On.Programming

For most of us, programming (or more generally – software development) is all the life is about.

IT Hares are not different. And they have more than just quite a few bits to share about programming…

Part IIa: Protocols and APIs of 64 Network DO’s and DON’Ts for Game Engine Developers

May 25, 2015 by “No Bugs” Bunny

Protocols: Alice talks to Bob

Quote:

While using framework is fine, forgetting about it is not.

Another Quote:

Even if you're forcing the auto-update every time the game app starts, there still are users who were online at the moment of the update, and those who found a way to bypass game updates

Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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Part I: Client Side of 64 Network DO's and DON'Ts for Game Engine Developers

May 18, 2015 by “No Bugs” Bunny

Caught in the NET

Abstract:

Network support is not so trivial as it looks. Client side has quite a few things to screw up.

Quote:

We’re treating our readers as intelligent beings who can use Google and/or StackOverflow

Filed under: On.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingNetwork Programming

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Debug Complexity: How Assertions Affect Debugging Time

November 1, 2014 by “No Bugs” Bunny

Debug complexity

Abstract:

An approximate model on how ASSERTs reduce amount of work required to debug a program.

Quote:

ASSERTs can reduce debugging time dramatically

Filed under: On.ProgrammingDebugging

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Musings on Python – by a C++ Developer

September 1, 2014 by “No Bugs” Bunny

BB_part25_v2-e1418819946899.png

Abstract:

Python from the point of view of C++ developer.

Quote:

For those who want to write Python off due to performance issues, I have a word of advice: don’t rush.

Filed under: On.ProgrammingProgramming Languages

Tagged With: C/C++Overload
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