#asyncmachine-go v0.19.1 has been released https://github.com/pancsta/asyncmachine-go/releases/tag/v0.19.1
The highlight of this release is state-zoom diagram.
#statemachine #graph #p2p #tui #d2 #golang #webassembly #wasm
#asyncmachine-go v0.19.1 has been released https://github.com/pancsta/asyncmachine-go/releases/tag/v0.19.1
The highlight of this release is state-zoom diagram.
#statemachine #graph #p2p #tui #d2 #golang #webassembly #wasm
#asyncmachine-go v0.19.0 has been released https://github.com/pancsta/asyncmachine-go/releases/tag/v0.19.0 The highlight of this release are generic typed args.
#statemachine #graph #p2p #tui #d2 #golang #webassembly #wasm
Third-Person Game Development Starter K... #Thirdpersongame #Gamedevelopment #Unity #Tps #Controller #Weaponsystem #Inventorysystem #Damagesystem #Healthsystem #Bulletholes #Recoilsystem #Hud #Itempickups #Poolingsystem #Statemachine #AssetStore
https://u3dn.com/packages/third-person-game-development-starter-kit-236317
[Перевод] Async/Await в C# это синтаксический сахар для конечного автомата
Перевод статьи, посвящённой устройству конечного автомата асинхронных методов. Разбор основных понятий, декомпилированный код с подробными комментариями, раскрытие секретов магии асинхронности и подробная схема.
https://habr.com/ru/articles/1035442/
#асинхронность #async #await #c# #конечный_автомат #awaiter #c#net #taskbuilder #statemachine
Архитектура MassTransit: как устроена библиотека под капотом
Мне давно было интересно, как устроена библиотека MassTransit изнутри. Хотелось разобраться в её архитектуре, понять, как она развивалась, и почему порой в ней бывает непросто ориентироваться. Если вам тоже интересно, что скрывается за consumers, publishers и sagas - приглашаю к чтению.
A couple of years ago, I wrote that The #Builderpattern is a finite #statemachine! A state machine consists of states and transitions between them. As a developer, I want to make illegal states unrepresentable, i.e., users of my API can’t create non-existent transitions. My hypothesis is that only a static typing system allows this at compile-time. Dynamic typing systems rely on runtime validation.
In this blog post, I will show that it holds true, with a caveat.

A couple of years ago, I wrote that The Builder pattern is a finite state machine!. A state machine consists of states and transitions between them. As a developer, I want to make illegal states unrepresentable, i.e., users of my API can’t create non-existent transitions. My hypothesis is that only a static typing system allows this at compile-time. Dynamic typing systems rely on runtime validation. In this blog post, I will show that it holds true, with a caveat.
Chicken Coop Door Performs in Harsh Environment
asyncmachine can now synchronize #WebWorkers - either separately, grouped via a proxy #statemachine, or in-browser only. This makes browser multithreading accessible to #Golang devs today and comes with a set of #devtools and #Otel.
You can find out more from the dedicated example https://asyncmachine.dev/wasm-workflow
@maxd These are the WebWorker workflows we discussed the other day, no atomic shared mem yet tho ;)
The new release of #asyncmachine brings #WASM support and browser compat - including #aRPC, #TUI debugging and #REPL. Check out the changelog for v0.18.0 https://github.com/pancsta/asyncmachine-go/releases/tag/v0.18.0 and a dedicated WASM example https://asyncmachine.dev/wasm (with D2 diagrams).
This allows to have a single #statemachine #distributed across n servers and m browsers, using efficient diff-based synchronization.
Looking fwd to #wasmio!