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  • PRTG Catches Network Issues Before They Cause Downtime Icon
    PRTG Catches Network Issues Before They Cause Downtime

    Threshold-based alerts flag problems early, so your team can act before users notice, not after.

    Reactive troubleshooting usually means hearing about a problem from frustrated users, not your monitoring tool. PRTG sets threshold-based alerts across devices, servers and applications, notifying your team by email, SMS or push the moment a metric crosses a set limit. That means catching a failing disk or overloaded server before it becomes an outage and getting time back from firefighting. Start a free trial and set your first alerts today.
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  • Build Data Resilience - Take the Assessment Today Icon
    Build Data Resilience - Take the Assessment Today

    Can you recover when it matters most? Take this quick assessment to identify gaps and build greater recovery confidence.

    Is your recovery strategy as strong as you think? Take this quick self-assessment to check your recovery readiness and gain tailored insights. In only 2 minutes, you'll learn where you fall on the recovery readiness scale.
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  • 1
    WebSocket ++

    WebSocket ++

    C++ websocket client/server library

    ...In its most common configuration full featured network I/O is provided by the Asio Networking Library. Bundled config packages provide sane defaults so most users can get started quickly. As they understand their solution better and want to optimize, the default components can be reconfigured or replaced entirely and transparently.
    Downloads: 1 This Week
    Last Update:
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  • 2
    Rhubarb

    Rhubarb

    A WebSocket library optimized for multiplayer JS games

    Rhubarb is a lightweight WebSocket library for multiplayer HTML5 games. It is originally designed to be used by the ROYGBIV Engine. However, it can be used outside of ROYGBIV as well. Javascript is slow, therefore we want to have as much main-process-power as we can in order to do game related calculations, graphics rendering and achieving 60 FPS. For multiplayer games achieving 60 FPS gets even more complicated given that transferring data over WebSockets is a slow operation. It also triggers GC activity by copying the transferred data (if JSON is the preferred way), which eventually slows down the main thread as well.
    Downloads: 3 This Week
    Last Update:
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