Manually Computing Logarithms To Grok Calculators

Logarithms are everywhere in mathematics and derived fields, but we rarely think about how trigonometric functions, exponentials, square roots and others are calculated after we punch the numbers into a calculator of some description and hit ‘calculate’. How do we even know that the answer which it returns is remotely correct? This was the basic question that [Zachary Chartrand] set out to answer for [3Blue1Brown]’s Summer of Math Exposition 3 (SoME-3). Inspired by learning to script Python, he dug into how such calculations are implemented by the scripting language, which naturally led to the standard C library. Here he found an interesting implementation for the natural algorithm and the way geometric series convergence is sped up.

The short answer is that fundamental properties of these series are used to decrease the number of terms and thus calculations required to get a result. One example provided in the article reduces the naïve approach from 36 terms down to 12 with some optimization, while the versions used in the standard C library are even more optimized. This not only reduces the time needed, but also the memory required, both of which makes many types of calculations more feasible on less powerful systems.

Even if most of us are probably more than happy to just keep mashing that ‘calculate’ button and (rightfully) assume that the answer is correct, such a glimpse at the internals of the calculations involved definitely provides a measure of confidence and understanding, if not the utmost appreciation for those who did the hard work to make all of this possible.

Ask Hackaday: Should We Teach BASIC?

Suppose you decide you want to become a novelist. You enroll in the Hackaday Famous Novelists School where your instructor announces that since all truly great novels are written in Russian, our first task will be to learn Russian. You’d probably get up and leave. The truth is, what makes a great (or bad) novel transcends any particular language, and you could make the same argument for programming languages.

Despite the pundits, understanding the basics of how computers work is more important than knowing C, Java, or the language of the week. A recent post by [lackofimagination] proposes that we should teach programming using BASIC. And not a modern whizz-pow BASIC, but old-fashioned regular BASIC as we might have used it in the 1980s.

Certainly, a whole generation of programmers cut their teeth on BASIC. On the other hand, the programming world has changed a lot since then. While you can sort of apply functional and object-oriented techniques to any programming language, it isn’t simple and the details often get in the way of the core ideas.

Still, some things don’t change. The idea of variables, program flow, loops, and arrays all have some parallel in just about anything, so we can see some advantages to starting out simply. After all, you don’t learn to drive by trying it out in the Indy 500, right?

What do you think? If you were teaching programming today, would you start with BASIC? Or with something else? You can modernize a little bit with QB64. Or try EndBasic which just recently had a new release.

Using OpenCV To Catch A Hungry Thief

Rory, the star of the show

[Scott] has a neat little closet in his carport that acts as a shelter and rest area for their outdoor cat, Rory. She has a bed and food and water, so when she’s outside on an adventure she has a place to eat and drink and nap in case her humans aren’t available to let her back in. However, [Scott] recently noticed that they seemed to be going through a lot of food, and they couldn’t figure out where it was going. Kitty wasn’t growing a potbelly, so something else was eating the food.

So [Scott] rolled up his sleeves and hacked together an OpenCV project with a FLIR Boson to try and catch the thief. To reduce the amount of footage to go through, the system would only capture video when it detected movement or a large change in the scene. It would then take snapshots, timestamp them, and optionally record a feed of the video. [Scott] originally started writing the system in Python, but it couldn’t keep up and was causing frames to be dropped when motion was detected. Eventually, he re-wrote the prototype in C++ which of course resulted in much better performance!

Continue reading “Using OpenCV To Catch A Hungry Thief”

A 64-bit X86 Bootloader From Scratch

For most people, you turn on your computer, and it starts the operating system. However, the reality is much more complex as [Thasso] discovered. Even modern x86 chips start in 16-bit real mode and there is a bit of fancy footwork required to shift to modern protected mode with full 64-bit support. Want to see how? [Thasso] shows us the ropes.

Nowadays, it is handy to develop such things because you don’t have to use real hardware. An emulator like QEMU will suffice. If you know assembly language, the process is surprisingly simple, although there is a lot of nuance and subtlety. The biggest task is setting up appropriate paging tables to control the memory mapping. In real mode, segments have access to fixed 64 K blocks of memory unless you use some tricks. But in protected mode, segments define blocks of memory that can be very small or cover the entire address space. These segments define areas of memory even though it is possible to set segments to cover all memory and — sort of — ignore them. You still have to define them for the switch to protected mode.

In the bad old days, you had more reason to worry about this if you were writing a DOS Extender or using some tricks to get access to more memory. But still good to know if you are rolling your own operating system. Why do the processors still boot into real mode? Good question.

C++ Design Patterns For Low-Latency Applications

With performance optimizations seemingly having lost their relevance in an era of ever-increasing hardware performance, there are still many good reasons to spend some time optimizing code. In a recent preprint article by [Paul Bilokon] and [Burak Gunduz] of the Imperial College London the focus is specifically on low-latency patterns that are relevant for applications such as high-frequency trading (HFT). In HFT the small margins are compensated for by churning through absolutely massive volumes of trades, all of which relies on extremely low latency to gain every advantage. Although FPGA-based solutions are very common in HFT due their low-latency, high-parallelism, C++ is the main language being used beyond FPGAs.

Although many of the optimizations listed in the paper are quite obvious, such as prewarming the CPU caches, using constexpr, loop unrolling and use of inlining, other patterns are less obvious, such as hotpath versus coldpath. This overlaps with the branch reduction pattern, with both patterns involving the separation of commonly and rarely executed code (like error handling and logging), improving use of the CPU’s caches and preventing branch mispredictions, as the benchmarks (using Google Benchmark) clearly demonstrates. All design patterns can also be found in the GitHub repository.

Other interesting tidbits are the impact of signed and unsigned comparisons, mixing floating point datatypes and of course lock-free programming using a ring buffer design. Only missing from this list appears to be aligned vs unaligned memory accesses and zero-copy optimizations, but those should be easy additions to implement and test next to the other optimizations in this paper.

Docker-Powered Remote Gaming With Games On Whales

Cloud gaming services allow even relatively meager devices like set top boxes and cheap Chromebooks play the latest and greatest titles. It’s not perfect of course — latency is the number one issue as the player’s controller inputs need to be sent out to the server —  but if you’ve got a fast enough connection it’s better than nothing. Interested in experimenting with the tech on your own terms? The open source Games on Whales project is here to make that a reality.

As you might have guessed from the name, Games on Whales uses Linux and Docker as core components in its remote gaming system. With the software installed on a headless server, multiple users can create virtual desktop environments on the same machine, with each spawning as a separate process on the host computer. This means that all of the hardware of the host can be shared without needing to do anything complicated like setting up GPU pass-through. The main Docker container can spin up more containers as needed.

Of course there will obviously be limits to what any given hardware configuration will be able to support in terms of number of concurrent users and the demands of each stream. But for someone who wants to host a server for their friends or something even simpler like not having to put a powerful gaming PC in the living room, this is a real game-changer. For those not up to speed on Docker yet, we recently featured a guide on getting started with this powerful tool since it does take some practice to wrap one’s mind around at first.

Misconceptions About Loops, Or: Static Code Analysis Is Hard

When thinking about loops in programming languages, they often get simplified down to a conditions section and a body, but this belies the dizzying complexity that emerges when considering loop edge cases within the context of static analysis. A paper titled Misconceptions about Loops in C by [Martin Brain] and colleagues as presented to SOAP 2024 conference goes through a whole list of false assumptions when it comes to loops, including for languages other than C. Perhaps most interesting is the conclusion that these ‘edge cases’ are in fact a lot more common than generally assumed, courtesy of how creative languages and their users can be when writing their code, with or without dragging in the meta-language of C’s preprocessor.

Assumptions like loop equivalence can fall apart when considering the CFG ( control flow graph) interpretation versus a parse tree one where the former may e.g. merge loops. There are also doozies like assuming that the loop body will always exist, that the first instruction(s) in a loop are always the entry point, and the horrors of estimating loop exits in the context of labels, inlined functions and more. Some languages have specific loop control flow features that differ from C (e.g. Python’s for/else and Ada’s loop), all of which affect a static analysis.

Ultimately, writing a good static analysis tool is hard, and there are plenty of cases where it’s likely to trip up and give an invalid result. A language which avoids ambiguity (e.g. Ada) helps immensely here, but for other languages it helps to write your code as straightforward as possible to give the static analysis tool a fighting chance, or just get really good at recognizing confused static analysis tool noises.

(Heading image: Control flow merges can create multiple loop entry
edges (Credit: Martin Brand, et al., SOAP 2024) )