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// Asynchronous Client Socket Example | |
// http://msdn.microsoft.com/en-us/library/bew39x2a.aspx | |
using System; | |
using System.Net; | |
using System.Net.Sockets; | |
using System.Threading; | |
using System.Text; | |
// State object for receiving data from remote device. |
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#View# | |
<button class="btn btn-primary btn-lg" data-toggle="modal" id="load-partial"> | |
Load partial view | |
</button> | |
<div class="modal fade" id="dynamic-modal"> | |
</div> | |
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/* | |
Parallel processing with ordered output in Go | |
(you can use this pattern by importing https://github.com/MarianoGappa/parseq) | |
This example implementation is useful when the following 3 conditions are true: | |
1) the rate of input is higher than the rate of output on the system (i.e. it queues up) | |
2) the processing of input can be parallelised, and overall throughput increases by doing so | |
3) the order of output of the system needs to respect order of input | |
- if 1 is false, KISS! |
- "True" BiS is the absolute best gear configuration given all the possible options. Often this doesn't give you a great picture of what you should be striving for, so realistic alternative sets are provided to plan for constraints that can occur with typical loot distribution.
- Stat weights and dps values are based on Sixx's DPS sheet assuming full buffs, consumables, and boss debuffs with 20/31/0 spec, unless otherwise specified. These are of course subject to change with different variables.
- Gear lists are based on their general effectiveness against all raid bosses as opposed to being tailored for specific bosses, unless otherwise specified.
This is a collection of the things I believe about software development. I have worked for years building backend and data processing systems, so read the below within that context.
Agree? Disagree? Feel free to let me know at @JanStette. See also my blog at www.janvsmachine.net.
Keep it simple, stupid. You ain't gonna need it.