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“No Bugs” Bunny

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“No Bugs” Bunny
Sarcastic Architect

Hobbies: Thinking Aloud, Arguing with Managers, Annoying HRs, Calling a Spade a Spade, Keeping Tongue in Cheek

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Once upon a time, in a rabbit outsourcing warren of Bunnylore, there was a young software developer bunny. And as a developer, she has had one very unusual treat: she was obsessed with eliminating all the bugs she can get his forelegs on. So, it is not surprising that her friends called her a “No Bugs” Bunny (or simply “NoBugs”).

Later on, she grew up, so she decided that “Bunny” in her name has became inappropriate (not to mention potential arguments with Warner Brothers), so she has asked all her friends to call her “No Bugs” Bunny. She has made a career as a team lead and software architect, and they lived happily ever after.

C++ Performance: Common Wisdoms and Common “Wisdoms”

May 30, 2016 by “No Bugs” Bunny

Premature Optimisation - KISS - Premature Pessimization

Quote:

over(ab)using C++ features is a different story, we’ll discuss these features below on case-by-case basis

Another Quote:

Compiler will use all its Next-to-Divine Wisdom to show you that it is smarter than you are, and to ignore most of those inline specifications you carefully wrote.

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

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C++ for Games: Performance. Allocations and Data Locality

May 23, 2016 by “No Bugs” Bunny

C++ performance

Abstract:

Allocations and related lack of spatial locality can be DAMN EXPENSIVE

Quote:

During the times of Ancient Gamers (also known as times of Atari, ZX Spectrum, and Commodore64), CPUs were running at clock speed of a single-MHz (and one operation usually took several clocks). At the same time, memory run at about the speed comparable to that of CPUs.

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

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Marshalling and Encodings

May 16, 2016 by “No Bugs” Bunny

Marshal, well... marshalling

Quote:

Encoded data size is especially important for Client-Server communications, and less important (within reason) for Server-to-Server ones and for locally-stored format.

Another Quote:

On the other hand, due to being optimized for CPU operation, Flatbuffers are NOT optimized space-wise; even compared to not-so-optimal-space-wise Google Protocol Buffers, Flatbuffers can lose additional 1.5x in size

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingNetwork Programming

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Network Programming: Socket Peculiarities, Threads, and Testing

May 9, 2016 by “No Bugs” Bunny

Socket Peculiarities

Quote:

I am not saying that this architecture is the only viable one, but it does work for TCP for sure (and performs reasonably well too)

Another Quote:

The whole task of optimizing performance beyond, say, 20-50K packets/second per box tends to be Quite Elaborated, and involves quite a few things which are platform- and hardware-dependent.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System ArchitectureDistributed systemsOn.ProgrammingTips and TricksNetwork Programming

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