We're Encore and we build tools to help developers create distributed systems and event-driven applications. In this blog, you're going on an interactive journey to help you understand common queueing strategies. It's been meticulously crafted with love and attention by Sam Rose. Queues are everywhere. We queue at bars, in restaurants, and at the bank. When you loaded this web page, the request to
Visualizing algorithms for rate limitingMay 15, 2024Why rate limit?Imagine a Twitch chat with many active participants and just one spammer. Without rate limiting, the sole spammer can easily dominate the entire conversation. With rate limiting, each user has a fair chance to participate. A rate limiter lets you control the rate of traffic that your service processes by blocking requests that exce
I recently implemented a small program to visualize the inner workings of a scheme that compresses floating point timeseries by XORing subsequent values. The resulting visualizations are quite neat and made it much easier for me to understand this beautiful algorithm than any of the explanations that I had previously encountered. Hacker News (280 points, 68 comments) The algorithm The algorithm1Th
NaiveTidyThis article introduces the algorithm to draw non-layered trees in linear time and re-layout partially when some nodes change in O(d) time, where d is the maximum depth of the changed node. The source code is available at zxch3n/tidy. It only takes a few milliseconds to finish the layout of a tree with tens of thousands of nodes within the web browser. IntroductionLayered and non-layeredA
I recently wanted to take a hierarchy of items and draw them in a nice tree structure. For example, a Family Tree. At the time, I thought “This will be easy, I’ll just Google for an algorithm to determine the X,Y position of each node, then do something to draw each node on the screen”. But it turns out Googling for a simple and easy-to-follow algorithm for drawing nice trees is very hard. My init
最近、UnityでPlayable APIというものを調べる機会がありました。 その際にそのPlayableの木構造をUnity上で表示できるEditor拡張としてPlayableGraphVisualizerというものがあると知ったので軽く見ていて、「Reingold Tilford」というものが出てきて調べていたので、それをまとめておきます。 (ちなみに、PlayableGraphVisualizer - https://bitbucket.org/Unity-Technologies/playablegraphvisualizer) 結論としてはこの「Reingold Tilford」は「Reingold Tilford アルゴリズム」と呼ばれるもので、木構造を階層的に“きれいに”表示するためのアルゴリズムです。木構造のグラフ表示の機能を持ったJavascriptのライブラリなどでは
2017-06-07 - By Robert Elder Below you will find example source code and interactive visualizations that are intended to complement the paper 'An O(ND) Difference Algorithm and Its Variations' by Eugene W. Myers[1]. Multiple variants of the algorithms discussed in Myers' paper are presented in this article, along with working source code versions of the pseudo-code presented in the paper. Two ref
← → December 21, 2014 code dart game-dev roguelike Several months ago I promised a follow-up to my previous blog post about turn-based game loops in my roguelike. Then I got completely sidetracked by self-publishing my book, Game Programming Patterns, and forgot all about it. I totally left you hanging. Well, I finally got some time to think about my roguelike again and today, I’m here to… keep yo
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In addition to finding a shortest path, these algorithms can be used for distance maps, flow field pathfinding, connected components, map analysis, garbage collection algorithms, flow networks, and procedural map generation. There are many optimizations and specializations of these algorithms. Representing the map# The first thing to do when studying an algorithm is to understand the data. What is
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