4d ago Cached

An interactive guide explaining speculative decoding and multi-token prediction in LLMs, covering techniques from rejection sampling to MTP used in Qwen 3.6 and Gemma 4, with live diagrams and sliders.

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Intermediate Floating-Point Precision

Lobsters Hottest · 2026-06-14 Cached

This article explores how intermediate floating-point precision in C++ code depends on compiler settings, CPU flags, and architecture, particularly on x87 FPU, and how this affects performance and calculation results.

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How can I schedule work on a thread pool with low latency?

The Old New Thing (Raymond Chen) · 2026-06-12 Cached

This article from The Old New Thing explains that Windows thread pools are optimized for throughput, not latency, and provides solutions for low-latency scheduling, such as creating a custom thread pool or using a dedicated worker thread, with code examples in C++ and C#.

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How Virtual Tables Work in the Itanium C++ ABI

Lobsters Hottest · 2026-05-26 Cached

A detailed blog post explaining how virtual tables (vtables) are implemented in the Itanium C++ ABI, covering vtable structure, mangled names, and virtual function dispatch.

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@rhymeleon: When I first skimmed through it, I only got a rough idea. It wasn't until I delved deeper into agents recently, combined with some questions from interviewers, that I truly realized the value of this article. The article provides in-depth explanations of agent loops, memory mechanisms, harness engineering, and agent evaluation. Highly recommended for anyone looking to get a thorough understanding.

X AI KOLs Timeline · 2026-05-14

User recommends an article that delves into agent loops, memory mechanisms, harness engineering, and agent evaluation, highlighting its substantial value for readers who are studying agents in depth.

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SNES: Sprites and backgrounds rendering

Fabien Sanglard · 2024-08-09 Cached

The article explains how the SNES PPUs render sprites and backgrounds under tight VRAM bandwidth constraints, describing the hardware trade-offs in different video modes.

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