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1024 Monkeys | Light typing faster than the speed of.

Light typing faster than the speed of.

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1024 Monkeys | Light typing faster than the speed of. | 1024monkeys.wordpress.com Reviews
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Light typing faster than the speed of.
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1 protocol handshake
2 receive table lists
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6 joining a game
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8 with game ids
9 creating our packets
10 player bet
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1024 Monkeys | Light typing faster than the speed of. | 1024monkeys.wordpress.com Reviews

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Light typing faster than the speed of.

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1

Game Server Protocols part 4: Lobby subscription | 1024 Monkeys

https://1024monkeys.wordpress.com/2015/01/05/game-server-protocols-part-4-lobby-subscription

Light typing faster than the speed of. Game Server Protocols part 4: Lobby subscription. The list of tables on a poker server is an example of a very common problem when doing client-server programming. There are various aspects to consider, so let’s first review those. There are basically two ways to update lists – either using push. The server send data when it detects updates) or using pull. The client requests updated data). Pull. Explicit or implicit subscription. The other main consideration is whe...

2

Game Server Protocols part 1: Starting out | 1024 Monkeys

https://1024monkeys.wordpress.com/2015/01/03/game-server-protocols-part-1-starting-out

Light typing faster than the speed of. Game Server Protocols part 1: Starting out. Years ago, when I first started out with network programming, I didn’t expect that setting up a protocol would be such a problem. It’s interesting that there’s a lot written about socket programming but next to nothing about protocol design, which is a very important aspect of network programming. There are different aspects of protocol design, but what I want to focus on are the following areas:. How to serialize packets.

3

Game Server Protocols part 5: Joining a table | 1024 Monkeys

https://1024monkeys.wordpress.com/2015/01/12/game-server-protocols-part-5-joining-a-table

Light typing faster than the speed of. Game Server Protocols part 5: Joining a table. Joining a game is another state transition, and if we reuse the same connection it looks like this:. Connect (TCP) - Handshake - Login - Entered Game. What’s the problem with this? 8211; Well, what about playing on two tables at the same time? There are various ways around this, for example:. Make a new TCP connection for each game. Make each game packet add its game-id. And using virtual connections:. For each method t...

4

Welcome to this blog | 1024 Monkeys

https://1024monkeys.wordpress.com/2014/03/31/welcome-to-this-blog

Light typing faster than the speed of. Welcome to this blog. Just trying to spam the blogosphere with some more programming ideas. March 31, 2014. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out. Notify me of new comments via email.

5

UDP vs TCP – a follow up | 1024 Monkeys

https://1024monkeys.wordpress.com/2014/04/08/udp-vs-tcp-a-follow-up

Light typing faster than the speed of. UDP vs TCP – a follow up. 8220;You make it sound like we should always use UDP”. UDP isn’t a panacea. TCP is fine if latency isn’t critical – so if your game doesn’t need to keep latency consistently. Below 500 ms then by all means, try TCP first. The problem is with the commonly repeated advice claiming TCP is sufficient for everything short of FPS games. That advice is clearly wrong. 8220;Why aren’t you mentioning head-of-line blocking? April 8, 2014. Game Server ...

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To Swift and back again | Swift Opinions

https://swiftopinions.wordpress.com/2014/09/29/to-swift-and-back-again

Thoughts on Swift development. To Swift and back again. September 29, 2014. This article could have been about how we converted our current project. To Swift, then eventually had to convert 15k lines of Swift. To Objective-C again. But it’s not going tell that story. – The main reasons are outlined in this article. No, this article is going to talk the experience of taking the project to Swift and then back to Objective-C – what was better in Swift and what improved going back to Objective-C. The most ho...

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Swift 1.0 – some caution recommended | Swift Opinions

https://swiftopinions.wordpress.com/2014/09/13/swift-1-0-some-caution-recommended

Thoughts on Swift development. Swift 1.0 – some caution recommended. September 13, 2014. In my last blog entry. I expressed some concern about the performance bugs in compilation and runtime that keep popping up. That said, everyone should keep a few things in mind when considering Swift for a project:. Swift 1.0 / Xcode 6.0. Compile times appear roughly quadratic with 10k LOC typically taking 20-30 seconds to complete. If your project is likely to exceed 5000 lines, consider ObjC instead. Xcode 6.1 ...

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ObjC 3.0 – Beyond a new syntax | Swift Opinions

https://swiftopinions.wordpress.com/2014/10/13/objc-3-0-beyond-a-new-syntax

Thoughts on Swift development. ObjC 3.0 – Beyond a new syntax. October 13, 2014. Deliberately did little aside from swapping the syntax for a Swift-like one. This time, we’re going to look at what features we could add while retaining 100% backward compatibility with Objective C 2.0. I will be borrowing heavily from the languages mentioned previously. Please check out the languages for a deeper understanding of the features, as this will be a brief overview only. ObjC 2.0 NSArray *array = @[@"Foo", @...

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Does Swift have performance issues? | Swift Opinions

https://swiftopinions.wordpress.com/2014/09/12/does-swift-have-performance-issues

Thoughts on Swift development. Does Swift have performance issues? September 12, 2014. Recently I discovered that our current project is seeing O(n ) compile times. While a small project compiles real fast, compile times for projects with 20.000 lines of code will easily take a few minutes to compile. This is Swift supposedly at 1.0 with no optimizations turned on. Worries, worries, worries. Swift has to overcome several challenges:. In practice Swift is running into problems with all of the above. If Sw...

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The Swift wish list | Swift Opinions

https://swiftopinions.wordpress.com/2014/08/25/the-swift-wish-list

Thoughts on Swift development. The Swift wish list. August 25, 2014. I already put down the biggest missing features in Beta 5. That I hoped we might see in Beta 6. Unfortunately none of them surfaces, and it’s looking like the Swift team is locking down for the 1.0 release. Given that most of those missing features are real important, they should obviously be fixed first:. Non generic subclasses to generic classes. Safe unwrapping with let-else. Minimum expected enum functionality for raw enums. Today y...

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1024 Monkeys | Light typing faster than the speed of.

Light typing faster than the speed of. January 12, 2015. Game Server Protocols part 5: Joining a table. Joining a game is another state transition, and if we reuse the same connection it looks like this:. Connect (TCP) - Handshake - Login - Entered Game. What’s the problem with this? 8211; Well, what about playing on two tables at the same time? There are various ways around this, for example:. Make a new TCP connection for each game. Make each game packet add its game-id. And using virtual connections:.

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