On.System Architecture
System Architecture (and itâs subfield Software Architecture) is a discipline which is surprisingly poorly covered. In a sense, it is still more an art than a science, and usually requires somebody intimately familiar with practical systems, to tell whatâs to do and whatâs to avoid when building a system.
IT Hares have lots of experience in both Software Architecture and more general System Architecture, and are trying to share their knowledge (and more importantly, their feelings) about them.
Implementing Queues for Event-Driven Programs
June 13, 2016 by ⢠âNo Bugsâ Bunny
Quote:
full queues SHOULD NOT happen during normal operation
Another Quote:
With queues-implemented-over-mutexes like the ones weâve written above, the most annoying thing performance-wise is that there is a chance that the OSâs scheduler can force the preemptive context switch right when the thread-being-preempted-is-owning-our-mutex.
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System Architecture(Re)ActorsOn.ProgrammingTips and Tricks
Read moreNetwork Programming: Socket Peculiarities, Threads, and Testing
May 9, 2016 by ⢠âNo Bugsâ Bunny
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
Read moreAvoiding 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 ⢠âNo Bugsâ Bunny
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 âout of memoryâ error, weâre probably already long dead because of unacceptable swapping. And even if we disabled swap file â 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
Read moreOn Zero-Side-Effect Interactive Programming, Actors, and FSMs
March 14, 2016 by ⢠âNo Bugsâ Bunny
Abstract:
âWHY 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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