Languages & Runtimes

Language ecosystems, compilers, runtimes, package managers, performance, and best practices.

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dev.to > serverkueche > netcup-vps-1000-g12-benchmarked-how-fast-is-it-really-5689

netcup VPS 1000 G12 benchmarked: how fast is it really?

1+ hour, 25+ min ago   (890+ words) The VPS 1000 G12 is netcup's entry-level VPS and the server most Serverküche recipes run on. But how fast is it really? We measured it thoroughly with standard tools – and show you the commands you can use to check your own server…...


dev.to > jsmanifest > nextjs-caching-mental-model-in-2026-request-memoization-data-cache-full-route-cache-and-router-1268

Next.js Caching Mental Model in 2026: Request Memoization, Data Cache, Full Route Cache, and Router Cache Explained Once and for All

1+ hour, 53+ min ago   (93+ words) Next.js Caching Mental Model in 2026: Request Memoization, Data Cache, Full Route Cache, and... Tagged with react, nextjs, webdev, javascript....


dev.to > brawnybytes > java-concurrency-multithreading-40-interview-questions-3lpl

Java Concurrency & Multithreading: 40 Interview Questions

1+ hour, 56+ min ago   (829+ words) A process has its own memory space and OS resources; threads live inside a process and share its heap and file handles but keep their own stack and program counter. That shared memory is exactly why threads are cheap to…...


dev.to > debasish87 > how-i-debugged-a-kv-cache-offloading-bug-in-vllm-52lj

How I Debugged a KV-Cache Offloading Bug in vLLM

2+ hour, 23+ min ago   (370+ words) LLM inference performance is often limited by GPU memory rather than raw compute. One of the problems I worked on in vLLM involved KV-cache offloading for models using mixed KV-cache groups. The failure was subtle: the existing logic assumed a…...


dev.to > codenameone > faster-maps-chasing-swiss-speed-pl7

Faster Maps: Chasing Swiss Speed

2+ hour, 34+ min ago   (974+ words) ParparVM fixes pathological map misses and extends tagged boxed values. Probe counts, allocation coverage, and regressions show where ordinary Java collections became cheaper. Tagged with java, mobile, android, ios....


dev.to > parsajiravand > react-derived-state-why-that-usestate-is-probably-a-bug-37h0

React Derived State: Why That useState Is Probably a Bug

2+ hour, 45+ min ago   (1065+ words) Nothing here is exotic. It's one of the most common bugs in React codebases, and it exists because a value that should have been computed got stored instead. This is episode two of React Deep Dive, on what React itself…...


dev.to > devanshu_patil > a-fast-vps-is-useless-if-you-cant-explain-why-its-slow-40jo

A Fast VPS Is Useless If You Can't Explain Why It's Slow

3+ hour, 44+ min ago   (492+ words) One of the most useful habits I've picked up from running applications on my own VPS is this: Don't optimize based on feelings. Measure the request. When a website feels slow, it's tempting to immediately blame the server. Maybe the…...


dev.to > maxslashwang > we-downscaled-a-1080p-video-to-480x270-to-protect-its-quality-1m46

I downscaled a 1080p video to 480x270 to protect its quality

4+ hour, 17+ min ago   (1080+ words) Someone handed my compressor a 1080p clip. It gave back a 480×270 postage stamp. Nothing crashed. Every line did what I wrote it to do. I had written code that looked at that video, decided it was too damaged to deserve its…...


dev.to > nainikmehta > cache-stampede-mitigation-stale-while-revalidate-coalescing-268e

Cache Stampede Mitigation: Stale‑While‑Revalidate & Coalescing

5+ hour, 46+ min ago   (295+ words) Cache stampedes (aka thundering herds) happen when a popular cache entry expires and hundreds or thousands of concurrent requests race to rebuild it. The result: your origin gets hammered, latency spikes, retries amplify the load, and the whole service can…...


dev.to > saltmire > how-to-add-a-loading-screen-with-a-progress-bar-in-godot-4-3pi7

How to add a loading screen with a progress bar in Godot 4

6+ hour, 23+ min ago   (284+ words) Godot 4's ResourceLoader can load a scene in a background thread while your loading screen stays interactive. There are three calls you need: Create a new scene with a CanvasLayer root (name it LoadingScreen) and add two children: a ColorRect…...