start new:
tmux
start new with session name:
tmux new -s myname
Latency Comparison Numbers (~2012) | |
---------------------------------- | |
L1 cache reference 0.5 ns | |
Branch mispredict 5 ns | |
L2 cache reference 7 ns 14x L1 cache | |
Mutex lock/unlock 25 ns | |
Main memory reference 100 ns 20x L2 cache, 200x L1 cache | |
Compress 1K bytes with Zippy 3,000 ns 3 us | |
Send 1K bytes over 1 Gbps network 10,000 ns 10 us | |
Read 4K randomly from SSD* 150,000 ns 150 us ~1GB/sec SSD |
/* | |
* Copyright (c) 2017 Emil Davtyan | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining | |
* a copy of this software and associated documentation files (the | |
* "Software"), to deal in the Software without restriction, including | |
* without limitation the rights to use, copy, modify, merge, publish, | |
* distribute, sublicense, and/or sell copies of the Software, and to | |
* permit persons to whom the Software is furnished to do so, subject to | |
* the following conditions: |
I have moved this over to the Tech Interview Cheat Sheet Repo and has been expanded and even has code challenges you can run and practice against!
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(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
I improve @Jaex's idea a little bit. My problem with his solution is the error thrown by the solution explorer. It is not very clean.
So you have a file Client.cs
with your class as partial
:
public partial class Client {
// your awesome code comes here
}
In another file ClientKeys.cs
with your class as partial
, you will add your keys:
#!/bin/zsh | |
OUTPUT="" | |
PROCESS_EXISTS=false | |
PROCESS_STARTED=false | |
COUNT=0 | |
JAVA_HEAP_TOTAL=0 | |
NATIVE_HEAP_TTAL=0 | |
JAVA_HEAP_AVG=0 |
State machines are everywhere in interactive systems, but they're rarely defined clearly and explicitly. Given some big blob of code including implicit state machines, which transitions are possible and under what conditions? What effects take place on what transitions?
There are existing design patterns for state machines, but all the patterns I've seen complect side effects with the structure of the state machine itself. Instances of these patterns are difficult to test without mocking, and they end up with more dependencies. Worse, the classic patterns compose poorly: hierarchical state machines are typically not straightforward extensions. The functional programming world has solutions, but they don't transpose neatly enough to be broadly usable in mainstream languages.
Here I present a composable pattern for pure state machiness with effects,
Author: Chris Lattner