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It is semantically related to the concept of a coroutine and is often implemented using similar techniques, and is primarily intended to provide opportunities for the program to execute other code while waiting for a long-running, asynchronous task to complete, usually represented by promises or similar data structures.
Used in Windows and cross platform by .NET. Rust and C# interop layers available are available, as well as convenience C++ wrapper classes. QUIC Library (mvfst) MIT License: C++ mvfst (Pronounced move fast) is a client and server implementation of IETF QUIC protocol in C++ by Facebook. LiteSpeed QUIC Library (lsquic) MIT License: C
Intermediate C++ source code (transpiled from C# with Unity's IL2CPP compiler) accidentally included with a 2021 update. Fate: 2005 2015 Windows Action RPG: WildTangent: Inadvertently made available when Fate and its sequel Fate: Undiscovered Realms were offered through a May 2015 Humble Bundle. The download link provided to purchasers for the ...
Microsoft Visual C# Microsoft Visual C#, Microsoft's implementation of the C# language, targets the .NET Framework, along with the language services that lets the Visual Studio IDE support C# projects. While the language services are a part of Visual Studio, the compiler is available separately as a part of the .NET Framework.
Wayland is a communication protocol that specifies the communication between a display server and its clients, as well as a C library implementation of that protocol. [9] A display server using the Wayland protocol is called a Wayland compositor, because it additionally performs the task of a compositing window manager.
Critical path drag is a project management metric [1] developed by Stephen Devaux as part of the Total Project Control (TPC) approach to schedule analysis and compression [2] in the critical path method of scheduling. Critical path drag is the amount of time that an activity or constraint on the critical path is adding to the project duration.
Gamebryo (/ ɡ eɪ m. b r iː oʊ /; gaym-BREE-oh; formerly NetImmerse until 2003) is a game engine developed by Gamebase Co., Ltd. and Gamebase USA, that incorporates a set of tools and plugins including run-time libraries, [1] supporting video game developers for numerous cross-platform game titles in a variety of genres, and served as a basis for the Creation Engine.
In software engineering, a unity build (also known as unified build, jumbo build or blob build) is a method used in C and C++ software development to speed up the compilation of projects by combining multiple translation units into a single one, usually achieved by using include directives to bundle multiple source files into one larger file.