Multiplayer games are a type of application that requires real-time networking. Try reading "Multiplayer Game Programming: Architecting Networked Games" by Josh Glazer and Sanjay Madhav.
Another type of programming with essential real-time is microcontrollers. You can dig into this way.
pick something you actually use.. wireshark, a simple packet sniffer, anything and just reverse engineer how it handles the producer/consumer split. that gap between capturing data and displaying it without dropping frames is where all the interesting problems live.
Build your own network audio microphone and speaker. Don't cheat by adding a giant buffer. Cause problems on the wifi and figure out how to compensate for those problems.
Thx for advice! It seems that the audio industry also faces challenges related to high-speed data processing and display. I'm was found a very interesting talk CppCon 2015: Timur Doumler “C++ in the Audio Industry” [1]
Multiplayer games are a type of application that requires real-time networking. Try reading "Multiplayer Game Programming: Architecting Networked Games" by Josh Glazer and Sanjay Madhav. Another type of programming with essential real-time is microcontrollers. You can dig into this way.
Here is how I do it in JavaScript: https://github.com/prettydiff/aphorio
What you need is:
* low overhead full-duplex transmission, which for the web is WebSockets
* service data, which is network messaging in a predefined format for an application to complete a task
* event-oriented architecture, which is that the application automatically executes a thread in response to interactions or observed changes
pick something you actually use.. wireshark, a simple packet sniffer, anything and just reverse engineer how it handles the producer/consumer split. that gap between capturing data and displaying it without dropping frames is where all the interesting problems live.
Build your own network audio microphone and speaker. Don't cheat by adding a giant buffer. Cause problems on the wifi and figure out how to compensate for those problems.
Thx for advice! It seems that the audio industry also faces challenges related to high-speed data processing and display. I'm was found a very interesting talk CppCon 2015: Timur Doumler “C++ in the Audio Industry” [1]
[1] https://www.youtube.com/watch?v=boPEO2auJj4
You mean you want to use websockets to full realtime?