// jQuery
$(document).ready(function() {
// code
})
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-Xmx10g | |
m2.xlarge (4 virtual cores) | |
Both Jetty and Netty execute the same code--generate 8k of random bits and compute a sha1, returning it over the wire. | |
INTERNAL (Benchmark tool runs on same machine) | |
-------- | |
Jetty: |
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from svgpathtools import wsvg, Line, QuadraticBezier, Path | |
from freetype import Face | |
def tuple_to_imag(t): | |
return t[0] + t[1] * 1j | |
face = Face('./Vera.ttf') |
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var gulp = require('gulp'); | |
var sourcemaps = require('gulp-sourcemaps'); | |
var source = require('vinyl-source-stream'); | |
var buffer = require('vinyl-buffer'); | |
var browserify = require('browserify'); | |
var watchify = require('watchify'); | |
var babel = require('babelify'); | |
function compile(watch) { | |
var bundler = watchify(browserify('./src/index.js', { debug: true }).transform(babel)); |
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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. |
Each of these commands will run an ad hoc http static server in your current (or specified) directory, available at http://localhost:8000. Use this power wisely.
$ python -m SimpleHTTPServer 8000
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