~/talks

Chris Ryan

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📕 CloudShell Hide-n-Seek: enjoying the sweet persistent sounds of silence! 🔥BSidesSF 20262026-03-21
A multi‑cloud CTF shows an attacker chaining an SSRF to IMDS to dump temporary API creds, enumerate S3, then use those creds to fetch a federated console URL…
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C++ Under the Hood: Internal Class MechanismsCppCon 20242024-09-15
Concrete demos of how objects get built and torn down: vtable pointer setup during inside‑out construction and outside‑in destruction, and why destructors…
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C++ Under the Hood: (Internal Class Mechanisms)NDC TechTown 20242024-09-09
Examines concrete C++ mechanics: object layout and why a vtable at offset zero makes base-to-derived casts work, how multiple inheritance produces adjusted…
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Intro to 3D GraphicsNDC Oslo 20242024-06-10
A compact C++ renderer replaces Unity/Unreal: 1,500 lines produce a 56k executable that implements 4x4 matrix transforms, model→world→view→screen pipeline…
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Multi-Paradigm Programming and BeyondCppNorth 20232023-07-17
Argues that C++ is a mixed-paradigm language, not a single-style tool, and demonstrates concrete techniques: using STL algorithms like accumulate/transform and…
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Design Patterns: Examples in C++ACCU 20232023-04-19
Tour of 20+ GoF patterns with concrete C++11 code: claims and tradeoffs, runnable Godbolt links, and a few working utilities. Covers C++11-compliant examples…
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Binary Object Serialization with Data Structure Traversal & Reconstruction in CppCppCon 20222022-09-11
Claims a minimally intrusive, portable C++14/17 serialization that deduces types with Template Argument Deduction (TAD), uses SFINAE/std::enable_if<> (and can…
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Binary Object Serialization With Structure Traversal & ReconstructionCppNorth 20222022-07-18
Minimally intrusive binary serializer that deduces types with TAD-based type deduction, writes compact varint IDs and little-endian primitives, and recreates…
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3D Graphics for DummiesCppCon 20212021-10-24
A hand-rolled C++ matrix library and software rasterizer demonstrates the actual pipeline: 4x4 transforms, vertex pooling, depth buffer, scanline rasterization…
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