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  • Differences between C# and Javascript for Unity [closed]

    - by vrinek
    Apart from the language differences (class-based vs prototypical, strong vs weak typing), what are the differences between using Javascript and using C# when developing games in Unity3D? Is there a noticable performance difference? Is the javascript code packaged as-is? And if yes, does this help the game's modability? Is it possible to use libraries developed for one language while developing in the other one? Is it possible to mix the two languages in the same Unity project by coding some parts in C# and others in Javascript? The next couple of questions are time-specific so feel free to ignore or remove: If libraries are not cross-functional, which language has better library support from the game development perspective? Which language has better game dev specific resources available (books, websites, forums)?

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  • How do I unmount a tmpfs that is missing from /etc/mtab?

    - by vrinek
    I have the following line in /etc/fstab: none /home/hydra/tmp tmpfs user,noauto,size=1000M,uid=1001,gid=1001 0 0 I can do mount ~/tmp as user hydra and it gets mounted ok. The only problem is that even thought it gets added to /proc/mounts, it does not get added to /etc/mtab. When I try a umount ~/tmp (again as hydra) it complains: umount: /home/hydra/tmp is not mounted (according to mtab) And when I try -f or -n, it complains that I am not root. Some more info on the system that manifests this problem: On sudo umount /home/hydra/tmp, the fs gets unmounted (I think I needed to used -f too) Debian version is testing mount --version - mount from util-linux 2.19.1 (with libblkid and selinux support) ls -l /etc/mtab - -rw-r--r-- 1 root root 921 Nov 14 09:08 /etc/mtab cat /proc/mounts | grep rootfs - rootfs / rootfs rw 0 0 /home, /home/hydra nor /home/hydra/tmp are symbolic links

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  • Consequent attribute calculations with a queuing system

    - by vrinek
    For all of the following assume these: rails v3.0 ruby v1.9 resque We have 3 models: Product belongs_to :sku, belongs_to :category Sku has_many :products, belongs_to :category Category has_many :products, has_many :skus When we update the product (let's say we disable it) we need to have some things happen to the relevant sku and category. The same is true for when a sku is updated. The proper way of achieving this is have an after_save on each model that triggers the other models' update events. example: products.each(&:disable!) # after_save triggers self.sku.products_updated # and self.category.products_updated (self is product) Now if we have 5000 products we are in for a treat. The same category might get updated hundreds of times and hog the database while doing so. We also have a nice queueing system, so the more realisting way of updating products would be products.each(&:queue_disable!) which would simply toss 5000 new tasks to the working queue. The problem of 5000 category updates still exists though. Is there a way to avoid all those updates on the db? How can we concatenate all the category.products_updated for each category in the queue?

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