Book: D&D of MOGs

Distributed Databases 101: CAP, BASE, and Replication

October 17, 2016 by “No Bugs” Bunny

From Duchess DB. An invitation from Queen DB

Quote:

The worst case of inconsistency happens when row X in database A is modified (by a Client connected to datacenter A), and the same row X in database B is independently modified too (by a Client connected to datacenter B).

Another Quote:

One way to avoid reports affecting operational DB, is via creating a read-only replica of our main operational DB – and running our reports off that replica.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System ArchitectureDesign decisions

Tagged With: DatabaseServer
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Databases 101: ACID, MVCC vs Locks, Transaction Isolation Levels, and Concurrency

October 11, 2016 by “No Bugs” Bunny

Database alphabet soup: ACID, BASE, CAP, etc.

Quote:

for larger-scale MOGs, functionality-wise it is common to have 4 different types of databases: transactional processing (OLTP) DBs, real-time reporting DBs, archive DBs, and analytical DBs (OLAP)

Another Quote:

both MVCC-based and Lock-based DBMS issue locks (and therefore, both can cause all kinds of trouble such as deadlocks etc.); however, the difference lies with the number of locks issued by them.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System ArchitectureDesign decisions

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Game Graphics 101: Rendering Pipeline & Shaders

October 3, 2016 by “No Bugs” Bunny

Rendering Pipeline

Quote:

each of the stages of the rendering pipeline is operating on a large set of items (vertices or fragments/pixels)

Another Quote:

These days, even if the program uses fixed-pipeline, that fixed-pipeline is simulated over shaders anyway ?

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks

Tagged With: 3DClient
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Game Graphics 101: Lights!.. Camera!.. Frustum?

September 26, 2016 by “No Bugs” Bunny

Frustum

Quote:

In games, more often than not, we’ll be dealing with so-called Phong reflection model.

Another Quote:

with orthographic projection, the lines which project points from our 3D world onto our 2D screen, are no longer converging to one single point; instead, they go parallel to each other.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks

Tagged With: 3DClient
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