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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.

Part IV: Great TCP-vs-UDP Debate of 64 Network DO’s and DONT’s for Game Engines

June 22, 2015 by “No Bugs” Bunny

Tug of War: TCP vs UDP

Quote:

Why bother with UDP at all? The answer is simple: there is a price tag attached to the TCP goodies.

Another Quote:

Implementing your own reliable-delivery protocol over UDP is extremely complicated, time-consuming, and error-prone.


Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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Part IIIb: Server-Side (deployment, optimizations, and testing) of 64 Network DO's and DONT's for Game Engines

June 15, 2015 by “No Bugs” Bunny

Menu: Java.Thread with a Side of synchronize, C++ boost:: Mignon, 3NF à la Codd, Ruby Thermidor

Quote:

If your game is the only one working when all the competition is down, it improves user perception about your app a lot.

Another Quote:

Most importantly, however, this approach allows to keep your players happy – and this is one thing which really matters

Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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Part IIIa: Server-Side (Store-Process-and-Forward Architecture) of 64 Network DO's and DON'Ts for Game Engines

June 8, 2015 by “No Bugs” Bunny

Incoming queue: cake. Processing: restaurant table. Outgoing queue: WC.

Abstract:

A Panegyric to Store-Process-and-Forward architecture

Quote:

"With proper logging, in most cases a bug can be found from one single crash/malfunction.

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

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Part IIb: Protocols and APIs (continued) of 64 Network DO’s and DON’Ts for Game Engine Developers

June 1, 2015 by “No Bugs” Bunny

In response to your SYN packet as referenced above, we're pleased to inform you that...

Quote:

You shouldn't count on outsmarting all those millions of highly motivated hackers operating in an environment under their own control.

Another Quote:

Burst consisting of several million packets, may start causing observable issues for a mid-size ISP.

Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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