æºåä¸ ãåãåãããªã©ã¯ãã¡ãã¾ã§ãé¡ããã¾ãã
*TDF2015ã§å²ä¸æé«ã®4KBèªçãï¼ Optical Circuit tech demo 20150301 112425 ä»å¹´ã®TokyoDemoFestã¯è¡ããªãã£ãã®ã§ãããããã§åã¾ããä½åãçºè¡¨ããã¦ã¾ããããããcombined demoã§åªåãã4KB introã®Optical Circuitã ã¾ãã¯ãããè¦ã¦ããã ãããã(æ¯é1080pã§è¦ã¦ãã ãããã¡ãªã¿ã«æåã«è²¼ã£ãurlã¯é³ã¨æ åã®åæãåãã¦ããªãã£ãããã§ã) http://www.youtube.com/watch?v=ZT_rlKRT4K8 ããã4KBå¼±ã®windowsã®å®è¡ãã¡ã¤ã«ããçæãããæ åã¨é³ãªã®ã§ããã¾ããå ¨ãæå³ãåããã¾ãããã 2009å¹´ã«RGBAãçºè¡¨ãã4KB Introã®Elevatedãå½æä¸ããè¡æã¯åããééããªãæ´å²ä¸æãéè¦ãª4KB Introã§ãããããããã
Achievement unlocked, 10Gbit/s full TX wirespeed smallest packet size on a single CPU core (14.8Mpps). Recent changes to the Linux kernels lower TX layers have unlocked the full (TX side) potential of the NIC drivers and hardware. The single core 14.8Mpps performance number is an artificial benchmark performed with pktgen, which besides spinning the same packet (skb), now also notifies the NIC har
å°å´ è³åº 2008/5/22 ãã®è¨äºã§ã¯ãLinux Kernel Watchã®çªå¤ç·¨ã¨ãã¦ãLinuxã®æè¿ã®ã¡ã¢ãªç®¡çå¨ãã®åãã¨ããã®èæ¯ã®ã¢ããã¼ã·ã§ã³ã«ã¤ãã¦ãä¼ããããã¨æãã¾ãã ã¡ã¢ãªç®¡çã¯å¤æ´æã®ã¤ã³ãã¯ãã大ãããããé常ãStable Treeï¼å®å®ããªã¼ï¼ã§ã¯ãã¾ãå¤æ´ã¯ãªããã¾ãããããããLinuxã«ã¼ãã«ã¡ã¼ãªã³ã°ãªã¹ãï¼LKMLï¼ã®è°è«ã§ã¯ãããã«ã¼ãã«2.7ã¯åºãªããã¨ããããã¦ãããååãªãã¹ãããªããããã®ã§ããã°ãã¢ã°ã¬ãã·ããªãããã§ãåãå ¥ããããããã«ãªã£ã¦ãã¾ãã ã¾ããã¡ã¢ãªã®æ¥éãªå¤§å®¹éåã«ããããã¾ã¾ã§åé¡ã«ãªããªãã£ãé¨åã«ã¹ã±ã¼ã©ããªãã£ä¸ã®åé¡ãçºçããã¨ããå ±åãã¡ãã»ãåºã¦ãã¾ãããããã解æ¶ããããã®ãã¾ãã¾ãªæ¹åãææ¡ããã¦ãã¾ãã ããããèæ¯ã«ããã2007å¹´ãã2008å¹´ã«ããã¦ã¯ç¸å½é¢ç½ãããããåºã¦ãã¾ããã
One of the keys to good performance on contemporary systems is batching â getting a lot of work done relative to a given fixed cost. If, for example, a lock must be acquired to do one unit of work in a specific subsystem, doing multiple units of work while the lock is held will reduce the overall overhead of the system. Much of the scalability work that has been done in recent years has, in some w
5. é¡èªèã¯è¨ç®ãªã½ã¼ã¹ãããªãå¿ è¦ äºåè¨ç®ããå ´åããããè¨é²ãã ã¹ãã¬ã¼ã¸ãå¿ è¦ é¡ä»¥å¤ã¯èæ ®ãã¦ãããªã ç»åå¤æãµã¼ãã¹ã«ã¯ããªãéã Facebookã®OGPç»åã«é¡ãå ¥ã£ã¦ããå ´åã®ããªãã³ã°ä½ç½® ¦ Sunday In The Park http://snowadays.jp/2014/03/2629 ⢠å®ä¾ï¼Facebook ⢠é¡èªèã®çµæããã¼ã¹ã¨ãã¦ããï¼ãããï¼
In my previous post Why Enterprises of different sizes are adopting âFast Dataâ with Apache Spark, I gave a quick introduction to how massive petabyte data sets proved to be unmanageable in a cost-effective way with traditional tools, which paved the way for Hadoop and NoSQL databases. Hadoop has traditionally been an environment for batch processing, while NoSQL databases provided some subset of
Linux / OS X $ git clone https://github.com/jenv/jenv.git ~/.jenv Mac OS X via Homebrew $ brew install jenv Bash $ echo 'export PATH="$HOME/.jenv/bin:$PATH"' >> ~/.bash_profile $ echo 'eval "$(jenv init -)"' >> ~/.bash_profile Zsh $ echo 'export PATH="$HOME/.jenv/bin:$PATH"' >> ~/.zshrc $ echo 'eval "$(jenv init -)"' >> ~/.zshrc Enable the export plugin $ eval "$(jenv init -)" $ jenv enable-plugin
ããåã®ã¤ã³ã¹ã¿ã³ã¹ãåãåããListã«ãã¦è¿ãã¡ã½ãããèãããã public static <T> List<T> wrap(T value) { List<T> list = new ArrayList<T>(); list.add(value); return list; } ãã®ã¨ããåå¤æ°ã¯ã¡ã½ããã®In / Outã§åã®é¢é£ã表ç¾ã§ãããããã°ããã®ã§ãåå¤æ°ã®ã¹ã³ã¼ãã¯ã¡ã½ããã¹ã³ã¼ãã§ããã ä¾ç¤ºã®ããã«ç¶æ¿é層ããã£ãã¯ã©ã¹A,B,Cãç¨æãã¦ããã public class A {} public class B extends A {} public class C extends B {} ã§ã¯ãã®wrapã¡ã½ããã®å¼ã³åºãå´ã®ã³ã¼ããã©ããªãããè¦ã¦ã¿ããã public class Sample { public static void main(Stri
IoTï¼Internet of Thingsï¼ã¢ãã¨ã¤ã³ã¿ã¼ãããã®èåï¼ãä¸ççãªãã¼ã ã§ãããæ°èãéèªã§ã¯ãæ¯æ¥ã®ããã«IoTãåãä¸ãããã¦ããã1æåãã«ç±³ã©ã¹ãã¬ã¹ã§éå¬ãããä¸çæ大è¦æ¨¡ã®å®¶é»è¦æ¬å¸CESï¼Consumer Electronics Showï¼ã§ããIoTã¨ããã«é¢ä¿ããã¦ã¨ã¢ã©ãã«ç«¯æ«ã溢ãã¦ããããã§ããã ãããããã¼ã ã«ã¯æ³¨æãå¿ è¦ã§ããããã¤ã¦æ¥æ¬åå°ä½ç£æ¥ã¯ã2000å¹´ã«åå°ä½ã¡ã¢ãªã®DRAMããæ¤éããå¾ããã¼ã ã¨ãªã£ãSOCï¼System on a Chipï¼1ãããä¸ã«ãã¹ã¦ã®æ©è½ãéç©ããåå°ä½ãããï¼ã«èµãåã£ããå½å®¶ããã¸ã§ã¯ããã³ã³ã½ã¼ã·ã¢ã ãåå¼ä¼ç¤¾ã®è¨ç«ãªã©ãæ¥æ¬ã¯ã©ããããããSOCä¸è²ã¨ãªã£ããã¨ããããã®å¾ãæ¥æ¬ã®SOCã¯å£æ» çç¶æ ã¨ãªã£ãã ç¾å¨ã®æ¥æ¬ã®IoTãã¦ã¨ã¢ã©ãã«ç«¯æ«ã®ååã«ã¯ãSOCãã¼ã ã«è¸ãããã¦ããæã¨åã
Windows Vista ããã¦ã¼ã¶ã¼ãããã¡ã¤ã«ã®ãã©ã«ãæ§æãå¤ããã¾ããã ã¦ã¼ã¶ã¼ã®ãã¼ã ãã£ã¬ã¯ããªã®ä¸ã« AppData ã¨ãããã©ã«ããè¨ãããã¾ããã ãã® AppData ãã©ã«ãã¯ä»¥ä¸ã®3ã¤ã®ãµããã©ã«ãããæ§æããã¦ãã¾ãã Local LocalLow Roaming Microsoft ã®ãµã¤ããè¦ãã¨ãæåã®2ã¤ã¨ Roaming ãã©ã«ãã®éããåããã¾ãã 移åã¦ã¼ã¶ã¼ ãã¼ã¿ç®¡çã®å±éã¬ã¤ã ã¦ã¼ã¶ã¼ã¨å ±ã«ç§»åããªãã¢ããªã±ã¼ã·ã§ã³ ãã¼ã¿ã«ã¤ãã¦ã¯ [Local] ãã©ã«ã㨠[LocalLow] ãã©ã«ãã使ç¨ããã¾ãã ã¦ã¼ã¶ã¼è¾æ¸ãªã©ãã³ã³ãã¥ã¼ã¿ããã¯ç¬ç«ãã¦ãããã¦ã¼ã¶ã¼ ãããã¡ã¤ã«ã¨å ±ã«ç§»åããå¿ è¦ãããã¢ããªã±ã¼ã·ã§ã³åºæã®ãã¼ã¿ã«ã¯ [Roaming] ãã©ã«ãã使ç¨ããã¾ãã ã¡ãªã¿ã«ãWindows XP ã«ã¯ Applicati
A high performance, open source universal RPC frameworkLearn more Why gRPC?gRPC is a modern open source high performance Remote Procedure Call (RPC) framework that can run in any environment. It can efficiently connect services in and across data centers with pluggable support for load balancing, tracing, health checking and authentication. It is also applicable in last mile of distributed computi
ãã®ã³ã©ã ã«ã¤ã㦠ç§ãå±±æ¬ä¸éã¯2015å¹´ãããããéçã»æ±å楽天ã´ã¼ã«ãã³ã¤ã¼ã°ã«ã¹ã®ç·¨æã»è²æãã¼ã¿æ å½ãæå½è´ãã¾ãã¦å¤§å¤å°æãã¦ããã¾ãã2013å¹´ã®æ¥æ¬ä¸ããä¸è»¢ã2014å¹´ã¯æä¸ä½ã«æ²ãã 楽天ã¤ã¼ã°ã«ã¹ãã2015å¹´ããã®å¤§é襲ãï¼3å¹´ãããããã¦ï¼çãã«ããããæ¦å¨ã¨ãããã¨ãã¦ããã®ãããã¼ã¿æ´»ç¨ãã§ããã¨èãã¨ããã»ã¤ãã¼ã¡ããªã¯ã¹ããæ¥æ¬çããã¼ãã¼ã«ãã¨ãã£ããã¼ã¯ã¼ããæãæµ®ãã¹ãæ¹ãå¤ããã¨æãã¾ããããã¿ã¾ãããããããããã«ããå¤ããã§ããããã¹ãã¼ãã«ããããã¼ã¿åæãããã¦ãã¼ã¿æ´»ç¨ã®ä¸çã¯ã©ãã©ãé²åãã¦ããã¾ãã¦ããã®ããããããã¯ãããè£ãç·¨æã»è²æä¼è°ã®ç¾å ´ããï¼åé¡ã®ãªããããªç¯å²ã§ï¼ãªãã¼ããã¦åãã¾ãã è¨äºä¸è¦§
å ææ¥ãï¼´ï¼°ï¼°åå®ã§ã®ç¥ç財ç£æ¡é æ¡ã«ããã交æ¸ãé²ãã§ããæ¨ã®ä¸é¨å ±éãè¡ããã¦ããã¾ããç¹ã«ãèä½æ¨©ä¾µå®³ã®é親å罪åå°å ¥çã«ã¤ãã¦ã¯ãæã ã³ããã¯ãã¼ã±ããæºåä¼ï¼ä»¥ä¸ãæºåä¼ã¨ãã¾ãï¼ããã®ç¶æ³ã大å¤ææ ®ãã¦ããã¾ãã ããã¾ã§ãæºåä¼ã¯ãï¼´ï¼°ï¼°ã«ãããèä½æ¨©åé¡ã«é¢ãã¦æ éãªå¯¾å¿ããã¦ãã ãããã¨ããæ§ã ãªãã£ã³ãã«ãéãã¦é¢ä¿ããçããã«ãé¡ãããã¦ã¾ããã¾ããã ãã®ããã¤ããä¾ã«æãã¾ãã¨ã2013å¹´7æã«ã¯ãæ¿åºTPP対çæ¬é¨ã®ãããªãã¯ã³ã¡ã³ãåéã«éãã¦ããæè¦ããéãããã¦ããã ããé親å罪åå°å ¥çã«ã¤ãã¦ãæ éãªå¯¾å¿ããé¡ããã¾ããï¼ä¸è¨åç §ï¼ã 2014å¹´8æã«ã¯æååºã®ãä¾é ¼ã«ãããæå審è°ä¼ã»æåæ¿çé¨ä¼ã®ãã¢ãªã³ã°ã«åå è´ãã¾ãããåé¨ä¼ã§ã¯ã2020å¹´ãã¹ãã¼ãã ãã§ãªãæåè¸è¡ã®åã§ãçãä¸ãã¦ããããã®æ¹åæ§ã®ãæ¤è¨ãããã¦ããããã®è°è«ãæ·±ããããã«
就活çããã大ä¼æ¥ã¯è£é権ããªããã¨ãã大ä¼æ¥ã¯ãããã¿ããããã¨ããçç±ã§ãã³ãã£ã¼ãä¸å°ä¼æ¥ã°ããåããã¨ããããã¨å£°ã«ã¯åºããªããããªãã¦å¿ä½ãªããã ãã¨æã£ã¦ããã ç§ãå°±è·æ´»åãããã¨ãã¯ãã¼ãã¼å°±æ´»ãã®ã¾ã¾ã«å社ãåºåããã¬ãå±ãââã¡ã¼ã«ã¼ã®æ¥çï¼ä½ä¼æ¥ãåãã¾ããããã®å¾ç¡äºã«å ¥ç¤¾ãããæ°å¹´å¾è»¢è·ããä»ã¯å¥æ¥çã®ï¼®ï½ï¼ä¼æ¥ã«ãããã¨åæã«ãä¸å°ä¼æ¥ã§ãå¤ãããã¨ããããå¦çæ代ã¯ä¸å°ï¼ãã³ãã£ã¼ã§é·æã¤ã³ã¿ã¼ã³ã¸åå ãããã¾ããèªåèªèº«ãèµ·æ¥ã§ã¹ã¿ã¼ãã¢ãããçµé¨ããã ãã¾ãã¾ãªè¦æ¨¡ã®ä¼æ¥ã«é¢ãããã¨ã§ãä¼æ¥è¦æ¨¡ã®è¯ãæªããç¥ããã¨ãã§ãããããã¦ããã³ãã£ã¼ç¤¾å¡ãèªãã大ä¼æ¥ã¯æªããã¨ã ãããèªåãããåãã«ã¯ãã³ãã£ã¼/ä¸å°ããããã¨ãã£ãã¦ã½ã«ãããããããã ã¾ãã大ä¼æ¥ã¯è£é権ããªããã¨ããã®ã¯ã¦ã½ã§ããã ç§ãæ°åã§å ¥ã£ãã®ã¯ç¤¾å¡ãä¸åä½ã§ãã大ä¼æ¥ã ã£ããã
ã¢ãã¡ã¼ã·ã§ã³ã¨ãã¦çµµãåããã«ã¯ã3Dã¢ãã«ãä½ã£ã¦ã¢ã¼ã·ã§ã³ãã¤ãããä½æãã®çµµãã¤ãªãããããå¿ è¦ãããã¾ããããã£ã1æã®çµµããåç»ã®ã¾ã¾ã«åãåºã2Dã¢ãã«ãä½ãåºããã®ããLive2Dãã§ãããããªLive2Dãæ°ãã«éçºãçºè¡¨ããã®ããLive2D Euclidãã§ãããã使ãã°ãã¤ã©ã¹ããã¤ã©ã¹ãã®ã¾ã¾ã«3Dã¢ãã«åãããã¨ãå¯è½ãã¨ã®ãã¨ãè¨èã§èãã¦ãã©ããªã¢ãã«ãã©ããã£ãä»çµã¿ã§åãããã«ãªãã®ãåããã¥ããã£ãã®ã§ãå®éã«æ ªå¼ä¼ç¤¾Live2Dã®æ¬ç¤¾ã«ãéªéãã¦ã¢ãã«ã®ä½æå·¥ç¨ãè¦ãã¦ããããªããè²ã ã話ã伺ã£ã¦ãã¾ããã Live2D http://www.live2d.com/ Live2D Euclidã®éçºãçºè¡¨ | Live2D http://www.live2d.com/news/euclid_development âLive2Dã¨ã¯ï¼ ããããLiv
Hey, Game Developer! Do you struggle to make your code hang together into a cohesive whole? Find it harder to make changes as your codebase grows? Feel like your game is a giant hairball where everything is intertwined with everything else? Wonder if and how design patterns apply to games? Hear things like âcache coherencyâ and âobject poolsâ, but donât know how to use them to make your game faste
ã©ã³ãã³ã°
ã©ã³ãã³ã°
ã©ã³ãã³ã°
ãªãªã¼ã¹ãé害æ å ±ãªã©ã®ãµã¼ãã¹ã®ãç¥ãã
ææ°ã®äººæ°ã¨ã³ããªã¼ã®é ä¿¡
j次ã®ããã¯ãã¼ã¯
kåã®ããã¯ãã¼ã¯
lãã¨ã§èªã
eã³ã¡ã³ãä¸è¦§ãéã
oãã¼ã¸ãéã
{{#tags}}- {{label}}
{{/tags}}