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The most popular SQLite and PostgreSQL database drivers in Go are (roughly) 20-76% slower than alternative Go drivers on insert-heavy benchmarks of mine. So if you are bulk-inserting data with Go (and potentially also bulk-retrieving data with Go), you may want to consider the driver carefully. And you may want to consider avoiding database/sql. Some driver authors have noted and benchmarked issues with database/sql. So it may be the case that database/sql is responsible for some of this overhead. And indeed the variations between drivers in this post will be demonstrated by using database/sql and avoiding it. This post won't specifically prove that the variation is due to the database/sql interface. But that doesn't change the premise. has suggested that other frontends like sqlc, sqlx, and GORM do worse than database/sql. This post is built on the workload, environment, libraries, and methodology in my databases-intuition repo on GitHub. See the repo for details that will help...
a year ago

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More from Notes on software development

Burn your title

I've been a developer, a manager, a cofounder, and now I'm a developer again. I ran away from each position until being a founder because I felt like I was limited by what I was allowed to do. But I reached an enlightment of sorts during my career progression: that everyone around me was dying for someone to pick things up, for employees to show engagement and agency. We think of our titles as our limits. We're quick to say and believe, "that isn't my job". While in reality titles reflect the minimum expected of us, not the maximum that is open to us. Moving your career forward Trying to figure out what (new minimum) you must do to get promoted seems kind of backwards to me, reinforcing our sense of our own limits. Instead, at every stage in your career, focus on doing the intersection of: what you see needs to be done (that isn't being done) what you are capable of doing what you have the desire/energy (or would find fulfillment) doing And this is the path to promotion and a successful and interesting career. Burn your title. Burn your job description. I mean, keep your boss happy for sure. Keep your teammates happy by supporting them and building them up and communicating well. But don't wait to be officially made a lead or given a new title to do what otherwise fits into that intersection above. And if after doing this for some time, demonstrating this level of agency, you are not promoted, it just means you're not at the right company or right organization within your company and you should look elsewhere. What's more this work you did (at a company that doesn't appreciate your agency, if that happens to be the case) merely makes the case stronger for your successful interview at the next company. There's no downside. The cynical, and perhaps realistic, alternative to this is to do politics to get promoted. Or to do not do politics but to do things that don't align with your long-term goals. I'm not personally interested in either path so I'm not covering them here. I'm interested in the intersection of things that move me in the direction I want, things that are useful to the company, and things that I am capable of doing (in addition to whatever minimum work I must actually do). Examples Here's a peek at what this looks like for me as an individual contributor, a programmer, at EnterpriseDB. I started the EDB Engineering Newsletter because it seemed like we needed to do a better job telling the world the awesome things our engineering team is doing. (You know we're one of the biggest contributors to Postgres? Bruce Momjian, Robert Haas, Peter Eisentraut, etc. work here? The guy who implemented the WAL and MVCC in Postgres is my teammate?) Nobody asked me to do that. I started publishing blog views for the entire company once a month internally. Nobody asked me to do that. I wrote a number of internal docs and tutorials on the product because we were just obviously missing them. Nobody asked me to do that. I started a fortnightly incident review meeting for my team because it seemed like we were missing chances to update docs and teach each other. Nobody asked me to do that. I write a bunch of random posts for the company blog on what I've learned. Nobody asked me to do that. These are just a few of the random things that seemed like a good idea for me to do on top of my Actual Work as a developer, which I think I do a decent job of on its own. In closing Don't burn out. Don't do things you aren't asked for and don't find rewarding. Or that won't pave the way toward the career you want. I'm trying to be very careful not to advocate anything along those lines. But also don't wait to be asked to do something. Do what is interesting and obvious and rewarding to you. Interesting opportunities seem to come most reliably when you make them for yourself. Burn your title pic.twitter.com/4bQRPMX4EZ — Phil Eaton (@eatonphil) April 22, 2025

2 months ago 22 votes
Transactions are a protocol

Transactions are not an intrinsic part of a storage system. Any storage system can be made transactional: Redis, S3, the filesystem, etc. Delta Lake and Orleans demonstrated techniques to make S3 (or cloud storage in general) transactional. Epoxy demonstrated techniques to make Redis (and any other system) transactional. And of course there's always good old Two-Phase Commit. If you don't want to read those papers, I wrote about a simplified implementation of Delta Lake and also wrote about a simplified MVCC implementation over a generic key-value storage layer. It is both the beauty and the burden of transactions that they are not intrinsic to a storage system. Postgres and MySQL and SQLite have transactions. But you don't need to use them. It isn't possible to require you to use transactions. Many developers, myself a few years ago included, do not know why you should use them. (Hint: read Designing Data Intensive Applications.) And you can take it even further by ignoring the transaction layer of an existing transactional database and implement your own transaction layer as Convex has done (the Epoxy paper above also does this). It isn't entirely clear that you have a lot to lose by implementing your own transaction layer since the indexes you'd want on the version field of a value would only be as expensive or slow as any other secondary index in a transactional database. Though why you'd do this isn't entirely clear (I will like to read about this from Convex some time). It's useful to see transaction protocols as another tool in your system design tool chest when you care about consistency, atomicity, and isolation. Especially as you build systems that span data systems. Maybe, as Ben Hindman hinted at the last NYC Systems, even proprietary APIs will eventually provide something like two-phase commit so physical systems outside our control can become transactional too. Transactions are a protocol short new post pic.twitter.com/nTj5LZUpUr — Phil Eaton (@eatonphil) April 20, 2025

2 months ago 23 votes
Things that go wrong with disk IO

There are a few interesting scenarios to keep in mind when writing applications (not just databases!) that interact with read and writes files, particularly in transactional contexts where you actually care about the integrity of the data and when you are editing data in place (versus copy-on-write for example). If I don't say otherwise I'm talking about behavior on Linux. The research version of this blog post is Parity Lost and Parity Regained and Characteristics, Impact, and Tolerance of Partial Disk Failures. These two papers also go into the frequency of some of the issues discussed here. These behaviors actually happen in real life! Thank you to Alex Miller and George Xanthakis for reviewing a draft of this post. Terminology Some of these terms are reused in different contexts, and sometimes they are reused because they effectively mean the same thing in a certain configuration. But I'll try to be explicit to avoid confusion. Sector The smallest amount of data that can be read and written atomically by hardware. It used to be 512 bytes, but on modern disks it is often 4KiB. There doesn't seem to be any safe assumption you can make about sector size, despite file system defaults (see below). You must check your disks to know. Block (filesystem/kernel view) Typically set to the sector size since only this block size is atomic. The default in ext4 is 4KiB. Page (kernel view) A disk block that is in memory. Any reads/writes less than the size of a block will read the entire block into kernel memory even if less than that amount is sent back to userland. Page (database/application view) The smallest amount of data the system (database, application, etc.) chooses to act on, when it's read or written or held in memory. The page size is some multiple of the filesystem/kernel block size (including the multiple being 1). SQLite's default page size is 4KiB. MySQL's default page size is 16KiB. Postgres's default page size is 8KiB. Things that go wrong The data didn't reach disk By default, file writes succeed when the data is copied into kernel memory (buffered IO). The man page for write(2) says: A successful return from write() does not make any guarantee that data has been committed to disk. On some filesystems, including NFS, it does not even guarantee that space has successfully been reserved for the data. In this case, some errors might be delayed until a future write(), fsync(2), or even close(2). The only way to be sure is to call fsync(2) after you are done writing all your data. If you don't call fsync on Linux the data isn't necessarily durably on disk, and if the system crashes or restarts before the disk writes the data to non-volatile storage, you may lose data. With O_DIRECT, file writes succeed when the data is copied to at least the disk cache. Alternatively you could open the file with O_DIRECT|O_SYNC (or O_DIRECT|O_DSYNC) and forgo fsync calls. fsync on macOS is a no-op. If you're confused, read Userland Disk I/O. Postgres, SQLite, MongoDB, MySQL fsync data before considering a transaction successful by default. RocksDB does not. The data was fsynced but fsync failed fsync isn't guaranteed to succeed. And when it fails you can't tell which write failed. It may not even be a failure of a write to a file that your process opened: Ideally, the kernel would report errors only on file descriptions on which writes were done that subsequently failed to be written back. The generic pagecache infrastructure does not track the file descriptions that have dirtied each individual page however, so determining which file descriptors should get back an error is not possible. Instead, the generic writeback error tracking infrastructure in the kernel settles for reporting errors to fsync on all file descriptions that were open at the time that the error occurred. In a situation with multiple writers, all of them will get back an error on a subsequent fsync, even if all of the writes done through that particular file descriptor succeeded (or even if there were no writes on that file descriptor at all). Don't be 2018-era Postgres. The only way to have known which exact write failed would be to open the file with O_DIRECT|O_SYNC (or O_DIRECT|O_DSYNC), though this is not the only way to handle fsync failures. The data was corrupted If you don't checksum your data on write and check the checksum on read (as well as periodic scrubbing a la ZFS) you will never be aware if and when the data gets corrupted and you will have to restore (who knows how far back in time) from backups if and when you notice. ZFS, MongoDB (WiredTiger), MySQL (InnoDB), and RocksDB checksum data by default. Postgres and SQLite do not (though databases created from Postgres 18+ will). You should probably turn on checksums on any system that supports it, regardless of the default. The data was partially written Only when the page size you write = block size of your filesystem = sector size of your disk is a write guaranteed to be atomic. If you need to write multiple sectors of data atomically there is the risk that some sectors are written and then the system crashes or restarts. This is called torn writes or torn pages. Postgres, SQLite, and MySQL (InnoDB) handle torn writes. Torn writes are by definition not relevant to immutable storage systems like RocksDB (and other LSM Tree or Copy-on-Write systems like MongoDB (WiredTiger)) unless writes (that update metadata) span sectors. If your file system duplicates all writes like MySQL (InnoDB) does (like you can with data=journal in ext4) you may also not have to worry about torn writes. On the other hand, this amplifies writes 2x. The data didn't reach disk, part 2 Sometimes fsync succeeds but the data isn't actually on disk because the disk is lying. These are called lost writes or phantom writes. You can be resilient to phantom writes by always reading back what you wrote (expensive) or versioning what you wrote. Databases and file systems generally do not seem to handle this situation. The data was written to the wrong place, read from the wrong place If you aren't including where data is supposed to be on disk as part of the checksum or page itself, you risk being unaware that you wrote data to the wrong place or that you read from the wrong place. This is called misdirected writes/reads. Databases and file systems generally do not seem to handle this situation. Further reading In increasing levels of paranoia (laudatory) follow ZFS, Andrea and Remzi Arpaci-Dusseau, and TigerBeetle.

3 months ago 27 votes
Phil Eaton on Technical Blogging

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3 months ago 34 votes
Minimal downtime Postgres major version upgrades with EDB Postgres Distributed

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4 months ago 30 votes

More in technology

A slept on upscaling tool for macOS

I uploaded YouTube videos from time to time, and a fun comment I often get is “Whoa, this is in 8K!”. Even better, I’ve had comments from the like, seven people with 8K TVs that the video looks awesome on their TV. And you guessed it, I don’t record my videos in 8K! I record them in 4K and upscale them to 8K after the fact. There’s no shortage of AI video upscaling tools today, but they’re of varying quality, and some are great but quite expensive. The legendary Finn Voorhees created a really cool too though, called fx-upscale, that smartly leverages Apple’s built-in MetalFX framework. For the unfamiliar, this library is an extensive of Apple’s Metal graphics library, and adds functionality similar to NVIDIA’s DLSS where it intelligently upscales video using machine learning (AI), so rather than just stretching an image, it uses a model to try to infer what the frame would look like at a higher resolution. It’s primarily geared toward video game use, but Finn’s library shows it does an excellent job for video too. I think this is a really killer utility, and use it for all my videos. I even have a license for Topaz Video AI, which arguably works better, but takes an order of magnitude longer. For instance my recent 38 minute, 4K video took about an hour to render to 8K via fx-upscale on my M1 Pro MacBook Pro, but would take over 24 hours with Topaz Video AI. # Install with homebrew brew install finnvoor/tools/fx-upscale # Outputs a file named my-video Upscaled.mov fx-upscale my-video.mov --width 7680 --codec h265 Anyway, just wanted to give a tip toward a really cool tool! Finn’s even got a [version in the Mac App Store called Unsqueeze](https://apps.apple.com/ca/app/unsqueeze/id6475134617 Unsqueeze) with an actual GUI that’s even easier to use, but I really like the command line version because you get a bit more control over the output. 8K is kinda overkill for most use cases, so to be clear you can go from like, 1080p to 4K as well if you’re so inclined. I just really like 8K for the future proofing of it all, in however many years when 8K TVs are more common I’ll be able to have some of my videos already able to take advantage of that. And it takes long enough to upscale that I’d be surprised to see TVs or YouTube offering that upscaling natively in a way that looks as good given the amount of compute required currently. Obviously very zoomed in to show the difference easier If you ask me, for indie creators, even when 8K displays are more common, the future of recording still probably won’t be in native 8K. 4K recording gives so much detail still that have more than enough details to allow AI to do a compelling upscale to 8K. I think for my next camera I’m going to aim for recording in 6K (so I can still reframe in post), and then continue to output the final result in 4K to be AI upscaled. I’m coming for you, Lumix S1ii.

8 hours ago 2 votes
Computer Games mag Interviews Don Bluth (1984)

Talks about the famous Dragon's Lair

yesterday 3 votes
Refurb weekend: Gremlin Blasto arcade board

totally unreasonable price for a completely untested item, as-was, no returns, with no power supply, no wiring harness and no auxiliary daughterboards. At the end of this article, we'll have it fully playable and wired up to a standard ATX power supply, a composite monitor and off-the-shelf Atari joysticks, and because this board was used for other related games from that era, the process should work with only minor changes on other contemporary Gremlin arcade classics like Blockade, Hustle and Comotion [sic]. It's time for a Refurb Weekend. a July 1982 San Diego Reader article, the locally famous alternative paper I always snitched a copy of when I was downtown, and of which I found a marginally better copy to make these scans. There's also an exceptional multipart history of Gremlin you can read but for now we'll just hit the highlights as they pertain to today's project. ported to V1 Unix and has a simpler three-digit variant Bagels which was even ported to the KIM-1. Unfortunately his friends didn't have minicomputers of their own, so Hauck painstakingly put together a complete re-creation from discrete logic so they could play too, later licensed to Milton Bradley as their COMP IV handheld. Hauck had also been experimenting with processor-controlled video games, developing a simple homebrew unit based around the then-new Intel 8080 CPU that could connect to his television set and play blackjack. Fogleman met Hauck by chance at a component vendor's office and hired him on to enhance the wall game line, but Hauck persisted in his experiments, and additionally presented Fogleman with a new and different machine: a two-player game played with buttons on a video TV display, where each player left a boxy solid trail in an attempt to crowd out the other. To run the fast action on its relatively slow ~2MHz CPU and small amount of RAM, a character generator circuit made from logic chips painted a 256x224 display from 32 8x8 tiles in ROM specified by a 32x28 screen matrix, allowing for more sophisticated shapes and relieving the processor of having to draw the screen itself. (Does this sound like an early 8-bit computer? Hold that thought.) patent application was too late and too slow to stop the ripoffs. (For the record, Atari programmer Dennis Koble was adamant he didn't steal the idea from Gremlin, saying he had seen similar "snake" games on CompuServe and ARPANET, but Nolan Bushnell nevertheless later offered Gremlin $100,000 in "consolation" which the company refused.) Meanwhile, Blockade orders evaporated and Gremlin's attempts to ramp up production couldn't save it, leaving the company with thousands of unused circuit boards, game cabinets and video monitors. While lawsuits against the copycats slowly lumbered forward, Hauck decided to reprogram the existing Blockade hardware to play new games, starting with converting the Comotion board into Hustle in 1977 where players could also nab targets for additional points. The company ensured they had a thousand units ready to ship before even announcing it and sales were enough to recoup at least some of the lost investment. Hauck subsequently created a reworked version of the board with the same CPU for the more advanced game Depthcharge, initially testing poorly with players until the controls were simplified. This game was licensed to Taito as Sub Hunter and the board reworked again for the target shooter Safari, also in 1977, and also licensed by Taito. For 1978, Gremlin made one last release using the Hustle-Comotion board. This game was Blasto. present world record is 8,730), but in two player mode the players can also shoot each other for an even bigger point award. This means two-player games rapidly turn into active hunts, with a smaller bonus awarded to a player as well if the other gets nailed by a mine. shown above with a screenshot of the interactive on-board assembler. Noval also produced an education-targeted system called the Telemath, based on the 760 hardware, which was briefly deployed in a few San Diego Unified elementary schools. Alas, they were long gone before we arrived. Industry observers were impressed by the specs and baffled by the desk. Although the base price of $2995 [about $16,300] was quite reasonable considering its capabilities, you couldn't buy it without its hulking enclosure, which made it a home computer only to the sort of people who would buy a home PDP-8. (Raises hand.) Later upgrades with a Z80 and a full 32K didn't make it any more attractive to buyers and Noval barely sold about a dozen. Some of the rest remained at Gremlin as development systems (since they practically were already), and an intact upgraded unit with aftermarket floppy drives lives at the Computer History Museum. The failure of Noval didn't kill Gremlin outright, but Fogleman was concerned the company lacked sufficient capital to compete more strongly in the rapidly expanding video game market, and Noval didn't provide it. With wall game sales fading fast and cash flow crunched, the company was slowly approaching bankruptcy by the time Blasto hit arcades. At the same time, Sega Enterprises, Inc., then owned by conglomerate Gulf + Western (who also then owned Paramount Pictures), was looking for a quick way to revive its failing North American division which was only surviving on the strength of its aggressively promoted mall arcades. Sega needed development resources to bring out new games States-side, and Gremlin needed money. In September 1978 Fogleman agreed to make Gremlin a Sega subsidiary in return for an undisclosed number of shares, and became a vice chairman. Sega was willing to do just about anything to achieve supremacy on this side of the Pacific. In addition to infusing cash into Gremlin to make new games (as Gremlin/Sega) and distribute others from their Japanese peers and partners (as Sega/Gremlin), Sega also perceived a market opportunity in licensing arcade ports to the growing home computer segment. Texas Instruments' 99/4 had just hit the market in 1979 to howls there was hardly any software, and their close partner Milton Bradley was looking for marketable concepts for cartridge games. Blasto had simple fast action and a good name in the arcades, required only character graphics (well within the 9918 video chip's capabilities) and worked for both one or two players, and Sega had no problem blessing a home port of an older property for cheap. Milton Bradley picked up the license to Hustle as well. Bob Harris for completion, and TI house programmer Kevin Kenney wrote some additional features. 1 to 40 (obviously some thought was given to using the same PCB as much as possible). The power header is also a 10-pin block and the audio and video headers are 4-pin. Oddly, the manual doesn't say anywhere what the measurements are, so I checked them with calipers and got a pitch of around 0.15", which sounds very much like a common 0.156" header. I ordered a small pack of those as an experiment. 0002 because of the control changes: if you have an 814-0001, then you have a prototype. The MAME driver makes reference to an Amutech Mine Sweeper which is a direct and compatible ripoff of this board — despite the game type, it's not based on Depthcharge.) listed with the part numbers for the cocktail, but the ROM contents expected in the hashes actually correspond to the upright. Bipolar ROMs and PROMs are, as the name suggests, built with NPN bipolar junction transistors instead of today's far more common MOSFETs ("MOS transistors"). This makes them lower density but also faster: these particular bipolar PROMs have access times of 55-60ns as opposed to EPROMs or flash ROMs of similar capacity which may be multiple times slower depending on the chip and process. For many applications this doesn't matter much, but in some tightly-timed systems the speed difference can make it difficult to replace bipolar PROMs with more convenient EPROMs, and most modern-day chip programmers can't generate the higher voltage needed to program them (you're basically blowing a whole bunch of microscopic Nichrome metal fuses). Although modern CMOS PROMs are available at comparable speeds, bipolars were once very common, including in military environments where they could be manufactured to tolerate unusually harsh operating conditions. The incomparable Ken Shirriff has a die photo and article on the MMI 5300, an open-collector chip which is one of the military-spec parts from this line. Model 745 KSR and bubble memory Model 763 ASR, use AMD 8080s! The Intel 8080A is a refined version of the original Intel 8080 that works properly with more standard TTL devices (the original could only handle low-power TTL); the "NL" tag is TI's designation for a plastic regular-duty DIP. Its clock source is a 20.79MHz crystal at Y1 which is divided down by ten to yield the nominal clock rate of 2.079MHz, slightly above its maximum rating of 2MHz but stable enough at that speed. The later Intel 8080A-1 could be clocked up to 3.125MHz and of course the successor Intel 8085 and Zilog Z80 processors could run faster still. An interesting absence on this board is an Intel 8224 or equivalent to generate the 8080A's two-phase clock: that's done directly off the crystal oscillator with discrete logic, an elegant (and likely cheaper) design by Hauck. The video output also uses the same crystal. Next to the CPU are pads for the RAM chips. You saw six of them in the last picture under the second character ROM (316-0100M), all 2102 (1Kbit) static RAM. These were the chips I was most expecting to fail, having seen bad SRAM in other systems like my KIM-1. The ones here are 450ns Fairchild 21021 SRAMs in the 21021PC plastic case and "commercial" temperature range, and six of them adds up to 768 bytes of memory. NOS examples and equivalents are fortunately not difficult to find. Closer to the CPU in this picture, however, are two more RAM chip pads that are empty except for tiny factory-installed jumpers. On the Hustle and Blasto boards (both), they remain otherwise unpopulated, and there is an additional jumper between E4 and E5 also visible in the last picture. The Comotion board, however, has an additional 256 bytes of RAM here (as two more 1024x1 SRAMs). On that board these pads have RAM, there are no jumpers on the pads, and the jumper is now between E3 (ground) and E5. This jumper is also on Blockade, even though it has only five 2102s and three dummy jumpers on the other pads. That said, the games don't seem to care how much RAM is present as long as the minimum is: the current MAME driver gives all of them the full 1K. this 8080 system which uses a regulator). Tracing the schematic out further, the -12V line is also used with the +5V and +12V lines to run the video circuit. These are all part of the 10-pin power header. almost this exact sequence of voltages? An AT power supply connector! If we're clever about how we put the two halves on, we can get nearly the right lines in the right places. The six-pin AT P9 connector reversed is +5V, +5V, +5V, -5V, ground, ground, so we can cut the -5V to be the key. The six-pin AT P8 connector not reversed is power-good, +5V (or NC), +12V, -12V, ground, ground, so we cut the +5V to be the key, and cut the power-good line and one of the dangling grounds and wire ground to the power-good pin. Fortunately I had a couple spare AT-to-ATX converter cables from when we redid the AT power supply on the Alpha Micro Eagle 300. connectors since we're going to modify them anyway. A quick couple drops of light-cured cyanoacrylate into the key hole ... Something's alive! An LED glows! Time now for the video connector to see if we can get a picture! a nice 6502 reset circuit). The board does have its own reset circuit, of a sort. You'll notice here that the coin start is wired to the same line, and the manual even makes reference to this ("The circuitry in this game has been arranged so that the insertion of a quarter through the coin mechanism will reset the restart [sic] in the system. This clears up temporary problems caused by power line disturbances, static, etc."). We'll of course be dealing with the coin mechanism a little later, but that doesn't solve the problem of bringing the machine into the attract mode when powered on. I also have doubts that people would have blithely put coins into a machine that was obviously on the fritz. pair is up and down, or left and right, but not which one is exactly which because that depends on the joystick construction. We'll come back to this. Enterprises) to emphasize the brand name more strongly. The company entered a rapid decline with the video game crash of 1983 and the manufacturing assets were sold to Bally Midway with certain publishing rights, but the original Gremlin IP and game development teams stayed with Sega Electronics and remained part of Gulf+Western until they were disbanded. The brand is still retained as part of CBS Media Ventures today though modern Paramount Global doesn't currently use the label for its original purpose. In 1987 the old wall game line was briefly reincarnated under license, also called Gremlin Industries and with some former Gremlin employees, but only released a small number of new machines before folding. Meanwhile, Sega Enterprises separated from Gulf+Western in a 1984 management buyout by original founder David Rosen, Japanese executive Hayao Nakayama and their backers. This Sega is what people consider Sega today, now part of Sega Sammy Holdings, and the rights to the original Gremlin games — including Blasto — are under it. Lane Hauck's last recorded game at Gremlin/Sega was the classic Carnival in 1980 (I played this first on the Intellivision). After leaving the company, he held positions at various companies including San Diego-based projector manufacturer Proxima (notoriously later merging with InFocus), Cypress Semiconductor and its AgigA Tech subsidiary (both now part of Infineon), and Maxim Integrated Products (now part of Analog Devices), and works as a consultant today. I'm not done with Blasto. While I still enjoy playing the TI-99/4A port, there are ... improvements to be made, particularly the fact it's single fire, and it was never ported to anything else. I have ideas, I've been working on it off and on for a year or so and all the main gameplay code is written, so I just have to finish the graphics and music. You'll get to play it. And the arcade board? Well, we have a working game and a working harness that I can build off. I need a better sound amplifier, the "boom" circuit deserves a proper subwoofer, and I should fake up a little circuit using the power-good line from the ATX power supply to substitute for the power interrupt board. Most of all, though, we really need to get it a proper display and cabinet. That's naturally going to need a budget rather larger than my typical projects and I'm already saving up for it. Suggestions for a nice upright cab with display, buttons and joysticks that I can rewire — and afford! — are solicited. On both those counts, to be continued.

yesterday 4 votes
This machine automatically scans books from cover to cover

Hard data is hard to find, but roughly 100 million books were published prior to the 21st century. Of those, a significant portion were never available in a digital format and haven’t yet been digitized, which means their content is effectively inaccessible to most people today. To bring that content into the digital world, Redditor […] The post This machine automatically scans books from cover to cover appeared first on Arduino Blog.

3 days ago 5 votes
MBP's Visual COBOL

Because Productivity Is The Key To Your Future

5 days ago 6 votes