(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.
(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.
requests==2.4.3 | |
rsa==3.1.4 |
In this gist I would like to describe an idea for GraphQL subscriptions. It was inspired by conversations about subscriptions in the GraphQL slack channel and different GH issues, like #89 and #411.
At the moment GraphQL allows 2 types of queries:
query
mutation
Reference implementation also adds the third type: subscription
. It does not have any semantics yet, so here I would like to propose one possible semantics interpretation and the reasoning behind it.
# source:http://geocities.com/SiliconValley/heights/7052/opcode.txt | |
From: [email protected] (Mark Hopkins) | |
Newsgroups: alt.lang.asm | |
Subject: A Summary of the 80486 Opcodes and Instructions | |
(1) The 80x86 is an Octal Machine | |
This is a follow-up and revision of an article posted in alt.lang.asm on | |
7-5-92 concerning the 80x86 instruction encoding. | |
The only proper way to understand 80x86 coding is to realize that ALL 80x86 |
Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++, OOP or (other) obscuring cruft. View on YouTube
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 or Unity for their games (or that's what lot of people think) because d
// SPDX-FileCopyrightText: © 2022 Phillip Trudeau-Tavara <[email protected]> | |
// SPDX-License-Identifier: 0BSD | |
// https://hero.handmade.network/forums/code-discussion/t/7485-queryperformancefrequency_returning_10mhz_bug/2 | |
// https://learn.microsoft.com/en-us/virtualization/hyper-v-on-windows/tlfs/timers#partition-reference-tsc-mechanism | |
#include <stdbool.h> | |
#include <stdint.h> | |
#define WIN32_LEAN_AND_MEAN |
Wonder Boy: The Dragon's Trap | |
----------------------------- | |
Quick Guide for programmers | |
Last updated October 2018 | |
Contact: Omar Cornut <XXXXXX | |
=============================================== | |
INDEX | |
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