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[Tokio-proto](https://tokio.rs/docs/getting-started/simple-server/) seems to be the best way to make a maintainable library. It's based on [Tokio-rs](https://tokio.rs) an *official* platform for writi…
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### Description
Got this notification even though I am logged in to my team account, also the "View More" link is useless.
![Screenshot 2024-08-19 at 11 17 54](https://github.com/user-attachments/…
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**Describe the bug**
When importing the csv file of the dataset 'BONARES-signal.ID_7024_FORST_NOTWORKING.csv' with the wizard 'Import source schema', at the step 'Typename Settings' the button 'Finis…
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```
Reading about local IPC on Windows leads me to idea that Named Pipes is not the
transport should be used where Unix Domain sockets are on Unix. Other, most
probably faster, should be.
ALPC and U…
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The game uses raw UDP protocol in game engine level, i think. Its hard to hack engine part of the networking code. But there is a wallkaround for it.
My suggestion is to hack the data transmission …
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It's too big, so hard to maintain and use it.
I can separate this work into 2 parts:
1. Split method PacketRecieve into many small methods. Its about 1000 lines now.
Just because its easier and f…
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Hey everyone!
Our team, Mercury Mesh, seeks to create a P2P networking infrastructure to enable autonomous vehicles to communicate and use information from nearby vehicles.
View our website at […
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## Description
Provide a way for end users to establish secure internal connectivity to other networks on the same hyperscaler via VPC peering.
## Context
### Problem
Currently, Kyma is a layer …
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https://github.com/jandrassy/WiFiEspAT
The library is fast and reliable. It can communicate with AT firmware at high baud rates without flow control, limited only by reliability of UART at chosen s…
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Look into making httptest.Server have a way to use in-memory networking (i.e. net.Pipe) instead of localhost TCP. Might be faster/cheaper and not hit ephemeral port issues under load?