I haven’t had a student in two years that was even remotely interested in ring-0, internals, or really understanding a debugger.
I’m not being critical; they are just focused on higher level abstractions.
I haven’t had a student in two years that was even remotely interested in ring-0, internals, or really understanding a debugger.
I’m not being critical; they are just focused on higher level abstractions.
I wonder if it it is more that the percentage of people who choose to dedicate themselves to that type of work is miniscule. I work in graphics and performance, and it seems similar.
Few people really work on it specifically at any given company, and I've heard people warn others that there are few jobs in it.
But video game companies really want people for those roles and will pay well because they're hard to find. Still, few programmers show any interest in specializing in those skills. If you're passionate about it and willing to learn the details you'll eventually find a lot of job opportunities. I know people who want to work with this and do so - I know many more who have specifically said they want to stay away from it. I don't know anyone who wants to and can't.
There are a lot of great resources out there. The best modern beginner friendly resource I am aware of is Scratchapixel[0]. Back when I was first learning 3D I used to follow tutorials on places like NeHe Productions[1], which is probably a bit dated these days.
For more comprehensive information on all kinds of techniques, with examples from big games for each technique, the absolutely best resource is the book Real-Time Rendering[2].
If you're interested in ray-tracing rather than rasterization (i.e. more film than video games) a lot of people recommend "Ray Tracing in One Weekend"[3]. If you want to learn state of the art ray-tracing in depth, with all the math and and theory, the best resource is "Physically Based Rendering: From Theory to Implementation"[4], which is freely available online.
[0] https://www.scratchapixel.com/
[2] https://www.realtimerendering.com/
- The OS Dev wiki - Open Source Firmware Conference — TKey (shameless plug) - Tiny Tapeout - wafer.space
In rough hierarchical order from software to metal.
> I haven’t had a student in two years that was even remotely interested in ring-0, internals, or really understanding a debugger.
I know quite a lot of such people (even in student age) who are interested in such topics. I really have a feeling that you chose the wrong students at the wrong universities.
Evidence for my point: rather recently, No Starch Press published quite a lot of about such topics - I am rather certain that a publisher knows quite well which kinds of books do or don't sell well at a given time:
- The Book of Debugging https://nostarch.com/book-of-debugging
- The Linux Memory Manager https://nostarch.com/linux-memory-manager
- The Art of 64-Bit Assembly, Volume 2 https://nostarch.com/art-64-bit-assembly-v2
- The Ghidra Book, 2nd Edition https://nostarch.com/ghidra-book-2e
- Building a Debugger https://nostarch.com/building-a-debugger
- Microcontroller Exploits https://nostarch.com/microcontroller-exploits
- System Programming in Linux https://nostarch.com/system-programming-linux
- The Art of ARM Assembly, Volume 1 https://nostarch.com/art-arm-assembly-volume-1
- Getting Started with FPGAs https://nostarch.com/gettingstartedwithfpgas
- The Book of I²C https://nostarch.com/book-i%C2%B2c
Any ideas how this compares with Kerrisk's The Linux Programming Interface? I've only so much time to read one 1000+ page book...
Unluckily, I don't know, but comparing the Table of Contents for both books
> https://man7.org/tlpi/toc-short.html
> https://nostarch.com/system-programming-linux
I would claim that The Linux Programming Interface covers a broader range of topics, and I also think this book goes more in depth. On the other hand, System Programming in Linux seems to be more pedagogical, and is more targeted towards people who profit from doing exercises and programming projects to get their hands dirty.
I work with Duke University, the University of North Carolina, and Carnegie Mellon.
You don't know that "young engineers" are buying those books. I didn't claim that no one is interested in low-level development. My point is that most younger developers couldn't explain the difference between a mutex and a critical section, or how the OS handles a thread quantum, if their lives depended on it.
I could list a dozen new books on how to build an LLM from scratch. That doesn't mean that most developers understand LLM internals.
As an aside, I love your username. I have a tattoo of Aleph One. ;-)
To my knowledge this is taught in some "Operating System" course, and typically students have to do a hands-on implementation of at least some central parts of an operating system. So I guess these students simply did not pay attention in the respective course. :-(
It isn't that they didn't learn it: the issue is that most CS students graduate and work in areas that require zero OS knowledge. For example, when would I spin up a thread versus a fiber? Even ring-3 devs need to have some level of understanding if they want to create performant software.
First, I didn't work with the right universities. Now the students I work with "didn't pay attention".
/ignored
I can only say that my university-time experience was so much different, and I do observe a similar interest among younger students. So I am hypothesizing what could be the reasons.
But concerning your point, I would indeed claim that the hypotheses "wrong university" and "students did not pay attention" are positively correlated: I think a university where many students are not actually not very interested, excited and curious about the topics that are taught in the lectures does not form a good learning environment.
- Windows Internals, Parts I and II
- Windows 10 System Programming, Parts I and II
- Windows Kernel Programming, Second Edition
- Programming Windows, 5th and 6th Editions
I'm essentially arguing that unless you work at MSFT, there's next to no reason to learn that specific abstraction layer.
Really? Understanding the cost of ring transitions is incredibly useful. I recently consulted with a company that was having horrible performance issues, and it came down to the fact that the primary developer didn't know that certain Win32 calls forced ring transitions. The entire fix was switching from a mutex to a critical section (one causes a ring transition, the other doesn't).
Treating the OS like an impenetrable black box will bite upcoming engineers/companies... eventually.
I still twitch whenever someone says "use ddd" and they are not referring to Evans' seminal work.
:-D