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 | |
$ |
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
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".