Our first solution, FPS dependent on Constant Game Speed, has a problem when running on slow hardware. Both the game speed and the framerate will drop in that case.
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Our first solution, FPS dependent on Constant game speed, has a problem when running on slow hardware. Both the game speed and the framerate will drop in that case.
在我们最先的解决方法,FPS基于固定的游戏速度,在低速的硬件下会有问题,游戏速度和帧速率都会有丢失。
Our solution was to come up an algorithm (protocol) to accommodate a first and second failure of application (or nodes) within the highly available cluster.
我们的解决方案将采用一种算法(协议)来适应高可用性集群中应用程序(或节点)的第一次和 第二次故障。
But let's discuss the pros and the cons of each solution first and you can see the thought processes involved in analyzing our choices.
不过,我们首先来讨论各个解决方案的优势与不足,您将了解到在分析我们的选择时思考的过程。
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