This article practices basic 3D rendering techniques such as orthogonal projection, simple triangle rasterization, z-buffer (depth buffer), and flat shading in 200+ lines of pure Java code.
This article explores Junit4 Source Code, Spring Unit Test, SpringBoot Unit Test, and more.
What makes an error message "good"? In this blog, we share some tips on designing effective error codes in Java.
This article explains how to write a simple Lombok plug-in.
This article introduces problems that affect ChaosBlade performance and how to optimize said problems.
This short article discusses the background details of Java class pre-initialization.
This article explains confidential computing (including requirements and demos) and how it works with Java and Alibaba Dragonwell.
This article discusses EMT4J and explains its benefits.
This article introduces the fastFFI project and its application scenarios.
This article introduces the foundation of the Tiangang project, focusing on the observability design and practice, and its implementation.
Part 1 of this 3-part series introduces the basic concepts of GC and the large-scale practice of ZGC.
Part 2 of this 3-part series introduces the principle and tuning of ZGC.
By Hao Tang What are the specific applicable scenarios for ZGC in Dragonwell 11? How can we transform the new garbage collector ZGC? This article is.
This article introduces ChaosBlade in detail from three stages.
This article explains why Spring is still one of the best platforms through several examples.
This article explains the importance of cross-language programming.
This article aims to explain the importance of learning Rust.
This article explains some basic knowledge of RSocket by comparing Servlet and RSocket.
Part 12 of this 27-part series discusses the importance of code inspection and code detection services.
Part 17 of this 27-part series discusses improving building efficiency from two main aspects.