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Mechanisms for choosing the precise moment an update is applied, such as immediately or upon next launch.
Distinct from Update Cycle Controllers: Focuses on the application timing of the update relative to user activity, not the scheduling of the update check.
Explore 32 awesome GitHub repositories matching software engineering & architecture · Update Application Timing. Refine with filters or upvote what's useful.
This project is a dynamic code delivery system and over-the-air update client for cross-platform mobile frameworks. It enables the distribution of JavaScript bundles and remote assets directly to devices, allowing updates to be applied without requiring a full application store release. The system provides infrastructure for staged rollouts, A/B testing, and remote hotfix deployment by directing specific user segments or percentages to different code versions. It ensures stability through a client-side rollback manager that automatically reverts to a previous stable version if a new update ca
Controls when an update is applied by choosing to restart immediately, upon resume, or during the next natural restart.
This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the Godot Game Engine. It serves as an interactive tutorial and reference library, providing a working codebase to demonstrate how to apply engine features in real-world scenarios. The collection focuses on practical implementation guides, covering a wide array of technical capabilities from basic engine fundamentals to advanced rendering and scripting techniques. It allows users to study the application of node-based composition, asset pipelines, and game logic through direct ex
Godot executes code every frame using framerate-dependent or independent timing for physics updates.
EaselJS is a JavaScript library for creating interactive 2D graphics and animations using the HTML5 Canvas element. It functions as a 2D animation framework, a canvas scene graph manager, and an interaction wrapper for detecting and responding to mouse and touch events. The library features a rendering pipeline that utilizes WebGL to increase the drawing performance of bitmap and cached content. It organizes visual elements into a hierarchical display list, allowing nested groups of 2D graphics objects to be transformed and animated as single units. Its capabilities cover the rendering of ve
Coordinates time-based updates and animation frames through a centralized tick manager.
dynamics.js is a physics-based JavaScript animation engine designed to create spring and bounce animations. It utilizes the browser animation frame loop to ensure motion is synchronized with the refresh rate. The engine includes tools for animation debugging, allowing users to slow down or freeze active motions to tune parameters. It also features a timing mechanism that executes callbacks synchronized with the animation frame rate to prevent visual stuttering. The project provides a physics solver based on mass, stiffness, and damping constants. Additionally, it includes a utility for apply
Schedules callbacks and timeouts aligned with the browser animation loop to prevent stuttering.
Star-Office-UI is a visual workspace and dashboard designed to map the activity and work states of AI agents to characters and zones within a virtual office. It functions as a multi-agent status monitor that tracks external entities via join keys and a desktop overlay application that renders a persistent, transparent window on the computer desktop. The project distinguishes itself through an integrated AI background generator that uses image generation APIs to create and update the virtual environment. It also includes a markdown activity logger that reads and displays sanitized daily summar
Implements real-time synchronization of animation frames to ensure smooth visual transitions for characters and office environments.
Nannou is a creative coding framework for Rust designed for building interactive visual and audio sketches. It provides a loop-based API with hardware-accelerated 2D and 3D rendering, serving as a toolkit for generative art production and multimedia installation design. The framework is distinguished by its comprehensive hardware communication interface, which bridges software with physical devices via MIDI, OSC, DMX, serial, and laser DAC protocols. It also includes specialized projection mapping tools for warping visual output to fit non-standard physical surfaces and a dedicated GPU shader
Uses a model-view-update architecture to separate state updates from rendering for predictable frame-by-frame control.
Piccolo is a mini game engine designed for building small-scale games with cross-platform support. It compiles and runs on Windows, macOS, and Linux from a unified codebase, and includes an editor integration for live editing and debugging. The engine uses a component-based entity system with data-oriented design, storing component data in contiguous arrays for cache-friendly iteration. It features a fixed timestep game loop that decouples simulation updates from rendering frame rate, and provides a physics debug overlay that renders visual shapes from simulation data synchronized with the ed
Decouples simulation updates from rendering frame rate using a fixed time step for deterministic physics.
TPKeyboardAvoiding is a drop-in iOS library that automatically adjusts scroll views to keep text fields visible when the keyboard appears. It provides a UIView subclass that can replace existing scroll views without modifying existing code or delegates, making it straightforward to integrate into UIKit-based form interfaces. The library handles keyboard avoidance by monitoring keyboard notifications and synchronizing frame animations with the keyboard's appearance and disappearance. It also adds an input accessory toolbar with "Next" and "Done" buttons to the keyboard, enabling field navigati
Animates scroll view frame changes in sync with keyboard appearance and disappearance using UIView animations.
TIC-80 is a fantasy console platform and multi-language game engine that provides a virtual retro game development environment. It operates via a bytecode virtual machine that executes game logic within fixed memory and resolution constraints. The project distinguishes itself by offering integrated asset editors for pixel art, tile maps, and a pattern-based chiptune audio workstation all within a single environment. It supports multi-language scripting, allowing developers to write logic in Lua, JavaScript, or Ruby, and provides a standalone game exporter to package projects into native execu
Executes game logic at a constant, fixed frame rate to ensure consistent simulation speed across different hardware.
PROXY-List este un agregator public de proxy-uri care oferă structuri de date pentru stocarea și agregarea adreselor de servere proxy HTTP și SOCKS disponibile public. Servește drept sursă pentru recuperarea listelor de rutare a traficului de rețea, utilizate pentru a masca adresele IP de origine în timpul cererilor web. Proiectul utilizează un pipeline de date pentru a scana, interoga și serializa automat listele de proxy de pe mai multe site-uri web publice. Această infrastructură asigură disponibilitatea serverelor active prin interogări periodice programate și reîmprospătări automate ale conținutului, livrând listele rezultate sub formă de fișiere text simple. Aceste capabilități susțin anonimizarea traficului de rețea și menținerea infrastructurii de web scraping prin distribuirea cererilor de ieșire într-un pool de adrese proxy publice rotative, pentru a evita limitările de rată și ban-urile IP.
Triggers data collection at fixed time intervals to keep proxy lists updated daily.
This is the original C source code for the Quake game engine, a landmark first-person shooter engine from the 1990s. It is a retro game engine that renders 3D environments and processes player input in real time using CPU-based software rendering rather than GPU acceleration. The engine supports networked multiplayer gameplay over LAN or internet connections and is designed to be moddable, allowing users to create and run custom game modifications and levels. The engine's architecture includes a Binary Space Partition tree for efficient world geometry organization and visibility determination
Drives the game loop using a fixed timestep tied to the system clock for consistent update and render rates.
Rebound este un framework de mișcare și motor de fizică Java conceput pentru a crea mișcări fizice naturale în animațiile interfețelor utilizator. Acesta funcționează ca o bibliotecă de fizică a resorturilor care modelează forțele și oscilațiile pentru a genera tranziții fluide în interfață. Framework-ul implementează designul de mișcare interactivă prin simularea dinamicii resorturilor din lumea reală și a forțelor fizice, în loc să utilizeze tranziții liniare. Acest lucru permite crearea unei mișcări organice în aplicațiile Java. Motorul gestionează animația bazată pe fizică prin simulări cu resorturi, utilizând integrarea discretă a pașilor de timp și bucle de actualizare independente de frame-uri. Utilizează dinamici bazate pe parametri, cum ar fi rigiditatea și rapoartele de amortizare, alături de interpolarea mișcării bazată pe stare pentru a determina poziția elementelor UI.
Provides a game-loop style update mechanism that decouples physics calculations from the display refresh rate.
Acest proiect oferă colecții de mapări hostname-to-IP curatoriate, concepute pentru a rezolva eșecurile de conectivitate și a accelera accesul la domeniile serviciilor cloud. Funcționează ca o listă de mapare DNS host utilizată pentru a ocoli eșecurile de rezoluție pentru servicii specifice, incluzând un repository dedicat de adrese IP pentru domeniile GitHub pentru a restabili încărcarea imaginilor și stabilitatea paginilor. Sistemul dispune de utilitare de configurare a rețelei care automatizează sincronizarea fișierelor hosts locale cu surse la distanță. Aceste utilitare utilizează un ciclu de actualizare programat pentru a reîmprospăta adresele de rețea și a menține mapările curente, prevenind pierderea conexiunii cauzată de schimbările de IP. Proiectul acoperă optimizarea rezoluției domeniilor și stabilizarea accesului la rețea prin maparea domeniilor de servicii comune către adrese IP verificate. Această abordare ocolește rezoluția DNS nesigură pentru a asigura o conectivitate stabilă către serviciile web externe.
Implements automated scheduling of update checks based on time intervals to refresh network addresses.
tModLoader is a modding framework and toolset designed for expanding game content and extending core game logic. It provides a polymorphic content API that allows for the creation of new items, NPCs, projectiles, and world assets through object-oriented inheritance. The project is distinguished by its advanced code modification capabilities, utilizing intermediate language bytecode patching and reflection-based private access to alter internal game behavior. It features a hot-reloading assembly runtime that enables developers to recompile and apply source code changes in real-time without res
Coordinates visual animation states with functional use timing to trigger effects at specific frames.
cmatrix is a C-based terminal application and command line utility designed to simulate a scrolling digital rain effect. It functions as a CLI visual animation tool that renders falling code patterns and custom text displays within a terminal emulator. The application provides options for visual style customization, allowing users to modify color schemes, font styles, and character sets. It includes animation speed control to adjust the rate of falling characters and supports rendering specific custom messages in the center of the screen during the animation.
Controls the animation speed using a fixed-timestep loop to ensure consistent falling rates regardless of system performance.
Effector is a reactive state management library and data flow orchestrator designed for building complex, event-driven applications. It models application logic as a directed acyclic graph, where state updates and asynchronous side effects propagate automatically through declarative pipelines. By decoupling business logic from user interface layers, it allows developers to maintain state in independent containers that communicate via standard interfaces, ensuring the system remains framework-agnostic. The library distinguishes itself through its robust support for isolated execution scopes, w
Triggers recurring events at fixed intervals with external control to abort processes or prevent concurrent execution.
Jitsu is an open-source customer data platform designed to orchestrate event data pipelines. It captures, transforms, and routes behavioral data from web and server sources into data warehouses and analytics tools, providing a unified infrastructure for managing event streams. The platform distinguishes itself through its focus on self-hosted, containerized operations that grant users full control over their data security and privacy. It features a robust identity resolution engine that stitches disparate user identifiers into persistent profiles across sessions and devices, alongside program
Ingests data from external services on a scheduled basis to consolidate information.
Urho3D is a cross-platform 3D game engine written in C++. It uses a component-based scene graph to compose game objects from nodes and attached components, separating transforms from behaviors for modular design. The engine integrates AngelScript and Lua scripting for game logic, uses the Bullet library for physics simulation, and renders scenes with OpenGL or Direct3D through forward, deferred, or light pre-pass pipelines with customizable render passes and shadow mapping. The engine distinguishes itself with a built-in visual scene and UI editor for composing 3D worlds and interface layouts
Drives each frame iteration, triggering a sequence of update events for application logic, physics, and rendering.
Acest proiect este un scraper web pentru Sina Weibo și un pipeline de date pentru social media, conceput pentru a extrage profiluri de utilizatori, postări, comentarii și active multimedia. Acesta funcționează ca un crawler de date containerizat care automatizează colectarea și stocarea locală a conținutului de social media și a metricilor de engagement. Sistemul include un strat de procesare care utilizează modele de limbaj mari (LLM) pentru a analiza textul extras, generând rezumate și analize de sentiment. Se diferențiază printr-un model de container gata de deployment, care dispune de o interfață HTTP pentru gestionarea sarcinilor de extracție și monitorizarea progresului joburilor. Crawler-ul acoperă o gamă largă de capabilități, inclusiv monitorizarea social media prin actualizări incrementale programate, arhivarea activelor multimedia pe discuri locale și exportul de date în formate multiple către fișiere plate sau baze de date. De asemenea, captează interacțiuni sociale detaliate, cum ar fi comentariile de prim nivel și repostările.
Uses schedulers to trigger the fetching of social media data at fixed time intervals.
Neo-Store is a privacy-focused open-source software manager that provides a centralized interface for discovering, installing, and updating applications with built-in security and privacy verification. It functions as an application privacy monitor, displaying tracker information, anti-features, and security vulnerabilities through dedicated visualization panels to support informed decision-making before installation. The project distinguishes itself through its repository client with mirror rotation, which synchronizes metadata from remote repositories by cycling through multiple mirrors to
Checking for newer versions of installed applications and upgrading them based on time intervals or device states.