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Encoding. Stubs. Design and Implementation of a High-performance TCP/IP Communica. Download Communications Library source and demo - 126 KB Introduction This article is the second of a multi-part series that will cover the architecture and implementation of components needed to create and maintain a robust, scalable, high performance, massive multiplayer online game server and game engine. The first article of the series focused on building a Scheduling Engine to drive organized, real-time change in a virtual world. The present article focuses on the design and implementation of a TCP/IP communication component, designed to efficiently handle communications between the game server and remote game clients (players). Background: BBS Games to MUDs Back in the 80's, I ran a modem-based bulletin board system (BBS) that let users dial in and leave messages for other users, share files, and play simple multi-player games.

When I headed off for college in the early 90's, I had to shut down the BBS. Terminology - Sockets, and Outgoing / Incoming Connections Peer-to-Peer vs. Encodo C# Handbook. Resource Page DescriptionThis document covers many aspects of programming with C#, from naming, structural and formatting conventions to best practices for using existing and developing new code. Background It's the manual developed at Encodo Systems AG for developing with C# and .NET, but many of the concepts and ideas can be applied to any programming language.

The intent of this document is not to codify current practice at Encodo as it stands at the time of writing; instead, this handbook has the following aims: Whereas the Encodo Handbook draws mostly on in-house programming experience, it also includes ideas from Microsoft’s Internal Coding Guidelines and Design Guidelines for Developing Class Libraries and benefits as well from both the IDesign and Philips coding styles as corroborative sources. Using the Handbook This handbook mixes recommendations for programming with C#, .NET and the Encodo libraries (code samples draw from these libraries, but access to them is not required). Channel9 Wiki: HomePage. Spec# - Home. Spec# is a formal language for API contracts (influenced by JML, AsmL, and Eiffel), which extends C# with constructs for non-null types, preconditions, postconditions, and object invariants.

Spec# comes with a sound programming methodology that permits specification and reasoning about object invariants even in the presence of callbacks and multi-threading. Spec# is a research vehicle that has been used to explore specifications and the dynamic/static tools that make use of them. The Spec# programming system is a new attempt at a more cost effective way to develop and maintain high-quality software. Spec# is pronounced "Spec sharp" and can be written (and searched for) as the "specsharp" or "Spec# programming system". The Spec# system consists of: The Spec# programming language.

Spec# is an extension of the object-oriented language C#. Spec# is available from the Spec# codeplex site in binary form as well as source form. Other contributors Past summer interns Code Contracts. Dr. Dobb's | A Theory of Programming | November 21, 2007.