In general, I find if you only say this, it will sound a bit terse and could be taken as rude. “Acknowledge” in the present tense will look like a command to the person who receives the email, not as a response. This will be taken into consideration.(Yes, cool can really be used to say yes or to show agreement.)ġ0 other ways to say “well noted” in Business Correspondence (Yep is another informal way to say yes like yeah.) How do you say yes in professional email? It’s a polite way to acknowledge someone. Most often, this formal phrase means that you heard or even properly recorded what someone said. However, depending on your tone and intention, some may consider it rude. Please proceed.ĭuly noted is a polite phrase. I will look into it and let you know the findings. Is noted with thanks grammatically correct?.How do you respond to an email acknowledge?.How do you say yes in professional email?.However, our understanding of these types of applications is currently limited, especially on how well they scale to support large numbers of users. With the recent explosion in deployment of services to large numbers of customers over the Internet and in global ser- vices in general, issues related to the architecture of scal- able servers are becoming increasingly important. The use of metrics to inform the design and optimization of game software has gained recent interest from academics and practitioners alike: we conclude to show, by example, how server metrics can be directly connected with game semantics, and used to predict the impact of game design changes on server performance. However, the focus of this paper is on performance metrics: starting with proposed metrics from other works, we investigate their effectiveness and inter-relationships, propose new variants, and discuss how they can be used in combination to gain a better understanding of actual performance. Our initial interest is in efficient load-balancing of multicore game engines. However, the behavior of game servers is complex and the interpretation of metrics, particularly in the case of parallel implementations, is not straightforward. Studies of multicore architectures to optimize such servers are sparse, and evaluations typically involve the use of one or two arbitrary performance metrics. Many real-time game world servers run on stand-alone PCs, such that user performance is bound to fairly modest hardware configurations. It should be noted that this article is an extended version of the work we published in the proceedings of the Cyberworlds 2017 conference. These results are compared and evaluated against a more traditional approach to network multiplayer by id Software’s QuakeWorld client. Initial test results are discussed, including performance evaluation using data from a number of small prototypes developed within a constrained 48-h timeframe. This means that graphical calls can be streamed to each client rather than relying on manual synchronisation of application domain specific data. Instead, the OpenGL API has been utilised as a platform agnostic protocol. The architecture provided by OpenGL|D is such that no state information needs to be transferred between clients. OpenGL|Distributed, presented here, aims to provide not only an alternative to this architecture allowing for a greatly simplified development pipeline, but also the opportunity for a number of additional features and design patterns. Online multiplayer games in particular are already extremely popular but the synchronisation methods and architecture have largely remained the same. However, the need to carry this out is becoming much greater as a larger number of software packages are becoming collaborative across a network. Synchronising state between multiple connected clients can be a challenging task.
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