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gemakelijk commented on Microsoft makes Zork open-source   opensource.microsoft.com/... · Posted by u/tabletcorry
tapoxi · a month ago
Is it just me or is GitHub having errors again? I keep getting 500s.
gemakelijk · a month ago
The pages loads for me but I see a "Cannot retrieve latest commit at this time." message.
gemakelijk commented on Show HN: Flutter_compositions: Vue-inspired reactive building blocks for Flutter   github.com/yoyo930021/flu... · Posted by u/yoyo930021
gemakelijk · 2 months ago
This reminds me of react more than vue.

When there is a change, the setup function is executed and the virtual dom of the component is recomputed. You have no choice because it is a return in a function (setup/build).

But in Vue3, if a ref is only used in an html tag the compiler will optimize it to not recalculate the whole virtual dom.

Or shall I say, vue with jsx

gemakelijk commented on Super Simple Storage Service   supersimplestorageservice... · Posted by u/jamespwilliams
Groxx · 4 years ago
It doesn't even use a blockchain, how can we trust it?
gemakelijk · 4 years ago
Blockchain would fit perfectly, since it is a write only technology. And you do get nice features at no cost like smart contract, NFTs...
gemakelijk commented on Libwebsockets a powerful and lightweight pure C library   libwebsockets.org/... · Posted by u/khoobid_shoma
porsager · 4 years ago
How does this fare compared to uWebSockets? https://github.com/uNetworking/uWebSockets
gemakelijk · 4 years ago
Like most websocket library, uWebSockets works by calling some sort of send/write function. You give the data you want to send, which is a sequence (a string or a vector).

The underlying library will take care of buffering that, and the size of that buffer is unbounded. In most of them there is no way to know how much is buffered.

But with libwebsocket, it will call a callback written by you, it will call it every time it is ready to send. And then you have to call a write function that does not guarantee you it will write the whole buffer you give it.

This can be useful for web based games, you keep the last version of the position of each object, and send them one by one when the client is ready to receive. The memory usage will then be bounded to: size of message * number of objects + number of players (each player can have a message that is currently kept in memory until it is entirely sent, since multiple calls to the callback may be required to send a whole message.

The libwebsocket site claims that it is the receiving side that decides when it is ready to send. I don't know exactly how it is determined but I think the sender uses TCP ACKs, the window size...

u/gemakelijk

KarmaCake day3May 31, 2021View Original