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Matt Aimonetti

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titleconferencedate
Applied concurrency in GodotGo 20152015-11-09
A concrete progression: initial mutex-based cooks serialize work and take ~15s; naive goroutines fire everything and exit almost instantly but lose work…
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10 Years of RubyRubyConf Colombia 20152015-10-15
2005 discovery leads to daily Ruby use, Rails generating a blog engine in 15 minutes, and switching editors to TextMate; community builds real tools: RubyGems…
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Go Auth UrselfBarcelona Ruby Conference 20142014-09-11
Rails session format is dissected: keys are derived via PBKDF2-like key stretching and Rails uses ActiveSupport message verifier/encryptor to sign and…
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Wicked Bad RubyWicked Good Ruby 20132013-10-12
Claim: no such thing as bad code — quality is decided by concrete outcomes, tradeoffs and expectations, not prettiness. Examples: a real Rails controller…
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Ruby Vs. The WorldRubyConf 20122012-11-01
Compares Ruby with Go, Clojure and Scala, demonstrating concrete tradeoffs: Go uses goroutines and channels to fetch three URLs concurrently without locks…
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mmm..mruby, or why yet another Ruby implementationAloha RubyConf 20122012-10-08
mRuby is a minimal, embeddable Ruby implementation that compiles Ruby to C or binary bytecode and ships an incremental garbage collector, no threads, no…
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Time to Move Away from RubyLA RubyConf 20122012-02-02
Ruby is mainstream but not the fastest; community size gets quoted as 327,684 Ruby developers. Rails drives adoption, but many app responsibilities move to the…
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Complex Ruby concepts dummifiedRubyConf 20112011-09-29
Focuses on MRI and Ruby 1.9 internals: parser → AST → bytecode in the VM, C extensions that wrap C structs and must register mark/free callbacks, and the…
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MacRuby - Why and HowRubyConf 20102010-11-11
MacRuby implements Ruby 1.9 on the Objective‑C runtime, using LLVM for JIT and ahead‑of‑time compilation so Ruby files can compile to standalone executables…
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Writing 2D games for the OSX platform in RubyRubyConf 20092009-11-19
Builds a simple 2D Mac game in Mac Ruby, using Core Animation layers as sprites and an NSTimer at 0.03s (~30Hz) for the game loop, checks collisions by calling…
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