|7 days ago||24 days ago|
|GNU General Public License v3.0 or later||MIT License|
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Why is Golang(1.17) very slow when it comes to fasta, pidigits, k-nucleotide, binary-trees compared to Java 17
1 project | reddit.com/r/golang | 7 Dec 2021
If you're talking backend APIs, a much more representative set of benchmarks would be the Techempower web framework benchmarks. Specifically, the fortunes benchmark is a task comparable to a backend REST API. If you look at the results for that, you'll see that Go-based solutions come in ahead of all but one of the Java solutions, and that one isn't standard using the standard Jakarta EE APIs.
Debunking Cloudflare’s recent performance tests
5 projects | news.ycombinator.com | 6 Dec 2021
> For such a small program ... the performance difference can be reduced significantly.
I think you're wrong. Small programs don't necessarily minimize the difference between languages. Small programs often exacerbate them. Often for weird, idiosyncratic reasons. Especially if you're measuring time-to-first-byte, and not letting the VM warm up.
Async I/O for Dummies (2018)
2 projects | news.ycombinator.com | 5 Dec 2021
Backend newb, here. I have a dumb question - can someone give me a summary, or blog post to a summary, of the pros /cons of async versus threads?
One thing I have been using as a way of understanding hi-perf backends is analyzing why the vert.x framework  (and its underlying server, netty) does so well on benchmarks , but as newb, I do not think I would get a lot form that exercise without a little hand holding.
 Ad of today, #28 on tech empower benchmarks - https://www.techempower.com/benchmarks/
How is node compared to other backend tech?
3 projects | reddit.com/r/node | 2 Dec 2021
I have to disagree, according to this benchmark https://www.techempower.com/benchmarks/ express and fastify are much faster than flask, django and other popular python-based solutions. Also python's scalability is based upon running n python instances which you can also do with nodejs.
Fleet, a Lightweight IDE from JetBrains
8 projects | news.ycombinator.com | 29 Nov 2021
I wish there was benchmarks for IDEs/editors, just like there are benchmarks for web frameworks (https://www.techempower.com/benchmarks/ https://web-frameworks-benchmark.netlify.app/).
For instance, given the same simple Java program/project:
1. Clock time from selecting "Run" in the IDE to first line written to stdout (to measure startup time)
Django 4.0 release candidate 1 released
11 projects | news.ycombinator.com | 22 Nov 2021
Interesting, those results are the opposite of the techempower frameworks, which find that the async frameworks are always faster: https://www.techempower.com/benchmarks/#section=data-r20&hw=.... Though in general I'm not sure about the value of bringing async to Django. If you want more performance, you can already either throw more machines at it, or isolate some part in a service that can be written with FastAPI/Go/something. Async in general makes the code more complex and harder to write, which seems to be the opposite of what Django is for.
.NET 6 vs. .NET 5: up to 40% speedup
It’s not the same, but there is this well-known framework benchmark , it always had the .net frameworks close to the top.
I’m guessing a lot of the speedups come from getting rid of legacy cruft. With .net core/.NET 5/6 they got rid of a lot of things compared to .NET Framework 4.8 and could play with optimizations that simply weren’t doable before. That’s just me guessing, though ;)
> .NET has been faster than Java on most of the benchmarkgame benchmarks for a while, since .net core 3 or so.
And which benchmarks games are those? If I go to to the Techempower benchmark and select only C# + Java. Java comes on top in every individual category of all the benchmarks.
That seems a bit misleading of a comparison IMO and only one case (JSON serialisation) when I look at their data. It's also showing a lot of frameworks that are not that mature and not well used in the Java camp vs ASP.NET that is widely used, full featured, has a lot of bells and whistles and a lot of plugins available for most technologies and standards. All of which could have negatively influenced performance, even the hooks to allow them to be injected in can do so even if not enabled. The fact that a full featured web framework makes it to the top over several rounds I can't discount as pretty good.
My personal experience having worked on both platforms for several years is that Java is easier to get to an acceptable performance, but the .NET runtime when you have to put the effort in has a higher bound of performance. It just has more tools in the CLR to work with than the JVM (e.g. value types, proper generics, spans, and more). With .NET Core and future versions I think .NET is also taking up Java's default perf area as well.
What would be representation of some real work scenarios? I think their test suite covers wide spectrum of operations enough so to be able to draw conclusions from them.
Networking lib/framework for multiplayer servers ?
6 projects | reddit.com/r/csharp | 3 Oct 20212 projects | reddit.com/r/dotnet | 3 Oct 2021
I'm currently working on a game using LiteNetLib. If want to use UDP (depends on how realtime your game needs to be), I haven't found anything better.
How to implement multiplayer over the network?
3 projects | reddit.com/r/Unity3D | 29 Sep 2021
Normcore - https://normcore.io DarkRift - https://www.darkriftnetworking.com Photon(Fusion) - https://www.photonengine.com/ Playfab - https://playfab.com/ Nakama - https://heroiclabs.com/ LiteNetLib - https://github.com/RevenantX/LiteNetLib Colyseus - https://www.colyseus.io/ Playerio - https://playerio.com/ SmartFoxServer - https://www.smartfoxserver.com GameSparks - https://www.gamesparks.com/
[Hobby // RevShare] Looking For Senior Multiplayer Developer (Unity)
6 projects | reddit.com/r/INAT | 11 Sep 2021
Integrating with liteNetLib how is it done?
1 project | reddit.com/r/dissonance_voip | 10 Sep 2021
The library in question is this: https://github.com/RevenantX/LiteNetLib
Do u need to build multiplayer into the game from the start or can I add it once game is done?
1 project | reddit.com/r/Unity3D | 3 Sep 2021
C# or C++ in a very simple high frequency trading system
4 projects | reddit.com/r/csharp | 22 Aug 2021
https://github.com/RevenantX/LiteNetLib does very high performance UDP. You probably cant use it directly, but it should illustrate how to do high performance and no GC socket work.
Quality, takes time
1 project | reddit.com/r/PantheonMMO | 19 Aug 2021
It's also worth noting that they're rewriting code for a 21+ year old solved problem. If your concurrency numbers per server are 5000 or less TCP/UDP connections, you don't need a custom library for that. You don't even need LiteNetLib or similar. Every kernel in every operating system has, for many many many years, supported that, trivially. It's only when you get into the many tens/hundreds of thousands of concurrent numbers that you start to run into some challenges.
Tallowmere 2 – Version 0.2.8 – Fixes, Improvements, and Preparations
3 projects | reddit.com/r/Tallowmere | 12 Aug 2021
Upgraded LiteNetLib from 0.7.7.2 (June 2018) to 0.9.5.1 (May 2021).
Best methods for Unity server development?
1 project | reddit.com/r/Unity3D | 11 Aug 2021
First of all i don’t understand what you mean with downloading from GitHub and run fhe container any time you want to implement multiplayer, every game is different and avere game require his own server created for it. If you want to creare a server i would suggest do do it with unity itself and export it in headless mode this way you will have unity in your server so it will be easier to implement an authoritative server. To creare it you definitely should use sockets, they are the only way to have a low enough latency, i would suggest to use a library like MLAPI or LiteNetLib but most important be ready to spend a loooooot of time because multiplayer is like 10 times harder than single player
What are some alternatives?
com.unity.netcode.gameobjects - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
fastapi - FastAPI framework, high performance, easy to learn, fast to code, ready for production
SQLBoiler - Generate a Go ORM tailored to your database schema.
Jooby - The modular web framework for Java and Kotlin
nextjs-subscription-payments - Clone, deploy, and fully customize a SaaS subscription application with Next.js.
drogon - Drogon: A C++14/17 based HTTP web application framework running on Linux/macOS/Unix/Windows [Moved to: https://github.com/drogonframework/drogon]
ENet-CSharp - Reliable UDP networking library
django-ninja - 💨 Fast, Async-ready, Openapi, type hints based framework for building APIs
haxe - Haxe - The Cross-Platform Toolkit
cinder - Instagram's performance oriented fork of CPython.
C++ REST SDK - The C++ REST SDK is a Microsoft project for cloud-based client-server communication in native code using a modern asynchronous C++ API design. This project aims to help C++ developers connect to and interact with services.
Ceras - Universal binary serializer for a wide variety of scenarios https://discord.gg/FGaCX4c