If you're in trouble and cannot find an answer to a question which goes beyond Stack Overflow...
If you have a not-so-usual solution for your problems but need to justify it to your boss...
If you like to think on your own rather than blindly follow "common wisdom" and "profound truth"...
...then 'No Bugs' Hare on Soft.ware might be the right place for you.
Your mileage may vary. Batteries not included

For most of us, programming (or more generally – software development) is all the life is about.

IT Hares are not different. And they have more than just quite a few bits to share about programming…

All Software Herecies about Programming, page 1:

Ultra-fast Serialization of C++ Objects

Quote: “in both these cases we can be 100% sure that we’ll be deserializing this state on the executable which is identical to the executable which serialized the state.”
Another Quote: “Even when comparing with home-grown code with per-field serialization, our Ultra-Fast Serialization still wins (up to 1.5x-2x) “
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Production Crashes. Post-factum Debugging. Logging. Replayable Deterministic Re(Actors)

Quote: “I’ve seen game companies with hundreds of thousands of dollars lost per hour of unplanned server downtime.”
Another Quote: “deterministic debugging is by far the best thing I have seen for production debugging.”
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(Almost-)Zero-Additional-Latency UDP-over-TCP

Quote: “we realize that for some of the Clients – UDP just doesn’t work because of some weird firewall between Client and Server”
Another Quote: “there is nothing to block us (so head-of-line blocking doesn’t apply)”
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TCP Peculiarities as Applied to Games, Part II

Quote: “Nagle’s algorithm aims to deal with those [CENSORED] developers who’re trying to send data over TCP in really small chunks (like 1 byte each time)”
Another Quote: “it seems that “proportional rate reduction” (PRR, reportedly used by Linux kernels by default starting from 3.2) performs for gaming purposes a little bit better than the alternatives”
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TCP Peculiarities for Games, part 1

Quote: “the best we can hope when using a single TCP connection over 5%-loss channel – is having 1.5-second “lag spike” every 5 or so minutes, and a 3-second “lag spike” every 2 hours.”
Another Quote: “we may already have the-information-we-need on the receiving host – but this information is hidden from us by layers of abstraction on receiving side”
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Some Big-Os are Bigger Than Others

Quote: “Strictly speaking, for real-world computers, every algorithm which completes in a finite time can be said to be O(1)
Another Quote: “now the difference because of unfortunate ‘jumps’ over (uncached at the time) memory can lead to a 100x+ (!) performance difference. However, it is still O(1) and is rarely taken into account during performance analysis”
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