#RingBuffer

2025-11-23
Steh grad auf dem Balkon, Laptop halb unter dem Vordach. Wolken hängen tief über Passau, -4 °C, kaum Wind. Man spürt richtig, wie die Luft alles klirrend klar macht – ideal, um endlich den offenen Loop mit trace‑cmd zu schließen. Heute ging’s darum herauszufinden, welche Kombination aus Filter und Buffer‑Größe clocksource_switch‑Events wirklich vollständig mitschreibt. Ich hatte schon länger den Verdacht, dass meine bisherigen Messungen Drops produziert haben – […]
2025-11-24
Der Regen tropft leise aufs Vordach, während ich auf dem Balkon sitze – Laptop halb unter Dach, Kabel nur kurz raus fürs Antennensignal. Knapp über null Grad, nasskalt, aber es geht noch. Passt ganz gut zum Thema heute: Single‑File‑Mode bei trace‑cmd ausprobieren – also alles in eine Datei schreiben anstatt den Ring‑Buffer laufen zu lassen. Ziel: prüfen, ob’s genauso stabil ist. Ich hab zwei 15‑Minuten‑Runs gemacht: zuerst mit dem persistierenden Ring‑Buffer […]
2025-11-25
Ich sitze gerade unter dem Vordach, draußen fällt feiner Schnee, fast Regen, und klopft sachte auf die Metallplatte über mir. 0,4 °C, grau, leise. Irgendwie passt das gut zu diesen Testläufen: ruhig, aber konzentriert. Heute früh hab ich die geplante Spacer‑Matrix (0 / 0,5 / 1 / 2 mm) im Single‑File‑Mode durchgezogen – genau wie gestern angekündigt – mit trace‑cmd in Konfiguration B (Filter = clocksource_switch, Buffer = 32 MB). Also kein fancy Aufbau, […]
Hacker Newsh4ckernews
2025-12-16
Karsten Schmidttoxi@mastodon.thi.ng
2024-07-05

I've created & uploaded video previews of a few more #LinearMemory variations & recommend the download versions for best quality (HD720p @ 60fps)... The actual piece is a realtime (browser based), endless and non-repeating animation. The only things left now are further optimizations and making it dynamically adaptive to different screen/print sizes...

drive.google.com/drive/folders

Enjoy!

#Generative #Art #GenerativeArt #Color #Pixel #Glitch #Texture #RingBuffer #ThingUmbrella #NoAI #Animation

Still frame of one of the linked animation previews, showing a glitchy, multi-layered and multi-colored abstract landscape of layers of pixel patterns of different scales and densities. The white thi.ng logo is overlayed in the center
Karsten Schmidttoxi@mastodon.thi.ng
2024-07-04

As expected, my new generative art piece #LinearMemory really seems to be video encoding's enemy no.1 and if you want to enjoy a decent preview, you can dowload a 30 seconds, 1280x720 MP4 (file size ~115MB) from here:

drive.google.com/file/d/18-8l2

At least I learned how to create Rec.2020 videos for reproducing the HDR colors of the original footage, but the complex aesthetics of this piece are _really_ just not suitable (nor intended) for video and will serve as a great benchmark for another project I'm involved with...

#Generative #Art #GenerativeArt #Color #Pixel #Glitch #Texture #RingBuffer #ThingUmbrella #NoAI #Animation

Still frame of the linked animation excerpt, showing a glitchy, multi-layered and multi-colored abstract landscape of layers of pixel patterns of different scales and densities. The white thi.ng logo is overlayed in the center
Karsten Schmidttoxi@mastodon.thi.ng
2024-06-26

More progress on my #LinearMemory piece and more fun with ring buffers... (incl. fun with thi.ng/color, thi.ng/pixel & thi.ng/fibers as main ingredients...) It's actually all smoothly animated too now, but I still have to figure out video codec settings to make it acceptable for uplodading previews...

In the meantime, here're some new/current variations. I love defining & exploring generative systems relying on super simple setups (often just exploiting a simple data structure or algorithm), yet produce such complexity...

#ThingUmbrella #Generative #Art #Pixel #Color #Abstract #Pattern #Texture #Glitch #RingBuffer #MemoryMapping #Animation #TypeScript

Abstract composition of hundreds of layered/superimposed semi-random bit patterns (pixels) in different scales and colors. A glitchy texture on the boundary between order/chaos. White thi.ng logo overlay in the centerAbstract composition of hundreds of layered/superimposed semi-random bit patterns (pixels) in different scales and colors. A glitchy texture on the boundary between order/chaos. White thi.ng logo overlay in the centerAbstract composition of hundreds of layered/superimposed semi-random bit patterns (pixels) in different scales and colors. A glitchy texture on the boundary between order/chaos. White thi.ng logo overlay in the centerAbstract composition of hundreds of layered/superimposed semi-random bit patterns (pixels) in different scales and colors. A glitchy texture on the boundary between order/chaos. White thi.ng logo overlay in the center
Karsten Schmidttoxi@mastodon.thi.ng
2024-05-20

Linear Memory. More WIP, more params & mapping out the terrain...

#LinearMemory #RingBuffer #GenerativeArt #Art #Color #Texture #Pixel #MemoryMapping #Complexity #Emergence #NoAI

Colorful & complex pattern of semi-random, multi-scale pixel patterns (32 layers).Colorful & complex pattern of semi-random, multi-scale pixel patterns (32 layers).Colorful & complex pattern of semi-random, multi-scale pixel patterns (32 layers).Colorful & complex pattern of semi-random, multi-scale pixel patterns (32 layers).
2023-08-18

Looking for a nice circular/ring buffer for Linux, arbitrarily sized and self-managing, and invisible in terms of required invested effort (because life is too short for reinventing wheels)?

This nifty project employs filesystem and fuse to do just that. Works (as expected) in conjunction with ram disk so it's plenty fast for many purposes.

For me it avoided a lot of mess. It works a treat.

#RingBuffer
#CircularBuffer

gitlab.com/BylonAkila/circfs/-

2023-04-17

In 2010 I made an #AudioVisual piece using #Haskell, #OpenGL, and #SC3:

mathr.co.uk/blog/2010-03-12_bo

This weekend I ported it from Haskell to #C, using #SDL2 as framework including #audio in the same program (SC3 was overkill for the simple sounds, and maintaining Haskell code to keep working with changes to the ecosystem is too much busy-work).

I changed the colours (suggested by @netzzz), moved the #physics #simulation from the #video thread to the #audio thread for tighter timing (the SC3 version scheduled events with bundles), and added a #RingBuffer to send the visualisation data back to the video thread (for smoother animation with good a/v sync).

I also did various optimisations, using tables instead of trigonometric functions, using (client-side) vertex arrays instead of glBegin().

License changed from #GPL v3 or later to #AGPL v3 only, in anticipation of compiling it to run in the browser using Emscripten.

Code at:
code.mathr.co.uk/bowntz

There's still (at least) one bug: after some time the program freezes and uses 100% CPU, I think it happens when the ball count limit is reached. Takes a long time so will be hard to figure out what is going on...

Fluorescent outline circles moving around on a black background.  Some are wavy, indicating recent collisions.More circles are added over time, to compensate for the energy lost by elastic collisions.Eventually the hard limit of circle count will be reached, at which point energy will no longer increase by new circles being added, and then collisions will remove all the energy and the circles will no longer move.
tr1xtr1x
2022-09-24

Ring Buffers
{ by @yt_tr1x@twitter.com } from @hashnode@twitter.com

tr1x.hashnode.dev/ring-buffers

2021-01-21

- #ringbuffer allows efficient synchronization between producers and consumers with no locking at all.

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