Hiding and retrieving information in PNG file using Steganography

What is steganography and how it could be used to hide and retrieve information ? This article will use the example of a PNG file.

La Redstone sur Minecraft et les possibilités techniques

Minecraft, un des jeux-vidéos les plus populaires, utile en GISTRE

Temps réel et volant de F1

Quand un pilote appuie sur un bouton de son volant de F1, que se passe-t-il réellement ? Plongée dans l’univers des systèmes embarqués critiques : de la détection mécanique au bus CAN, en passant par l’ECU et les contraintes temps réel. Une course contre la montre où chaque microseconde compte.

The Future of 3D Printing: From Planar to Non-Planar Slicing

Discuss about the evolution of the 3D printers and what’s coming next.

What happens when you plug in a USB stick ?

This article follows the journey of a USB flash drive from physical connection to user integration.

Building a physics simulation engine in rust

A tutorial on how to make a physics engine from 0 using basic physics theory and Verlet integration

The DWARF Debugging Information Format

The DWARF debugging Format Requirements For this article we will be using a few different programs to do some tests on the debugging format. To replicate the examples in this article you need: gcc or clang a nice and simple C program readelf and objdump During this article we will be using gcc and clang to compare and do a few experiments. To generate debugging information, you can use the -gdwarf flag in the two compilers to get an ELF file with the right DWARF debugging info in it. I recommend also using -O0 to avoid any problems with optimized out sections of code.

RowHammer vulnerability and how to protect our devices

A Hardware vulnerability in DRAM and its actual solution

Evolution of GPU Architectures and Hardware Graphics Pipeline through Nintendo Consoles - Part 1

This article goes over the evolution of the hardware graphics pipeline on GPUs across the different game console generations.

Evolution of GPU Architectures and Hardware Graphics Pipeline through Nintendo Consoles - Part 2

This article goes over the evolution of the hardware graphics pipeline on GPUs across the different game console generations.