What kind of game mechanics makes sense to be handled on client side? [closed]
Closed 9 years ago.
How to scrub Twitter and Facebook posts for many users
I’m making an Rails app that in theory should scrub new posts from the users facebook and twitter accounts and put them in a timeline for an analyst to analyze and determine if they are good or bad posts, if the user posted “bad content” the analyst marks it as so and warns the user.
How to scrub Twitter and Facebook posts for many users
I’m making an Rails app that in theory should scrub new posts from the users facebook and twitter accounts and put them in a timeline for an analyst to analyze and determine if they are good or bad posts, if the user posted “bad content” the analyst marks it as so and warns the user.
How to scrub Twitter and Facebook posts for many users
I’m making an Rails app that in theory should scrub new posts from the users facebook and twitter accounts and put them in a timeline for an analyst to analyze and determine if they are good or bad posts, if the user posted “bad content” the analyst marks it as so and warns the user.
design for buffering or queuing data streams to replace database
We have a system (ms stack, .net, sql) that receives data from thousands of remote devices (several independent readings/min). We currently save all the data to a db as it arrives and a second service reads and processes the data – using the database to ‘buffer’ the input.
Difference between patterns: Specification, Guarding, Conditions, Monads, Validation,
I’m currently trying to get my head around a few patterns (especially the ones mentioned in the title above) that are made to address different problems and are being used in different parts of the application, however they seem to heavily overlap in functionality once they are implemented.
Difference between patterns: Specification, Guarding, Conditions, Monads, Validation,
I’m currently trying to get my head around a few patterns (especially the ones mentioned in the title above) that are made to address different problems and are being used in different parts of the application, however they seem to heavily overlap in functionality once they are implemented.
Difference between patterns: Specification, Guarding, Conditions, Monads, Validation,
I’m currently trying to get my head around a few patterns (especially the ones mentioned in the title above) that are made to address different problems and are being used in different parts of the application, however they seem to heavily overlap in functionality once they are implemented.
Difference between patterns: Specification, Guarding, Conditions, Monads, Validation,
I’m currently trying to get my head around a few patterns (especially the ones mentioned in the title above) that are made to address different problems and are being used in different parts of the application, however they seem to heavily overlap in functionality once they are implemented.
Difference between patterns: Specification, Guarding, Conditions, Monads, Validation,
I’m currently trying to get my head around a few patterns (especially the ones mentioned in the title above) that are made to address different problems and are being used in different parts of the application, however they seem to heavily overlap in functionality once they are implemented.