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 Rants on Programming, page 2:

Packet Loss for an App-Level Developer. Part II. Last Mile, Wi-Fi, and Summary

Quote: “Burstable packet loss. May be caused by a neighbor preparing his breakfast”
Another Quote: “if there is a NAT device on the way from your Client to your Server – a sudden IP change can occur with absolutely no notification to Client whatsoever.”
[]

Packet Loss for an App-Level Developer. Part I. Router Failures, BGP Convergence Time, AQM, Traffic Shapers.

Quote: “All the routers, switches (actually – pretty much each and every device which forms Internet infrastructure) – are allowed to drop each and every packet.”
Another Quote: “TCP, when it observes a dropped packet, interprets it as an indication of congestion – and slows down.”
[]

Determinism: Requirements vs Features

Abstract: Apparently, in practice there is big difference between cross-platform determinism and same-executable determinism, both in abilities they can provide, and from implementation complexity point of view
Quote: “Cross-platform determinism is the strictest definition of determinism I know; not surprisingly, there are quite a few factors which can break it”
[]

Game Graphics 101: Rendering Pipeline & Shaders

Quote: “each of the stages of the rendering pipeline is operating on a large set of items (vertices or fragments/pixels)”
Another Quote: “These days, even if the program uses fixed-pipeline, that fixed-pipeline is simulated over shaders anyway 😉”
[]

Game Graphics 101: Lights!.. Camera!.. Frustum?

Quote: “In games, more often than not, we’ll be dealing with so-called Phong reflection model.”
Another Quote: “with orthographic projection, the lines which project points from our 3D world onto our 2D screen, are no longer converging to one single point; instead, they go parallel to each other.”
[]

Game Graphics 101: Textures, UV Mapping, and Texture Filtering

Quote: “Size-wise, textures are HUGE. Actually, in a typical 3D game, 90%+ of the space on disk (and of GPU bandwidth/RAM) are used by textures.”
Another Quote: “3D anti-aliasing algorithms can be divided into two large groups: ‘proper’ anti-aliasing (the one which tries to avoid anti-aliasing in the first place), and ‘post-processing’ anti-aliasing (the one which creates an aliased image – and then post-processes it to make it look better).”
[]