Changed headings so ToC looks better
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2 changed files with 16 additions and 16 deletions
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@ -342,7 +342,7 @@ structural scalability
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\emph on
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\emph on
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load scalability
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load scalability
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\emph default
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\emph default
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\begin_inset CommandInset citation
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\begin_inset CommandInset citation
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LatexCommand citet
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LatexCommand citet
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key "Bondi:2000:CSI:350391.350432"
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key "Bondi:2000:CSI:350391.350432"
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@ -424,7 +424,7 @@ Can we use quickcheck?
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Theory
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Theory
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\end_layout
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\end_layout
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\begin_layout Subsection
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\begin_layout Section
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Performance
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Performance
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\end_layout
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\end_layout
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@ -447,7 +447,7 @@ Create a game with several thousand players, see how our server scales,
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\end_layout
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\end_layout
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\begin_layout Subsection
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\begin_layout Section
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Choice of network protocol
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Choice of network protocol
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\end_layout
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\end_layout
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@ -463,7 +463,7 @@ There are three main ways in which computer communication over the Internet
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\end_layout
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\end_layout
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\begin_layout Subsubsection
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\begin_layout Subsection
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HTTP
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HTTP
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\end_layout
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\end_layout
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@ -486,7 +486,7 @@ Since HTTP is so widely used on the Internet today in web servers, it is
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\end_layout
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\end_layout
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\begin_layout Subsubsection
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\begin_layout Subsection
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UDP
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UDP
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\end_layout
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\end_layout
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@ -505,7 +505,7 @@ Many online games use UDP as the carrier for their application layer protocol.
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\end_layout
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\end_layout
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\begin_layout Subsubsection
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\begin_layout Subsection
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TCP
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TCP
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\end_layout
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\end_layout
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@ -429,7 +429,7 @@ Can we use quickcheck?
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Theory
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Theory
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\end_layout
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\end_layout
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\begin_layout Subsection
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\begin_layout Section
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Performance
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Performance
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\end_layout
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\end_layout
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@ -452,7 +452,7 @@ Create a game with several thousand players, see how our server scales,
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\end_layout
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\end_layout
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\begin_layout Subsection
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\begin_layout Section
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Choice of network protocol
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Choice of network protocol
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\end_layout
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\end_layout
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@ -468,7 +468,7 @@ There are three main ways in which computer communication over the Internet
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\end_layout
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\end_layout
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\begin_layout Subsubsection
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\begin_layout Subsection
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HTTP
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HTTP
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\end_layout
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\end_layout
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@ -491,7 +491,7 @@ Since HTTP is so widely used on the Internet today in web servers, it is
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\end_layout
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\end_layout
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\begin_layout Subsubsection
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\begin_layout Subsection
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UDP
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UDP
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\end_layout
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\end_layout
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@ -510,7 +510,7 @@ Many online games use UDP as the carrier for their application layer protocol.
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\end_layout
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\end_layout
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\begin_layout Subsubsection
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\begin_layout Subsection
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TCP
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TCP
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\end_layout
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\end_layout
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@ -599,7 +599,7 @@ We only support languages running in a sandboxed environment.
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Overview
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Overview
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\end_layout
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\end_layout
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\begin_layout Subsection
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\begin_layout Section
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Techniques for ensuring reliability
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Techniques for ensuring reliability
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\end_layout
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\end_layout
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@ -651,7 +651,7 @@ d reliability systems in Erlang.
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through the design patterns described below.
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through the design patterns described below.
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\end_layout
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\end_layout
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\begin_layout Subsubsection
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\begin_layout Subsection
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Supervisor structure
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Supervisor structure
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\end_layout
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\end_layout
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@ -809,7 +809,7 @@ To prevent any data loss, the good state of the worker processes is stored
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the workers are first created.
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the workers are first created.
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\end_layout
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\end_layout
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\begin_layout Subsubsection
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\begin_layout Subsection
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Hot code replacement
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Hot code replacement
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\end_layout
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\end_layout
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@ -825,7 +825,7 @@ User interface
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Problems
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Problems
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\end_layout
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\end_layout
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\begin_layout Subsection
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\begin_layout Section
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Erlang JS
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Erlang JS
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\end_layout
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\end_layout
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@ -855,7 +855,7 @@ There were two possible solutions to the problem.
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To get the functionality needed we decided to implement this in erlang_js.
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To get the functionality needed we decided to implement this in erlang_js.
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\end_layout
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\end_layout
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\begin_layout Subsubsection
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\begin_layout Subsection
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UUID
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UUID
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\end_layout
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\end_layout
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