nitpicking: #embed is not a macro but should be a preprocessor directive.
thanks to
@thephd
#include <stdio.h>
#include <stdlib.h>
int
main (void)
{
const unsigned char t[]
= {
#embed __FILE__ limit (128) /* C23 */
, 0, 0, 0, 0, 0, 0, 0
};
size_t s = 0, i = 0;
while (i != sizeof (t) / 8)
{
s += (size_t) t[8 * i + 0] + (size_t) t[8 * i + 1]
+ (size_t) t[8 * i + 2] + (size_t) t[8 * i + 3]
+ (size_t) t[8 * i + 4] + (size_t) t[8 * i + 5]
+ (size_t) t[8 * i + 6] + (size_t) t[8 * i + 7];
++i;
}
printf ("%#zx\n", s);
return 0;
}
Learn what embedded software is, how it works, key characteristics, types, benefits, and real examples in modern devices and IoT systems today.
Paul Couvert (@itsPaulAi)
대시보드에서 몇 분 만에 설정 가능하다는 안내: 계정 생성, Cohere 모델 선택, 확장 한도 설정으로 완료. 최신 Cohere 모델(Command, Embed, Rerank)을 지원하며 North와의 통합을 제공한다고 명시되어 개발·배포 편의성 강조.

Setup takes minutes in the dashboard: 1. Create your account here: https://t.co/qTRe1Jckmo 2. Pick your Cohere models 3. Set scaling limits Done. Supports all latest Cohere models (Command, Embed, Rerank) and integrates seamlessly with North. (Thanks @cohere for the
Hey, wanna try out Zorn on your website, but don't use Astro? No worries, you'll now be able to embed Zorn on your non-Astro website using the all new Zorn Embed Generator. Please note that it's in beta, Zorn alone is not even stable but usable in most environments.
https://zorn.embed.sudovanilla.org/create/
The compatibility list of features and browsers has been updated for the Zorn documentation.
Okay, hear me out.
The game hardcodes all of its game data into .c files, but it still has an in-game editor: when the edits are saved, the game serializes the updated data out into C code -- or alternatively some data file that is #embed'd into the source -- effectively overwriting the existing hardcoded data.
This is stupid as hell, right?
(I'm gonna do it anyway.)