Disclosure: On this site you won’t find specific advice on “how to call function xyz()”. Interpreting C++ ARM and #pragma dwim is also out of scope.

We’re treating our readers as intelligent beings who can use Google and/or StackOverflow, where all such specific questions were answered more than once.

What you will find is opinions, more opinions, and even more opinions on all the aspects of software development - and with a large chunk of them based on real-world experience too.

Your mileage may vary. Batteries not included.

Facelift for ‘No Bugs’

March 31, 2016 by “No Bugs” Bunny

BB_userpic_0013.png

Quote:

“To avoid ‘No Bugs’ becoming a “display of blatant cuteness” and to avoid this “salesman-like” appearance (which has never been the idea behind ‘No Bugs’) – we decided to give ‘No Bugs’ a facelift.”

Filed under: OtherAnnouncements

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Avoiding Ugly Afterthoughts. Part a. From Writing for Cross-Platform, to Writing for Debugging and Production Post-Mortem, with Error Handling in between

March 28, 2016 by “No Bugs” Bunny

An Ugly Afterthought

Quote:

It is strongly recommended to have your build server to compile your game for at least two sufficiently-different platforms from the very beginning

Another Quote:

If allocation of 50 bytes causes an “out of memory” error, we’re probably already long dead because of unacceptable swapping. And even if we disabled swap file – chances that we will recover from this condition, are infinitesimally small

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System Architecture(Re)ActorsOn.ProgrammingDebugging

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Once Again on TCP vs UDP

March 21, 2016 by “No Bugs” Bunny

Themis weighing TCP vs UDP

Abstract:

The choice of TCP over UDP (or vice versa) might not always be obvious. In a sense, replacing TCP with UDP is trading off reliability for interactivity.

Quote:

The most critical factor in selection of TCP over UDP or vice versa is usually related to acceptable delays

Filed under: On.ProgrammingNetwork Programming

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On Zero-Side-Effect Interactive Programming, Actors, and FSMs

March 14, 2016 by “No Bugs” Bunny

Functional Programming in Industry

Abstract:

“WHY are functional programming languages not popular for interactive programming purposes?" and "WHAT we can do about it?"

Quote:

IMNSHO, deterministic Actors are the very best thing in existence for interactive programming, with lots of very practical benefits (from production post-mortem, to protection of in-memory state against server faults).

Filed under: On.System Architecture(Re)Actors

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