Hacker News
- Operation Costs in CPU Clock Cycles http://ithare.com/infographics-operation-costs-in-cpu-clock-cycles/ 67 comments
Lobsters
- Advocating “Obscurity Pockets” as a Complement to Security http://ithare.com/advocating-obscurity-pockets-as-a-complement-to-security-part-i-definition-and-benefits/ 4 comments security
- Operation Costs in CPU Clock Cycles http://ithare.com/infographics-operation-costs-in-cpu-clock-cycles/ 3 comments programming
- Not all CPU operations are created equal http://ithare.com/infographics-operation-costs-in-cpu-clock-cycles/ 30 comments programming
- [2016] Operation Costs in CPU Clock Cycles http://ithare.com/infographics-operation-costs-in-cpu-clock-cycles/ 33 comments programming
- Parallel programming for parallel noobs: reduce and independent modifications http://ithare.com/parallel-programming-for-parallel-noobs-reduce-and-independent-modifications/ 3 comments programming
- Going parallel, part 2: from 90x performance loss to 2x gain http://ithare.com/parallel-coding-from-90x-performance-loss-to-2x-improvement/ 5 comments programming
- How to report C++ compiler bugs http://ithare.com/how-to-report-cpp-compiler-bugs/ 6 comments programming
- Timer-based debugger detection http://ithare.com/bot-fighting-202-time-based-protections/ 26 comments programming
- Historical data and audit tables http://ithare.com/historical-data-in-databases-audit-tables/ 7 comments programming
- MySQL vs Postgre vs MSSQL vs DB/2 vs Oracle for OLTP http://ithare.com/choosing-rdmbs-for-oltp-db/ 156 comments programming
- SQL vs NoSQL for MOGs http://ithare.com/nosql-vs-sql-for-mogs/ 80 comments programming
- This chart shows rough op costs in CPU cycles http://ithare.com/infographics-operation-costs-in-cpu-clock-cycles/ 2 comments sysadmin
- Diagram of CPU-related operation costs (from memory reads to context switches) http://ithare.com/infographics-operation-costs-in-cpu-clock-cycles/ 43 comments programming
- Game Graphics 101: Sprites, Double and Triple Buffering http://ithare.com/game-graphics-101-2d-animation-sprites-double-and-triple-buffering/ 40 comments programming
- Pitfalls of random number generation http://ithare.com/random-number-generation/ 90 comments programming
- C++ Guidelines - Made-to-Measure vs One-Size-Fits-All http://ithare.com/cpp-guidelines-made-to-measure-s-one-size-fits-all/ 16 comments cpp
- Premature Optimisation and Premature Pessimisation in C++ http://ithare.com/c-performance-common-wisdoms-and-common-wisdoms/ 43 comments programming
- Marshalling and encodings http://ithare.com/marshalling-and-encodings/ 5 comments programming
- Network programming: socket peculiarities http://ithare.com/network-programming-socket-peculiarities-threads-and-testing/ 9 comments programming
- UDP for multiplayer games http://ithare.com/udp-from-mog-perspective/ 12 comments programming
- Once again on TCP v UDP http://ithare.com/once-again-on-tcp-vs-udp/ 5 comments programming
- Password hashing basics for developers http://ithare.com/password-hashing-why-and-how/ 26 comments netsec
- IDL for MMO: encodings, mappings, and backward compatibility http://ithare.com/idl-encodings-mappings-and-backward-compatibility/ 13 comments programming
- MMOG: World states and reducing traffic http://ithare.com/mmog-world-states-and-reducing-traffic/ 6 comments programming
- Asynchronous processing for finite state machines/actors: from plain event processing to futures (with OO and lambda call pyramids in between) http://ithare.com/asynchronous-processing-for-finite-state-machines-actors-from-plain-events-to-futures-with-oo-and-lambda-call-pyramids-in-between/ 6 comments programming
- MMOG Server-side architecture. Front-end servers and client-side random balancing http://ithare.com/chapter-vib-server-side-architecture-front-end-servers-and-client-side-random-load-balancing/ 49 comments programming
- Modular Architecture: Client-Side. Client Architecture Diagram, Threads, and Game Loop http://ithare.com/chapter-vd-modular-architecture-client-side-client-architecture-diagram-threads-and-game-loop/ 9 comments programming
- Modular architecture and state machines http://ithare.com/chapter-vc-modular-architecture-client-side-on-debugging-distributed-systems-deterministic-logic-and-finite-state-machines/ 8 comments programming
- Programming languages for games: resilience to reverse engineering, and portability http://ithare.com/chapter-vb-modular-architecture-client-side-programming-languages-for-games-including-resilience-to-reverse-engineering-and-portability/ 22 comments programming
- Chapter Va: pre-rendered 3D and 2D+3D interfaces http://ithare.com/chapter-v-a-modular-architecture-client-side-graphics/ 11 comments programming
- MMOG Entities and Interactions (Chapter II from upcoming book) http://ithare.com/chapter-ii-game-entities-and-interactions-from-upcoming-book-development-and-deployment-of-mmog/ 5 comments programming
- Delayed-message attack on wireless IoT http://ithare.com/addressing-the-delayed-message-attack-in-wireless-iot-environments/ 3 comments netsec
- How many mistakes can fit into 100 lines of book tutorial code? Part 1 http://ithare.com/how-many-mistakes-can-fit-into-100-lines-of-book-tutorial-code-part-1/ 9 comments programming
- 64 Network DO's and DON'Ts for Multi-Player Game Developers. Part VI: TCP - IT Hare on Soft.ware http://ithare.com/64-network-dos-and-donts-for-multi-player-game-developers-part-vi-tcp/ 56 comments programming
- TCP v UDP for games http://ithare.com/64-network-dos-and-donts-for-game-engines-part-iv-great-tcp-vs-udp-debate/ 208 comments programming
- Network programming hints 4 games, part 3a (server-side, store-process-and-forward architecture) http://ithare.com/64-network-dos-and-donts-for-game-engines-part-iiia-server-side-store-process-and-forward-architecture/ 7 comments programming
- Network programming hints 4 games, part 2a (protocols and APIs) http://ithare.com/64-network-dos-and-donts-for-game-engine-developers-part-iia-protocols-and-apis/ 9 comments programming
- Network programming hints 4 games, part 1 (client side) http://ithare.com/64-network-dos-and-donts-for-game-engine-developers-part-i-client-side/ 15 comments programming
- Prerequisites to become a software architect http://ithare.com/7-prerequisites-to-become-a-software-architect/ 6 comments programming
Linking pages
- C++ Status at the end of 2017 - C++ Stories http://www.bfilipek.com/2017/12/cpp-status-2017.html 13 comments
- Deterministic Components for Interactive Distributed Systems - with Transcript - IT Hare on Soft.ware http://ithare.com/deterministic-components-for-interactive-distributed-systems-with-transcript/ 4 comments
- Akka anti-patterns: blocking - Manuel Bernhardt https://manuel.bernhardt.io/2017/05/15/akka-anti-patterns-blocking/ 0 comments
- Worth Reading (July 2015) › extrawurst's blog http://extrawurst.github.io/reading/2015/07/22/worthreading.html 0 comments