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Richard Jones
RJ
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Currently interested in rust gamedev with bevy. Some home automation stuff. Occasional consulting. Previously: IRCCloud, Last.fm.
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When the directory structure of your Node.js application (not library!) has some depth, you end up with a lot of annoying relative paths in your require calls like:
Mnesia Add New Column In Production Environment Without Losing Data
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What is the difference between Cerebral and Redux?
Cerebral and Redux were built to solve different problems
Redux was developed to achieve hot reloading global state and state changing logic. To achieve that it was necessary for state changes to be run with pure functions and the state has to be immutable. Now you can change the logic inside your reducer and when the application reloads Redux will put it in its initial state and rerun all the actions again, now running with the new state changing logic.
Cerebral had no intention of achieving hot reloading. Cerebral was initially developed to give you insight into how your application changes its state, using a debugger. In the Redux debugger you see what actions are triggered and how your state looks after the action was handled. In Cerebral you see all actions fired as part of a signal. You see asynchronous behaviour, paths taken based on decisions made in your state changing flow. You see all inputs and outputs produced during the flow and you even
Release in Chef 12.9.41 via PR #4741 core chef now has a feature which has been available in Poise for awhile, which is that
notifications from within resources will now notify resources in outer run contexts. This means you can write a recipe with a service resource and send a notification to
it from a resource that you write.
Notifications will bubble up from arbitrarily nested resources, so users that write resources that wrap resources which wrap your resource will still find the service
resource in your default recipe.
At the same time the resources collection #find() and #lookup methods and the more commonly-used DSL method resources("service[ntpd]") has been changed to also match
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Readme: In the following pseudo code, [] indicates a subroutine.
Sometimes I choose to write the subroutine inline under the [] in order to maintain context.
One important fact about the way rollbacks are handled here is that we are storing state for every frame.
In any real implementation you only need to store one game state at a time. Storing a game
state for every frame allows us to only rollback to the first frame where the predicted inputs don't match the true ones.
==Constants==
MAX_ROLLBACK_FRAMES := Any Positive Integer # Specifies the maximum number of frames that can be resimulated
FRAME_ADVANTAGE_LIMIT := Any Positive Integer # Specifies the number of frames the local client can progress ahead of the remote client before time synchronizing.
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