Michael Buckley is a seasoned software engineer in Portland, Oregon with 13 years of experience building robust, portable systems and improving security across C/C++ and cross-platform projects. Currently at Panic, Inc., he has a strong track record of hardening networking and SSH-related code (notably contributions to libssh2) and making complex native projects more portable and maintainable, from iOS/macOS testing tooling to an emulator’s codebase. His work emphasizes reliability and compatibility—refactoring for protobuf-lite, fixing compiler and build issues, and addressing CVE-class vulnerabilities—reflecting both deep systems-level expertise and attention to platform nuances. Michael blends back-end, DevOps, and UI fixups, and is comfortable navigating legacy code to deliver pragmatic, security-minded fixes.
13 years of coding experience
10 years of employment as a software developer
B.S., Computer Information Science, B.S., Computer Information Science at University of Oregon
Contributions:20 reviews, 27 commits, 25 PRs in 3 years 11 months
Contributions summary:Michael primarily focused on enhancing the security and robustness of the libssh2 library. Their contributions include identifying and fixing vulnerabilities, such as out-of-bounds read/write issues, integer overflows, and improper padding handling. The user's work involved modifying core transport and SFTP components to incorporate bounds checking and error handling. They also addressed CVE-listed vulnerabilities.
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator
Role in this project:
Back-end Developer & UI Designer
Contributions:9 reviews, 91 commits, 11 PRs in 3 years 8 months
Contributions summary:Michael focused on fixing build warnings and compiler errors related to extra tokens and directives within the Super Nintendo emulator's codebase. They corrected issues in the Mac OS X specific files. Furthermore, the user removed outdated specifications and Pascal specifiers. These changes indicate the user's involvement in maintaining code quality, resolving compatibility issues, and potentially refactoring the codebase.
nintendo
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