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6IT

Personal blog · ithare.comprogramminggames

6IT is a personal blog at ithare.com about programming and games. Since 2015, 80 different Hacker News readers have linked it 143 times, most often “Operation Costs in CPU Clock Cycles”. No feed was found, so read it on the site itself.

No feed foundVisit the blog
143mentions?
2recommend?
80HN people?
2015–2026first – last linked?
Links on Hacker News per year · peak 39 in 2016

Too few sampled comments (27) to say how often HN recommends it.?

Why HN links it

HN readers link ithare.com for C++ and game-networking material, especially its posts on scaling stateful objects, memory allocation, operation costs and UDP. Commenters cite it as a source for these topics.

Recommended for · 2 comments
One commenter calls the post an interesting read. Another says the UDP post is at least fun to read.

Summarised by Claude from a sample of 27 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.

6IT

Most-linked posts?

  1. Operation Costs in CPU Clock Cycles
    15 people · 16 mentions · first linked 2016-09-12
  2. Bringing OS Architecture to XXI Century – Part I. Changes over Last 50 Years
    5 people · 5 mentions · first linked 2019-04-15
  3. 64 Network DO’s and DON’Ts for Game Engines
    4 people · 4 mentions · first linked 2015-05-20
  4. Random Number Generation
    3 people · 3 mentions · first linked 2016-06-21
  5. SQL vs. noSQL for multiplayer online games
    3 people · 3 mentions · first linked 2016-10-24
  6. UDP for games – encryption and DDoS protection
    3 people · 3 mentions · first linked 2016-04-27
  7. Password hashing and server relief (2015)
    3 people · 3 mentions · first linked 2015-08-17
  8. Testing Memory Allocators: ptmalloc2 vs. tcmalloc vs. hoard vs. jemalloc
    3 people · 3 mentions · first linked 2018-07-04
  9. C++: Thoughts on Dealing with Signed/Unsigned Mismatch
    3 people · 3 mentions · first linked 2018-03-06
  10. Scaling Stateful Objects
    2 people · 5 mentions · first linked 2017-06-28

What Hacker News says?

  1. Durable Objects are incredible - I've been using them and they just make so much sense. I'm surprised none of the other cloud providers have ripped them off yet. Do you think they're too different to the usual app deployment patterns, and have either an operational or a conceptual barrier? They remind me of this article: http://ithare.com/scaling-stateful-objects/

    Comment linking /scaling-stateful-objects/

    on “Workerd: Open-source Cloudflare workers runtime”
  2. Submitted Operation Costs in CPU Clock Cycles as a story · 219 points

    HN discussion
  3. > whether we like it or not, each project effectively creates its own dialect of the language ( http://ithare.com/cpp-guidelines-made-to-measure-s-one-size-... ) Each project has its own coding guide and idiosyncrasies. That is not restricted to Lisp. Macros allow you to express some rules in a domain-specific language, not in a separate document or tacit knowledge. This is more manageable than ad-hoc approaches. Ab…

    Comment linking /cpp-guidelines-made-to-measure-s-one-size-fits-all/

    on “Languages Which Almost Became CSS”
  4. Submitted C++ for Games: Performance, Allocations and Data Locality as a story · 171 points

    HN discussion
  5. Julia Evans' blog is one of my favorites! It was a big inspiration for starting my own blog ( https://andythemoron.com ). I also love High Scalability and Dan Luu's blog which have been mentioned in other comments. I "follow" several which are mostly defunct, but in terms of blogs that still feature active updates: Evan Klitze's blog: lots of topics around Linux, C++, etc. https://eklitzke.org/ Sutter's Mill: lots o…

    Comment linking /

    on “Ask HN: What programming blogs do you follow?”
  6. Submitted A Usable C++ Dialect That Is Safe Against Memory Corruption as a story · 134 points

    HN discussion
  7. Do the authentication over TCP and then fallback to UDP for rest of the communication? For encryption, have you considered DTLS? Read more in `Hybrid Implementation` section of http://ithare.com/udp-for-games-security-encryption-and-ddos...

    Comment linking /udp-for-games-security-encryption-and-ddos-protection/

    on “A solution for enabling UDP in the web”
  8. Submitted Testing Memory Allocators: ptmalloc2 vs. tcmalloc vs. hoard vs. jemalloc as a story · 121 points

    HN discussion
  9. As far as I can tell, multiplayer is the killer app for Durable Objects. If you want to build another Figma, Google Docs, etc, the programming model of Durable Objects is super handy. This article goes into it more: https://digest.browsertech.com/archive/browsertech-digest-cl... I think this old article is quite relevant too: http://ithare.com/scaling-stateful-objects/ Anyone who read the Figma multiplayer article a…

    Comment linking /scaling-stateful-objects/

    on “Zero-latency SQLite storage in every Durable Object”
  10. Submitted C++17 Compiler Bug Hunt as a story · 107 points

    HN discussion
  11. An indirect function call is ~50 cycles. ( http://ithare.com/infographics-operation-costs-in-cpu-clock-... ) The entry and exit cost of a syscall is ~150 cycles. (Source: Many Google hits--blogs, papers--show people reciting 150 cycles exactly so I assume there's a singular, primary source for this. Maybe will track down the paper later.) I'd say that's comparable. Many syscalls take much longer, but that's just bec…

    Comment linking /infographics-operation-costs-in-cpu-clock-cycles/

    on “Nginx on Wasmjit”
  12. Submitted UDP for games – encryption and DDoS protection as a story · 104 points

    HN discussion
  13. Big book being written right now with beta chapters available: http://ithare.com/contents-of-development-and-deployment-of-... Also this site has a nice collection of very widely known blog posts on networking for gamedevs: https://gafferongames.com/

    Comment linking /contents-of-development-and-deployment-of-massively-multiplayer-games-from-social-games-to-mmofps-with-stock-exchanges-in-between/

    on “CSCI E-23a: Introduction to Game Development”
  14. Submitted Implementing Queues for Event-Driven Programs as a story · 80 points

    HN discussion
  15. Addressing those doesn't create bugs, and I'm not sure why it would. Anything that changes behaviour could create bugs. Here is an example signed bar = something_possibly_negative(); if(some_case) { bar = calc_returning_unsigned_where_MSB_is_an_error_flag(); if(bar < 0) return ERROR; } // now bar is valid, whether negative or positive. This is a correct - if dodgy - way to test the MSB. But now if you get a warning…

    Comment linking /best-practices-vs-witch-hunts/

    on “How SQLite Is Tested”
  16. Submitted Development and Deployment of Massively Multiplayer Games as a story · 67 points

    HN discussion
  17. jaytaylor · 2020-01-12Recommends
    Interesting read: http://ithare.com/client-plus-server-password-hashing-as-a-p...

    Comment linking /client-plus-server-password-hashing-as-a-potential-way-to-improve-security-against-brute-force-attacks-without-overloading-server/

    on “Blake3 is 10 times faster than SHA-2”
  18. Submitted Bringing OS Architecture to XXI Century – Part I. Changes over Last 50 Years as a story · 62 points

    HN discussion
  19. FWIW: IMO, we should separate CQRS and ES. CQRS is a Good Thing(tm); for a real-world example of it in work on a not-so-shabby system processing 10B+ transactions/year - see http://ithare.com/gradual-oltp-db-development-from-zero-to-1... . ES, however, is more controversial. If speaking about "pure" ES (i.e. not having any mutable state, and reconstructing current state from input events all the time) - versioning a…

    Comment linking /gradual-oltp-db-development-from-zero-to-10-billion-transactions-per-year-and-beyond/

    on “Building a CQRS/ES web application in Elixir using Phoenix”
  20. Submitted Knowledge-Sharing Architects as an Alternative to Coding Architects as a story · 61 points

    HN discussion
  21. OK, let's get practical. A happened to be a reactor base class inspired by http://ithare.com ; B was a MWSR concurrent queue (scary mutexes and all) ; C was a ring buffer on which the queue was built. The goal of the whole thing was to pass plain data objects between reactors. The one "requirement" that ended up changing was that plain data objects weren't enough (we want to pass anything that has a move constructor…

    Comment linking /

    on “Unit Testing Doesn’t Affect Codebases the Way You Would Think”
  22. Submitted Deterministic Components for Interactive Distributed Systems as a story · 43 points

    HN discussion
  23. leath · 2021-09-27Recommends
    The proof of work idea is cute, but at this stage it's not necessary as profiling seems to show attacks don't get too deep into the netcode before getting dropped. It's hard to know without testing but I'm fairly certain any kind of PoW would cost more to check. This reminds me of a blogpost that is at least fun to read: http://ithare.com/udp-for-games-security-encryption-and-ddos... Regarding the HTTPS request thin…

    Comment linking /udp-for-games-security-encryption-and-ddos-protection/

    on “DoS attacks against my online game”
  24. Submitted Server-Side Hardware for MOGs as a story · 42 points

    HN discussion
  25. > Does anyone know who's behind this site/books? http://ithare.com/real-people-behind-the-hare/

    Comment linking /real-people-behind-the-hare/

    on “C++ for Games: Performance, Allocations and Data Locality”
  26. Submitted Bringing Architecture of Operating Systems to XXI Century – Part IV as a story · 37 points

    HN discussion
  27. some information is available here: http://ithare.com/contents-of-development-and-deployment-of-...

    Comment linking /contents-of-development-and-deployment-of-massively-multiplayer-games-from-social-games-to-mmofps-with-stock-exchanges-in-between/

    on “C++ for Games: Performance, Allocations and Data Locality”
  28. Submitted Operation Costs in CPU Clock Cycles (2016) as a story · 32 points

    HN discussion
  29. OP specifically uses that redundancy to prevent use-after-free errors. That redundancy is limited to the handle, and checked at every dereference (in the get_pointer() so you don't forget to check). Desyncs between a handle and the object it points to ought not to be possible at this point. If you remove the redundancy, you have to give up on use-after-free checks. If you want to prevent use-after-free anyway , you…

    Comment linking /

    on “Handles are the better pointers (2018)”
  30. Submitted C++: "model of the hardware" vs. "model of the compiler" (2018) as a story · 32 points

    HN discussion

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