Who Is Carlos Sarria On TikTok? A Long Battle Of Sarcoma De Ewing Cancer

Carlos Saria, better known as Charlie on social media, is from Alicante, Costa Blanca, Spain. He is a Social Media Influencer.

Carlos talked about how to deal with the disease on the social networking site Tiktok.

He created a Tiktok account so that he could talk about his cancer treatment. Carlos Saria has a rare type of bone cancer called Ewing’s sarcoma. A tumor was also removed from his head.

carlos saria
carlos saria

Who is Tiktok’s Carlos Saria?

Carlos Saria is an influencer on social media. He started his TikTok account to talk about his experience with cancer. Carlos had a cancer called Ewing’s sarcoma, and has had it four times since he was first diagnosed.

In an interview with Yas magazine, he talked about how he won the first race. Sadly, doctors later discovered that the first tumor had become a second tumor on his head that was spreading.

He created a TikTok account to talk about how ill he was while in the hospital. He spoke openly about his cancer and also made fun of it.

Carlos Sarria said he was told he was diagnosed with cancer at the age of 13. He shared a part of his daily life on Instagram, where more than 690k people follow him.

Sarcoma de Ewing cancer took the life of Carlos Saria

Carlos Sarria, also known as Charlie, died at the age of 20 after a long battle with sarcoma de Ewing cancer.

Charlie has been fighting cancer for the past four years. Sarcoma de Ewing cancer affects the bones or the soft tissues surrounding the bones themselves. This is a rare type of cancer.

Since receiving his diagnosis, Carlos has had four relapses. Finally, the doctor noticed a growth on his head.

In his most recent TikTok video, Charlie talks from a hospital room. On 8 August, he told his followers about his health and said that he had ordered a bag of morphine, which is used to treat severe pain.

A few days back he wrote on social media how horrible it was that he had not gone to the bathroom for three weeks and how painful it was.

Carlos Saria’s message on Instagram to say goodbye

He loved social media, so he wanted his friends and family to share the sad news of his death.

A friend of Charlie’s wrote a goodbye message on his Instagram account. A lot of comments are coming on Charlie’s Instagram post and some of his followers just can’t believe it.

After he died, he posted a goodbye video on his TikTok page. It was set to the Bad Bunny song “Un Verano Pap Ti”. In the first line of the video, he thanked his fans for making him so happy.

Charlie’s name became popular on Twitter after many people wrote messages about his death saying how sad they were.

    carlos saria
carlos saria

So, Carlos, tell me something about yourself. How did you first get involved with technology, and what did you do to get to where you are now?

In fact, my story is unusual because I didn’t study computer science in college. Instead, I went to school for architecture. My dad was a math teacher, and when I was very young, we had a Commodore VIC-20 computer in our house. Soon, I started teaching myself to code, and within a few months, I was better than my father. I started making games for my three older brothers. I did it all! Art, the way it was programmed, and music. My brother also used to play sports. I also made programs for my dad’s math classes and worked in AutoCAD, which is a program for planning.
I later decided to come to the UK and try something new. I worked odd jobs in London for about a year before I went to Westminster College. It was great because the government paid for it and I could use the computer. This gave me the opportunity to fit my CV to the tech market and put together a disc with some examples of my programming. I sent it to this company before, although it was called Videologic at the time. Since 1997, when this happened, I have been here. It was a dream job for me. We were a private company with only 75 employees including hardware engineers, software engineers and marketing people.

We talked about 3D graphics in our interview, which I have always been interested in. My background was important to the company because they were looking for an engineer with some sort of artistic background to write a demo to show off our technology.

What do you remember most about those early years?

One of my favorite memories is my first job at this company. I had to make a screensaver for someone. They are not as popular as they used to be, but in 1997, everyone had to have one or their CRT screen would burn out when they were not using it. I thought of using 3D graphics. In fact, the demos I made were very funny and abstract. Still, they were popular, so we put them on the Videologic card. I remember the company owner once telling me, “You know, my wife really likes your screensavers.” When your boss’s wife likes your work, it’s always a good sign.

You are now the head of “DevTech”. Why is DevTech important, and what does it do?

We do application-level support. This includes everything a person might need to build software for our hardware. It includes tools that will help you fix bugs in 3D graphics applications and figure out how they work. So, if an application doesn’t work as you think, you can find out what’s wrong. With our tools, you can deploy to more devices and do it more successfully.

We also provide example code. This is important because it shows both hardware and software developers how to do things in the best way possible. If you know how to best use our PowerVR technology, your app will run much faster.

We also provide documentation, which is a very important service. We have documents that talk about our hardware architecture, ways to improve performance, and different ways to program.

The last thing is direct support, which is a hotline that developers can call when they have a problem and say, “Guys, I have a bug here.” It can also mean that we go to them and try to help them solve the problem with them.

Ecosystems are also created. We go to events, talk to developers, and spread the word about the brand. We have to let the developers know that we can help them. It has to do with marketing, but in a very technical way.

Everything we offer forms the SDK, which means “Software Development Kit”. It has everything a programmer needs to build an app for a certain platform. The SDK makes it easy for developers to release apps that work well on our hardware. If it does, you can sell more hardware.

You have been with Imagination from the very beginning. What went well and what went wrong? Is there anything that you are particularly proud of?

I will say that I am proud of MGL, the API for our MBX core that I helped design and build. It was written in a way that is current. It was very low level and focused on objects, as is Vulcan now. People talk about how low-level Vulcan is, but we did the same thing ten years ago. This gave you full access to the hardware through something called a “slave port”, where you sent commands to the hardware. You could actually program the hardware directly, and it was so high-level that you could write your own applications.

I would also say that I am very proud of my team. They are great at building things.

There was a low point for me when a large game company, which I will not name, decided not to support the Dreamcast, even though we had helped them a lot. Even if you don’t like their games, there are some games that make or break a stage.

What’s the difference with the way Imagination works? What do you need to think about when putting together an SDK and tools?

One thing that has always been important to us is that we never follow the crowd. We did things completely differently than everyone else. It made our technology cool, but it also made our lives difficult at times because you can’t talk to a game developer about regular graphics. You have to tell them how our PowerVR architecture works.

We use Tile Based Deferred Rendering (TBDR) instead of Immediate Mode Renderer (IMR), which is a big difference. To get the most out of the PowerVR architecture, the developer needs to think. One of the best things about the Dreamcast was that it could do that. This meant that the developers worked hard to make the most of it, so they were able to create some really beautiful games.

This is because our technology is smart. Instead of using brute force like IMR, where everything you send is rendered, we see what you want to do and try not to render things that are not visible in the frame . So when you send polygons to the GPU, nothing is drawn. We just change the points and put them all in a buffer. We take that buffer and view it so that we only show what is visible on the screen.

Take an object with a large area in the middle that is not transparent and a transparent area around the outside. If you split the opaque part and a translucent part instead of sending the whole thing as translucent, the pixels behind the opaque part won’t be processed. Now, something as simple as this may seem less important because GPUs are so fast today that you don’t need tricks like this. However, that’s not the case when you consider how high the resolution is on devices today and in the future. It shows you need to change the way you think to get the most out of our technology.

One of the reasons our architecture works so well in the mobile market is that we save on memory bandwidth. This is very important because accessing bandwidth and memory uses up battery and slows down performance.

Because of this, a lot of your work involves helping developers. How do you handle that relationship, and what problems do you face?

I would say fragmentation is the biggest problem, especially in the Android Market. If you’re a developer, you’ll have to deal with many different architectures and hundreds of different models with different performance capabilities and feature sets. How do you use it? How do you deal with so many phones? not at all. They just can’t. They can’t test on every device, so they choose the ones that are most popular right now. When a new phone arrives and we test apps on it, sometimes some of them don’t work. what gives? The developers have never tested on this particular platform. “Well, your stage must be bad,” he says sometimes. But really, our platform could be better—you just need to make it work for you.

Now, if you have a major product in the market that uses your technology, developers will come to you. But if you don’t, you have to be more proactive and reach out to them. It takes the focus off technology and puts it on marketing. There are already a few phones on the market that use our PowerVR Rogue GPU. This year alone, nine devices have come out with this chip, and there will be many more. Still, we can’t take it easy because we need our ecosystem to run smoothly, so we’re doubling the size of our developer support team right now.

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