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    A CODERS JOURNEY
    Consistent Hashing
    ALLCODE CRAFTENGINEERING MANAGEMENT
    October 9, 2017 Deb Haldar

    System Design Interview Concepts – Consistent Hashing

    Consistent hashing is one of the techniques used to bake in scalability into the storage architecture of your system from grounds up.

    In a distributed system, consistent hashing helps in solving the following scenarios:

    1. To provide elastic scaling (a term
    … Read More
    C++ Multithreading Mistakes
    ALLC++CODE CRAFT
    August 17, 2017 Deb Haldar

    Top 20 C++ multithreading mistakes and how to avoid them

    Threading is one of the most complicated things to get right in programming, especially in C++. I’ve made a number of mistakes myself over the years. Most of these mistakes were luckily caught in code review and testing ; however, …

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    Coding Interview Question - Optimize Toy Purchases
    CODE CRAFTENGINEERING MANAGEMENT
    August 3, 2017 Deb Haldar

    Coding Interview Question – Optimizing toy purchases

    Problem

    My son gets a weekly allowance of $15. He takes that money every Friday and goes to Toys’R’Us to find two toys he can buy for $15. He wants to use all his money and does not want any …

    Read More
    C++11 Multithreading and Concurrency Tutorial
    ALLCODE CRAFT
    January 27, 2017 Deb Haldar

    C++11 Multithreading Tutorial via Q&A – Thread Management Basics

    In the highly acclaimed book "The Seven Habits Of Highly Effective People", Steven Covey states that we can greatly amplify our chances of success when we "Begin with the End in Mind".

    For me, this means …

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    Boost CPP Vector Performance
    ALLCODE CRAFT
    November 20, 2016 Deb Haldar

    6 Tips to supercharge C++11 vector performance

    Vector is like the swiss army knife of C++ STL containers. In the words of Bjarne Stroutsoup – “By default, use Vector when you need a container”. For mere mortals like us, we take this as gospel and …

    Read More
    ALLCODE CRAFT
    October 24, 2016 Deb Haldar

    Event based synchronization of threads with main game loop

    Typically, Game Engines want their telemetry data sent in a side thread which runs independently (asynchronously) from the main game loop. The telemetry thread packages up data as it comes in and executes a send via HTTP or websockets every …

    Read More

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      System Design Interview Concepts – Database Sharding
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    Recent posts

    • Understanding Quick Sort for coding interviews
    • Understanding Insertion Sort for coding interviews
    • Understanding Bubble Sort for coding interviews
    • Understanding selection sort for coding interviews
    • Generate binary numbers using a queue
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