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<antirez>

Side projects

http://antirez.com/news/86

Today Redis is six years old. This is an incredible accomplishment for me, because in the past I switched to the next thing much faster. There are things that lasted six years in my past, but not like Redis, where after so much time, I still focus most of my everyday energies...

<antirez>

Why we don’t have benchmarks comparing Redis with other DBs

http://antirez.com/news/85

Redis speed could be one selling point for new users, so following the trend of comparative “advertising” it should be logical to have a few comparisons at Redis.io. However there are two problems with this. One is of goals: I don’t want to convince developers to adopt Redis,...

Rakhim's blog

Dreaming of obsession

When I was a kid, everyone around me was obsessed with something. For some it was football, for others cars, video games or some martial art like karate. And I was jealous. I couldn’t get obsessed, I was trying to, but couldn’t. I didn’t have doubts that I’ll become obsessed...

<antirez>

Redis latency spikes and the Linux kernel: a few more details

http://antirez.com/news/84

Today I was testing Redis latency using m3.medium EC2 instances. I was able to replicate the usual latency spikes during BGSAVE, when the process forks, and the child starts saving the dataset on disk. However something was not as expected. The spike did not happened because ...

<antirez>

Redis latency spikes and the 99th percentile

http://antirez.com/news/83

One interesting thing about the Stripe blog post about Redis is that they included latency graphs obtained during their tests. In order to persist on disk Redis requires to call the fork() system call. Usually forking using physical servers, and most hypervisors, is fast even...

<antirez>

This is why I can’t have conversations using Twitter

http://antirez.com/news/82

Yesterday Stripe engineers wrote a detailed report of why they had an issue with Redis. This is very appreciated. In the Hacker News thread I explained that because now we have diskless replication (http://antirez.com/news/81) now persistence is no longer mandatory for people...

<antirez>

Diskless replication: a few design notes.

http://antirez.com/news/81

Almost a month ago a number of people interested in Redis development met in London for the first Redis developers meeting. We identified together a number of features that are urgent (and are now listed in a Github issue here: https://github.com/antirez/redis/issues/2045), a...

<antirez>

A few arguments about Redis Sentinel properties and fail scenarios.

http://antirez.com/news/80

Yesterday distributed systems expert Aphyr, posted a tweet about a Redis Sentinel issue experienced by an unknown company (that wishes to remain anonymous): “OH on Redis Sentinel "They kill -9'd the master, which caused a split brain..." “then the old master popped up with n...

<antirez>

Redis cluster, no longer vaporware.

http://antirez.com/news/79

The first commit I can find in my git history about Redis Cluster is dated March 29 2011, but it is a “copy and commit” merge: the history of the cluster branch was destroyed since it was a total mess of work-in-progress commits, just to shape the initial idea of API and inte...

Bert Hubert's writings Valid

How Many Hours for Multithreading the Server?

How many hours for multithreading the server? Or: dealing with overly detailed project planning Many developers, me included, dread that moment. Someone sits down with you and wants to know how many “hours” each step of the project will take. And of course the thing is, if you are doing something that has been done many times before, you might be able to provide a detailed estimate. People that build houses work like this, but they still often get it wrong.

Fabien Sanglard

Let's compile like it's 1992

I have been tinkering with the vanilla source code of Wolfenstein 3D from 1992. Even though it is more than 20 years old: It still compile and here is how to do it (with plenty of screenshots).

Fabien Sanglard

Game Engine Black Books

I am almost done with the first volume of what I hope will become a serie called "Game Engine Black Book". Each book would take further what I tried to do with my articles: Explain simply, yet in great details, a legendary game engine. For the first one I decided to go with Wolfenstein 3D.

<antirez>

Queues and databases

http://antirez.com/news/78

Queues are an incredibly useful tool in modern computing, they are often used in order to perform some possibly slow computation at a latter time in web applications. Basically queues allow to split a computation in two times, the time the computation is scheduled, and the ti...

Fabien Sanglard

Trespasser: Jurassic Park CG Source Code Review

Jurassic Park: Trespasser is an unique piece of software: It is a game that has managed to reach both infamous and cult status. Released in October 1998 after a three years development cycle, it was unanimously destroyed by critics....

<antirez>

A proposal for more reliable locks using Redis

http://antirez.com/news/77

----------------- UPDATE: The algorithm is now described in the Redis documentation here => http://redis.io/topics/distlock. The article is left here in its older version, the updates will go into the Redis documentation instead. ----------------- Many people use Redis to...

<antirez>

Using Heartbleed as a starting point

http://antirez.com/news/76

The strong reactions about the recent OpenSSL bug are understandable: it is not fun when suddenly all the internet needs to be patched. Moreover for me personally how trivial the bug is, is disturbing. I don’t want to point the finger to the OpenSSL developers, but you just u...

<antirez>

Redis new data structure: the HyperLogLog

http://antirez.com/news/75

Generally speaking, I love randomized algorithms, but there is one I love particularly since even after you understand how it works, it still remains magical from a programmer point of view. It accomplishes something that is almost illogical given how little it asks for in te...

Fabien Sanglard

Git Source Code Review



Since its release in December 2005, git has taken over the software industry. In combination with GitHub it is now a powerful tool to publish and share code: From big teams (linux kernel, id Software, Epic Unreal) to single individual (Prince of Persia, Another world, Rick Dangerous), many have adopted it as their main SCM.

I wanted to get a better understanding of the "stupid content tracker" and see how it was built so I spent a few weeks in my spare time reading the source code. I found it tiny, tidy, well-documented and overall pleasant to read.

As usual I have compiled my notes into an article, maybe it will encourage some of us to read more source code and become better engineers.


More...

<antirez>

Fascinating little programs

http://antirez.com/news/74

Yesterday and today I managed to spend some time with linenoise (http://github.com/antirez/linenoise), a minimal line-editing library designed to be a simple and small replacement for readline. I was trying to merge a few pull requests, to fix issues, and doing some refactori...

Fabien Sanglard

The Computer Graphics Library



Back in the 90s, one book was ubiquitous in the world of Computer Graphics. Commonly called "The CG Bible", Computer Graphics: Principles and Practice gathered a huge part of the knowledge of the time. It was commonly referenced by the best programmers of that era in interviews and articles. By 1998, the book popularity had been acknowledged with a Front Line Award.


More...