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    <title>Cpp-Libraries on Pi Stack</title>
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      <title>Open-Source Fixed-Point Arithmetic Libraries: libfixmath vs fpm vs CNL vs shopspring/decimal</title>
      <link>https://www.pistack.xyz/posts/2026-06-19-fixed-point-arithmetic-libraries-libfixmath-fpm-cnl-shopspring-guide/</link>
      <pubDate>Fri, 19 Jun 2026 00:00:00 +0000</pubDate>
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      <description>&lt;h2 id=&#34;introduction&#34;&gt;Introduction&lt;/h2&gt;&#xA;&lt;p&gt;Floating-point arithmetic is not always the right tool. In embedded systems without hardware FPUs, financial applications that demand exact decimal precision, and deterministic simulations that must produce identical results across platforms, &lt;strong&gt;fixed-point arithmetic&lt;/strong&gt; provides a compelling alternative. Fixed-point numbers represent fractional values using integer types with an implicit scale factor — trading dynamic range for exact, deterministic computation.&lt;/p&gt;</description>
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      <title>Open-Source PRNG Algorithm Libraries: Xoshiro vs PCG vs SplitMix vs Mersenne Twister</title>
      <link>https://www.pistack.xyz/posts/2026-06-19-prng-algorithm-libraries-xoshiro-pcg-splitmix-mersenne-twister/</link>
      <pubDate>Fri, 19 Jun 2026 00:00:00 +0000</pubDate>
      <guid>https://www.pistack.xyz/posts/2026-06-19-prng-algorithm-libraries-xoshiro-pcg-splitmix-mersenne-twister/</guid>
      <description>&lt;h2 id=&#34;introduction&#34;&gt;Introduction&lt;/h2&gt;&#xA;&lt;p&gt;Random number generation is foundational to scientific computing, game development, cryptography, and statistical simulation. While your operating system provides &lt;code&gt;/dev/urandom&lt;/code&gt; and language runtimes ship with default generators, the quality, speed, and statistical properties of those defaults vary dramatically. For Monte Carlo simulations, procedural content generation, randomized algorithms, and reproducible research, choosing the right &lt;strong&gt;pseudo-random number generator (PRNG)&lt;/strong&gt; algorithm is critical.&lt;/p&gt;</description>
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      <title>Self-Hosted Concurrent Hash Map Libraries: Dashmap vs Flurry vs Evmap vs Folly AtomicHashMap</title>
      <link>https://www.pistack.xyz/posts/2026-06-19-concurrent-hashmap-libraries-dashmap-flurry-evmap-folly/</link>
      <pubDate>Fri, 19 Jun 2026 00:00:00 +0000</pubDate>
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      <description>&lt;p&gt;Modern multi-threaded applications demand data structures that scale across CPU cores without bottlenecks. A standard &lt;code&gt;HashMap&lt;/code&gt; wrapped in a mutex becomes a serialization point — only one thread can access the map at a time, killing performance under contention. Concurrent hash map libraries solve this by allowing multiple threads to read and write simultaneously using lock-free algorithms, fine-grained locking, or sharding.&lt;/p&gt;</description>
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      <title>Self-Hosted Procedural Generation Noise Libraries: FastNoise2 vs OpenSimplex2 vs libnoise vs noise-rs</title>
      <link>https://www.pistack.xyz/posts/2026-06-19-procedural-noise-generation-libraries-fastnoise2-opensimplex2-guide/</link>
      <pubDate>Fri, 19 Jun 2026 00:00:00 +0000</pubDate>
      <guid>https://www.pistack.xyz/posts/2026-06-19-procedural-noise-generation-libraries-fastnoise2-opensimplex2-guide/</guid>
      <description>&lt;h2 id=&#34;introduction&#34;&gt;Introduction&lt;/h2&gt;&#xA;&lt;p&gt;Procedural generation is the backbone of modern game development, terrain simulation, and generative art. Rather than hand-crafting every mountain, forest density map, or cloud pattern, developers use &lt;strong&gt;noise functions&lt;/strong&gt; — mathematical functions that produce coherent pseudo-random values across 2D, 3D, or 4D coordinate spaces. The right noise library dramatically impacts generation quality, performance, and artistic control.&lt;/p&gt;</description>
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