Postgres structure - 3 tables, each has 1 text column named "id"
psql (14.10 (Homebrew))
Type "help" for help.
[LOCAL] mydatabase=# select * from test1;
id
----
(0 rows)
Postgres structure - 3 tables, each has 1 text column named "id"
psql (14.10 (Homebrew))
Type "help" for help.
[LOCAL] mydatabase=# select * from test1;
id
----
(0 rows)
| Just a quick test of squashfs compression ratio using different settings. | |
| I am looking for relatively good and fast compression, that also is quick to decompress. | |
| I don't care about ultimate end size exactly tho. | |
| Input (a Debian testing live build with 6240 installed packages): | |
| $ sudo du -bs ./chroot | |
| 26566785410 ./chroot # 26.6GB | |
| $ |
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https:
JavaScript warnings are these messages being displayed in yellow or red in your JavaScript console or terminal. They make no sense at all in general but they are a good indication of the health of your app. The points below will give you a general idea of how many warnings you should expect in your app:
0 warnings: the app is not working at all
5 warnings: app is probably starting but crashing soon after - try to find why it crashes. You'd think you could read the warnings to learn why it doesn't work, but that's not what warnings are for.
50 warnings: That's the soft spot - most likely everything's running smoothly
This is the second article in a series of articles around Rusts new async/await
feature. The first article about interfaces can be found
here.
In this part of the series we want to a look at a mechanism which behaves very
different in Rust than in all other languages which feature async/await
support. This mechanism is Cancellation.
See imgur / linked pastebin and github mirror for 1-8 → 1-8 balancers. Creator: raynquist, github mirror linked in Balancers Illustrated: 1 through 8 balancers explained, imgur album linked in Balancer Book Update (Summer 2019)
The official documentation is in the [sd_notify(3)][1] manual page.
Very short summary:
Type=notify.NOTIFY_SOCKET, which contains a path to an AF_UNIX socket.@, this means an "abstract" socket, and you should change the 1st byte to 0x00 before using.)KEY=value parameters.READY=1, and systemd will transition the service from "starting" to "running".