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CQRS and patterns in frontend applications

CQRS is an architectural pattern for separating state-mutating commands’ actions from state-delivery queries’ actions. Its benefits can be versatile from organizing your code-base by introducing boundaries of business logic - up to solving collaboration and data staleness. Although, it is well known pattern for building backend APIs, it’s frontend counterpart can be overlooked…

Road to Unity (2D) - part 4

In this fourth part of the blog series, we introduce an easy to use camera library that will allow tracking your input-controlled game object.

Keycloak localization and theming

In order to ease and provide more flexibility in working with Keycloak templates, project Keycloakify was introduced. It allows you to draft, test and create custom themes where you can improve UX, customize the look and feel of your pages or email templates…

About transaction isolation levels

Vast of the today’s applications leverage on some type of a database that provides ACID guarantees with transactions. It is important to know the differences between different isolation levels to facilitate the choice when applying them…

Up/Down database migration scripts with DbUp

DbUp is lightweight .NET library that performs forward migrations for SQL servers. The only problem is that core library doesn’t support migrations rollback. However, there is a solution to create up/down migration scripts…

Export Keycloak settings

Once you dealt with Keycloak setup for a realm, you might need a way to export that configuration and reuse it for other environments. This post will guide you on how to do that.

Keycloak with AspNet WebAPI and React

In this post we’ll demonstrate a basic usage and integration with Keycloak identity server. We’ll built a backend Rest API solution to authorize incoming requests and a client application to implement login feature using OpenId Connect with Authorization Code Flow type.

Road to Unity (2D) - part 3

The third part of the blog series where we introduce game objects’ collision handling. We’ll explain how to use collision boxes and rigid bodies to prevent objects to overlap. Instead, the objects will bounce off the box’s boundaries when they are brought close to each other.

Road to Unity (2D) - part 2

The second part of the blog series where we add behavior to the Game Objects that we have prepared in the part 1. Besides enabling our boat object to be controlled by keyboard inputs, we’ll also show how to make main camera to follow your game object.

Road to Unity (2D) - part 1

You want to build a game, but don’t know where to start? These blog post series are about the concepts I grasped on my own journey of learning game development in Unity. In order to start small, I decided to begin with 2D games development and see where it leads me…

dotnet build... stuck!

Recently, my team experienced an issue within cloud pipeline where our DotNet solution build execution kept getting stuck and hanged for a long time, until it finally timed out…

DotNet Core and Docker

This article will explain how to start with setting up Docker configuration for deployment and test execution of your dotnet core solution.

Lower costs with AWS Fargate Spot

In case you are running your container instances on AWS Fargate, there is a way to reduce your costs by using Fargate Spot capacity provider…

About Halo game's backend

This article is a summary of lessons learned from talks and publications that described what Halo service team was building back in 2013. We discovered a lot about their backend implementation and architecture, that we found very insightful…

Hello, World!

Dear reader, we hope you are doing well, and we wish to thank you for your interest and visit to our blog. So let us introduce ourselves…

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