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Assorted Rants Tagged ‘non-blocking’, page 2:

Asynchronous Processing for Finite State Machines/Actors: from plain event processing to Futures (with OO and Lambda Call Pyramids in between)

Quote: “With ‘callback pyramid’ it is not easy to express the concept of ‘wait for more than one thing to complete’ , which leads to unnecessary sequencing, adding to latencies (which may or may not be a problem for your purposes, but still a thing to keep in mind).”
Another Quote: “Don’t even think of converting all of your code to a so-called Continuation-Passing-Style”
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Client-Side. Client Architecture Diagram, Threads, and Game Loop

Quote: “To have a good concurrency model, it is not strictly necessary to program in Erlang”
Another Quote: “Most of developers agree that FSM-based programming is beneficial in the medium- to long-run.”
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Part IIb: Protocols and APIs (continued) of 64 Network DO’s and DON’Ts for Game Engine Developers

Quote: “You shouldn’t count on outsmarting all those millions of highly motivated hackers operating in an environment under their own control.”
Another Quote: “Burst consisting of several million packets, may start causing observable issues for a mid-size ISP.”
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