This is small cross-platform linux-distro with zabbix server. It's a simple way to deploy powerful monitoring system on ARM platfornms and x86_64.
Worked as firmware (non-changeable systemd image with config files), have web-interface for system management like network settings, password and other.
exceptblocks matter: if exceptions can be caught by more than one block, the higher block applies. The following code doesn’t work as intended:
Each instance of a class in CPython created using the class syntax is involved in a cyclic GC mechanism. This increases the memory footprint of each instance and can create memory problems in heavily loaded systems.
Is it possible to use only basic reference counting mechanism when necessary?
Let's analyze one approach based on recordclass library that will help to create classes whose instances will only be deleted using the reference counting mechanism.
Note: this is translation from original post (in russian).
You've optimized all of the low-hanging fruits of your game. Except that you didn't. You missed a sneaky, non-so-obvious spot: optimizing your Unity Scene Hierarchy.
What's the crack with the hierarchy now?
I want to show you something.