The Best Binary Options Trading Software for 2020 • Benzinga

Top US Binary Options Brokers – Best Binary Options Brokers & Platforms 2017

Top US Binary Options Brokers – Best Binary Options Brokers & Platforms 2017 submitted by emadbably to OptionsInvestopedia [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

submitted by cuavas to emulation [link] [comments]

NanoFusion - Project Update and Next Steps

Build-Off Result

I'm sure some people will be wondering about the status of the NanoFusion project going forward. Naturally, the outcome of the Nano Build-Off was pretty disappointing for me personally. After initially receiving such a wave of positive feedback here on reddit, it was unfortunate to not even crack the top 20 projects.
In spite of that result, I think the community's desire to see a trustless privacy protocol in the Nano ecosystem is actually quite strong. I believe this Build-Off result is primarily a reflection of the judging criteria, which skewed strongly towards apps that were already somewhat polished, and able to be tested by one person within the space of 10 minutes. This naturally disfavours a project like NanoFusion which is still a proof-of-concept, and requires multiple participants in order to properly use it. All that to say, while I applaud the winning projects for their efforts, and extend my gratitude to Nanillionaire for sponsoring the event, I don't believe that the Build-Off result gives a full picture of the community's true priorities for future development of the Nano ecosystem.
Nevertheless this result points to a stark reality: NanoFusion is not yet ready for consumer use, not by a long shot.

What will it take for NanoFusion to be consumer-ready?

Protocol and Reference Implementation Status
There is a small amount of work to be done to finish the reference implementation of the protocol. The binary tree of input mix accounts has been constructed, but the code is not yet written to actually execute the mix, nor to trigger and execute refunds where necessary. That is really the last step that needs to be completed for the reference implementation, and it's not especially complicated. The tricky bit is that there are still a few bugs around communication between the clients that need ironing out. But those are relatively minor bugs, I'm confident they won't require fundamental changes to the protocol or the implementation architecture.
However, once the reference implementation is complete, that is where a whole new set of challenges begins.
Wallet Integration
The primary challenge will be to integrate NanoFusion into one or more popular wallets. For a privacy protocol to be most effective, we need as many people as possible using it. In a cryptocurrency like Nano, where transactions and addresses are all publicly visible on a block explorer, privacy is achieved by making it difficult to determine which transactions belong to you. Making it difficult is a matter of having your transactions get "lost in the crowd". The crowd of transactions that might potentially be yours is called the "anonymity set". We need that anonymity set to be as large as possible, which means we need as many people participating in Fusion events as possible.
The best way to achieve this is to get NanoFusion adopted by popular wallets, and ideally to have it enabled by default. The less decisions that a user needs to make in order to start participating, the better.
This raises one very important question. How do we make it as easy and appealing as possible for the developers of popular wallets to integrate this technology?
Workflow Design
In order to make NanoFusion integration appealing to wallet developers, I believe we need to gear NanoFusion integration around workflows that actually work for end-users of the wallet. This is not as simple as it appears.
The Nano ecosystem is currently geared around the assumption that addresses will tend to be re-used for many sends and receives. This is almost intrinsic to the ORV consensus mechanism. You keep your funds in one account, and the voting weight for that account is assigned to your representative.
In a UTXO-based cryptocurrency, BCH in particular, it is much more normal to use a separate subaddress for every incoming transaction. CashFusion on BCH works by taking all your different receive addresses and mixing the funds from those addresses together (along with the funds of many other people's subaddress sets). But on Nano it's different. Imagine you have an online store accepting Nano funds via BrainBlocks integration. If you receive 100 payments, you might have BrainBlocks forward them all to just one account that you own. But this makes it trivial for a customer to look at the block explorer and see all of your sales volume, which completely undermines your privacy.
In the context of something like BrainBlocks, it's easy to see how our e-commerce store could generate a new address for each transaction, and have BrainBlocks forward funds to that new address. Then we could run NanoFusion later to obscure the linkages between our individual sales. But what about addresses that are shared in public? Lots of people put up single Nano addresses to receive donations, etc. What does NanoFusion do with those? For NanoFusion to be most effective, a given user should NOT have just one input and one output account in the mix. It makes it too easy for their input and output accounts to be linked (at least to a moderate-to-high degree of probability) by the publicly visible amounts in the accounts.
For NanoFusion to be most effective, we need to develop a culture where it is normal for people to use a new address each time they receive some nano. How do we make it appealing for wallet developers to build their wallets this way? I don't really know. The only example of this pattern that I know is Nanonymous (https://github.com/LilleJohs/Nanonymous). We could potentially implement something like stealth addresses, so that the user really gives out one canonical public address, but a different receive address is actually used for each transaction "under the hood". However, that adds a whole new layer of complexity. It means wallets have to be upgraded to know how to interact with a stealth address.
API Design
Even if we could arrange things so that it was more common for individuals to have multiple input accounts to mix, we would still be left with another question. What would wallet developers want the API for NanoFusion to look like? By nature, NanoFusion requires a large number of messages to be sent back and forth between all of the mix participants. For security reasons, those messages cannot be sent all at once. Player A has to wait for Player B to send message 1 before it is safe (cryptographically) for Player A to reveal the content of message 2.
What should a library look like that manages that complexity on behalf of the wallet developer? What language should it be written in? I have begun this project under the assumption that the most common wallet-dev language would be javascript, but there may be cases where other platforms are needed.

Where To From Here?

Technical Reflections
Thinking through all of these practical challenges has given me a new perspective on the whole issue of cryptocurrency privacy protocols. I have a much greater respect for what has been achieved by the Monero project. In Monero, everyone actually uses the privacy protocol. As described above, that is no small accomplishment. Even though the privacy protocols for Dash, ZCash, BTC and BCH do basically work, their use is not widespread. Even leaving aside the issue of the extra transaction fees incurred (which is not such a problem for Nano), these optional privacy protocols are just not that convenient to use. Because not everyone uses them, the anonymity set is not nearly as large as it could be. And because not everyone uses them, transactions you do before and after a mix/fusion event leak metadata which can be used to undermine the privacy that you gained by using the privacy protocol in the first place.
Inevitably, NanoFusion will also suffer from this problem. Suppose that 20% of the Nano community starts regularly participating in fusions (a very generous estimate, given the low adoption rate of optional privacy features in the other cryptocurrencies mentioned). That still leaves the large majority of transactions probably re-using addresses most of the time. This means that the non-private majority will leak fresh metadata whenever they interact with accounts that were previously obscured through NanoFusion. This is not an easy problem to overcome. It can only be done with a culture shift towards ubiquitous privacy, and that can probably only be achieved by all major wallets agreeing to enable privacy features by default. Not an easy hill to climb.
Personal Circumstances
For the sake of transparency, I also want to mention that I will be stepping back from NanoFusion for a while. This is simply a necessity of life. Our first child will be born in a few months. Once that happens, I will obviously have a lot going on and much less time available to work on these kinds of side projects. Between now and then, I need to focus on other projects which have more potential to generate some income for my little family. I'm a dad now(!), and my family comes first.
I'm very glad to have (hopefully) contributed some useful groundwork for the process of bringing privacy to Nano. This project also gave me the chance to learn some new technologies at a much deeper level, I'm grateful that too. Neverthless, for the foreseeable future, I'll be stepping back. I don't make that decision lightly. I put a lot of blood, sweat and tears into bringing NanoFusion this far, so I definitely hope it doesn't just fall by the wayside. I hope others will pick it up and run with it in my absence.
Call to Action
Want to make NanoFusion happen? Here's what we really need next:
  1. Wallet Developers - we need you to speak up. Tell us, what would an ideal NanoFusion API look like? How can we make it as easy as possible for you to integrate NanoFusion into your wallet app? What programming language do you want to use to consume that API? What I would love to see is several wallet developers collaborating together to create a document describing their ideal API. That will make it much easier for potential developers to pick it up and start implementing it.
  2. Javascript developers - are any of you interested in stepping up and finishing off the last bits of the reference implementation for NanoFusion?
As always, details of the project are available at http://nanofusion.casa (including demo videos, technical whitepaper and the link to the GitHub repo).
God bless everyone, thank you to all those who have followed along and offered so much encouragement for this project.
submitted by fatalglory to nanocurrency [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

submitted by cuavas to MAME [link] [comments]

Microservices: Service-to-service communication

The following excerpt about microservice communication is from the new Microsoft eBook, Architecting Cloud-Native .NET Apps for Azure. The book is freely available for online reading and in a downloadable .PDF format at https://docs.microsoft.com/en-us/dotnet/architecture/cloud-native/

Microservice Guidance
When constructing a cloud-native application, you'll want to be sensitive to how back-end services communicate with each other. Ideally, the less inter-service communication, the better. However, avoidance isn't always possible as back-end services often rely on one another to complete an operation.
There are several widely accepted approaches to implementing cross-service communication. The type of communication interaction will often determine the best approach.
Consider the following interaction types:
Microservice systems typically use a combination of these interaction types when executing operations that require cross-service interaction. Let's take a close look at each and how you might implement them.

Queries

Many times, one microservice might need to query another, requiring an immediate response to complete an operation. A shopping basket microservice may need product information and a price to add an item to its basket. There are a number of approaches for implementing query operations.

Request/Response Messaging

One option for implementing this scenario is for the calling back-end microservice to make direct HTTP requests to the microservices it needs to query, shown in Figure 4-8.

Figure 4-8. Direct HTTP communication
While direct HTTP calls between microservices are relatively simple to implement, care should be taken to minimize this practice. To start, these calls are always synchronous and will block the operation until a result is returned or the request times outs. What were once self-contained, independent services, able to evolve independently and deploy frequently, now become coupled to each other. As coupling among microservices increase, their architectural benefits diminish.
Executing an infrequent request that makes a single direct HTTP call to another microservice might be acceptable for some systems. However, high-volume calls that invoke direct HTTP calls to multiple microservices aren't advisable. They can increase latency and negatively impact the performance, scalability, and availability of your system. Even worse, a long series of direct HTTP communication can lead to deep and complex chains of synchronous microservices calls, shown in Figure 4-9:

Figure 4-9. Chaining HTTP queries
You can certainly imagine the risk in the design shown in the previous image. What happens if Step #3 fails? Or Step #8 fails? How do you recover? What if Step #6 is slow because the underlying service is busy? How do you continue? Even if all works correctly, think of the latency this call would incur, which is the sum of the latency of each step.
The large degree of coupling in the previous image suggests the services weren't optimally modeled. It would behoove the team to revisit their design.

Materialized View pattern

A popular option for removing microservice coupling is the Materialized View pattern. With this pattern, a microservice stores its own local, denormalized copy of data that's owned by other services. Instead of the Shopping Basket microservice querying the Product Catalog and Pricing microservices, it maintains its own local copy of that data. This pattern eliminates unnecessary coupling and improves reliability and response time. The entire operation executes inside a single process. We explore this pattern and other data concerns in Chapter 5.

Service Aggregator Pattern

Another option for eliminating microservice-to-microservice coupling is an Aggregator microservice, shown in purple in Figure 4-10.

Figure 4-10. Aggregator microservice
The pattern isolates an operation that makes calls to multiple back-end microservices, centralizing its logic into a specialized microservice. The purple checkout aggregator microservice in the previous figure orchestrates the workflow for the Checkout operation. It includes calls to several back-end microservices in a sequenced order. Data from the workflow is aggregated and returned to the caller. While it still implements direct HTTP calls, the aggregator microservice reduces direct dependencies among back-end microservices.

Request/Reply Pattern

Another approach for decoupling synchronous HTTP messages is a Request-Reply Pattern, which uses queuing communication. Communication using a queue is always a one-way channel, with a producer sending the message and consumer receiving it. With this pattern, both a request queue and response queue are implemented, shown in Figure 4-11.

Figure 4-11. Request-reply pattern
Here, the message producer creates a query-based message that contains a unique correlation ID and places it into a request queue. The consuming service dequeues the messages, processes it and places the response into the response queue with the same correlation ID. The producer service dequeues the message, matches it with the correlation ID and continues processing. We cover queues in detail in the next section.

Commands

Another type of communication interaction is a command. A microservice may need another microservice to perform an action. The Ordering microservice may need the Shipping microservice to create a shipment for an approved order. In Figure 4-12, one microservice, called a Producer, sends a message to another microservice, the Consumer, commanding it to do something.

Figure 4-12. Command interaction with a queue
Most often, the Producer doesn't require a response and can fire-and-forget the message. If a reply is needed, the Consumer sends a separate message back to Producer on another channel. A command message is best sent asynchronously with a message queue. supported by a lightweight message broker. In the previous diagram, note how a queue separates and decouples both services.
A message queue is an intermediary construct through which a producer and consumer pass a message. Queues implement an asynchronous, point-to-point messaging pattern. The Producer knows where a command needs to be sent and routes appropriately. The queue guarantees that a message is processed by exactly one of the consumer instances that are reading from the channel. In this scenario, either the producer or consumer service can scale out without affecting the other. As well, technologies can be disparate on each side, meaning that we might have a Java microservice calling a Golang microservice.
In chapter 1, we talked about backing services. Backing services are ancillary resources upon which cloud-native systems depend. Message queues are backing services. The Azure cloud supports two types of message queues that your cloud-native systems can consume to implement command messaging: Azure Storage Queues and Azure Service Bus Queues.

Azure Storage Queues

Azure storage queues offer a simple queueing infrastructure that is fast, affordable, and backed by Azure storage accounts.
Azure Storage Queues feature a REST-based queuing mechanism with reliable and persistent messaging. They provide a minimal feature set, but are inexpensive and store millions of messages. Their capacity ranges up to 500 TB. A single message can be up to 64 KB in size.
You can access messages from anywhere in the world via authenticated calls using HTTP or HTTPS. Storage queues can scale out to large numbers of concurrent clients to handle traffic spikes.
That said, there are limitations with the service:
Figure 4-13 shows the hierarchy of an Azure Storage Queue.

Figure 4-13. Storage queue hierarchy
In the previous figure, note how storage queues store their messages in the underlying Azure Storage account.
For developers, Microsoft provides several client and server-side libraries for Storage queue processing. Most major platforms are supported including .NET, Java, JavaScript, Ruby, Python, and Go. Developers should never communicate directly with these libraries. Doing so will tightly couple your microservice code to the Azure Storage Queue service. It's a better practice to insulate the implementation details of the API. Introduce an intermediation layer, or intermediate API, that exposes generic operations and encapsulates the concrete library. This loose coupling enables you to swap out one queuing service for another without having to make changes to the mainline service code.
Azure Storage queues are an economical option to implement command messaging in your cloud-native applications. Especially when a queue size will exceed 80 GB, or a simple feature set is acceptable. You only pay for the storage of the messages; there are no fixed hourly charges.

Azure Service Bus Queues

For more complex messaging requirements, consider Azure Service Bus queues.
Sitting atop a robust message infrastructure, Azure Service Bus supports a brokered messaging model. Messages are reliably stored in a broker (the queue) until received by the consumer. The queue guarantees First-In/First-Out (FIFO) message delivery, respecting the order in which messages were added to the queue.
The size of a message can be much larger, up to 256 KB. Messages are persisted in the queue for an unlimited period of time. Service Bus supports not only HTTP-based calls, but also provides full support for the AMQP protocol. AMQP is an open-standard across vendors that supports a binary protocol and higher degrees of reliability.
Service Bus provides a rich set of features, including transaction support and a duplicate detection feature. The queue guarantees "at most once delivery" per message. It automatically discards a message that has already been sent. If a producer is in doubt, it can resend the same message, and Service Bus guarantees that only one copy will be processed. Duplicate detection frees you from having to build additional infrastructure plumbing.
Two more enterprise features are partitioning and sessions. A conventional Service Bus queue is handled by a single message broker and stored in a single message store. But, Service Bus Partitioning spreads the queue across multiple message brokers and message stores. The overall throughput is no longer limited by the performance of a single message broker or messaging store. A temporary outage of a messaging store doesn't render a partitioned queue unavailable.
Service Bus Sessions provide a way to group-related messages. Imagine a workflow scenario where messages must be processed together and the operation completed at the end. To take advantage, sessions must be explicitly enabled for the queue and each related messaged must contain the same session ID.
However, there are some important caveats: Service Bus queues size is limited to 80 GB, which is much smaller than what's available from store queues. Additionally, Service Bus queues incur a base cost and charge per operation.
Figure 4-14 outlines the high-level architecture of a Service Bus queue.

Figure 4-14. Service Bus queue
In the previous figure, note the point-to-point relationship. Two instances of the same provider are enqueuing messages into a single Service Bus queue. Each message is consumed by only one of three consumer instances on the right. Next, we discuss how to implement messaging where different consumers may all be interested the same message.

Events

Message queuing is an effective way to implement communication where a producer can asynchronously send a consumer a message. However, what happens when many different consumers are interested in the same message? A dedicated message queue for each consumer wouldn't scale well and would become difficult to manage.
To address this scenario, we move to the third type of message interaction, the event. One microservice announces that an action had occurred. Other microservices, if interested, react to the action, or event.
Eventing is a two-step process. For a given state change, a microservice publishes an event to a message broker, making it available to any other interested microservice. The interested microservice is notified by subscribing to the event in the message broker. You use the Publish/Subscribe pattern to implement event-based communication.
Figure 4-15 shows a shopping basket microservice publishing an event with two other microservices subscribing to it.

Figure 4-15. Event-Driven messaging
Note the event bus component that sits in the middle of the communication channel. It's a custom class that encapsulates the message broker and decouples it from the underlying application. The ordering and inventory microservices independently operate the event with no knowledge of each other, nor the shopping basket microservice. When the registered event is published to the event bus, they act upon it.
With eventing, we move from queuing technology to topics. A topic is similar to a queue, but supports a one-to-many messaging pattern. One microservice publishes a message. Multiple subscribing microservices can choose to receive and act upon that message. Figure 4-16 shows a topic architecture.

Figure 4-16. Topic architecture
In the previous figure, publishers send messages to the topic. At the end, subscribers receive messages from subscriptions. In the middle, the topic forwards messages to subscriptions based on a set of rules, shown in dark blue boxes. Rules act as a filter that forward specific messages to a subscription. Here, a "GetPrice" event would be sent to the price and logging Subscriptions as the logging subscription has chosen to receive all messages. A "GetInformation" event would be sent to the information and logging subscriptions.
The Azure cloud supports two different topic services: Azure Service Bus Topics and Azure EventGrid.

Azure Service Bus Topics

Sitting on top of the same robust brokered message model of Azure Service Bus queues are Azure Service Bus Topics. A topic can receive messages from multiple independent publishers and send messages to up to 2,000 subscribers. Subscriptions can be dynamically added or removed at runtime without stopping the system or recreating the topic.
Many advanced features from Azure Service Bus queues are also available for topics, including Duplicate Detection and Transaction support. By default, Service Bus topics are handled by a single message broker and stored in a single message store. But, Service Bus Partitioning scales a topic by spreading it across many message brokers and message stores.
Scheduled Message Delivery tags a message with a specific time for processing. The message won't appear in the topic before that time. Message Deferral enables you to defer a retrieval of a message to a later time. Both are commonly used in workflow processing scenarios where operations are processed in a particular order. You can postpone processing of received messages until prior work has been completed.
Service Bus topics are a robust and proven technology for enabling publish/subscribe communication in your cloud-native systems.

Azure Event Grid

While Azure Service Bus is a battle-tested messaging broker with a full set of enterprise features, Azure Event Grid is the new kid on the block.
At first glance, Event Grid may look like just another topic-based messaging system. However, it's different in many ways. Focused on event-driven workloads, it enables real-time event processing, deep Azure integration, and an open-platform - all on serverless infrastructure. It's designed for contemporary cloud-native and serverless applications
As a centralized eventing backplane, or pipe, Event Grid reacts to events inside Azure resources and from your own services.
Event notifications are published to an Event Grid Topic, which, in turn, routes each event to a subscription. Subscribers map to subscriptions and consume the events. Like Service Bus, Event Grid supports a filtered subscriber model where a subscription sets rule for the events it wishes to receive. Event Grid provides fast throughput with a guarantee of 10 million events per second enabling near real-time delivery - far more than what Azure Service Bus can generate.
A sweet spot for Event Grid is its deep integration into the fabric of Azure infrastructure. An Azure resource, such as Cosmos DB, can publish built-in events directly to other interested Azure resources - without the need for custom code. Event Grid can publish events from an Azure Subscription, Resource Group, or Service, giving developers fine-grained control over the lifecycle of cloud resources. However, Event Grid isn't limited to Azure. It's an open platform that can consume custom HTTP events published from applications or third-party services and route events to external subscribers.
When publishing and subscribing to native events from Azure resources, no coding is required. With simple configuration, you can integrate events from one Azure resource to another leveraging built-in plumbing for Topics and Subscriptions. Figure 4-17 shows the anatomy of Event Grid.

Figure 4-17. Event Grid anatomy
A major difference between EventGrid and Service Bus is the underlying message exchange pattern.
Service Bus implements an older style pull model in which the downstream subscriber actively polls the topic subscription for new messages. On the upside, this approach gives the subscriber full control of the pace at which it processes messages. It controls when and how many messages to process at any given time. Unread messages remain in the subscription until processed. A significant shortcoming is the latency between the time the event is generated and the polling operation that pulls that message to the subscriber for processing. Also, the overhead of constant polling for the next event consumes resources and money.
EventGrid, however, is different. It implements a push model in which events are sent to the EventHandlers as received, giving near real-time event delivery. It also reduces cost as the service is triggered only when it's needed to consume an event – not continually as with polling. That said, an event handler must handle the incoming load and provide throttling mechanisms to protect itself from becoming overwhelmed. Many Azure services that consume these events, such as Azure Functions and Logic Apps provide automatic autoscaling capabilities to handle increased loads.
Event Grid is a fully managed serverless cloud service. It dynamically scales based on your traffic and charges you only for your actual usage, not pre-purchased capacity. The first 100,000 operations per month are free – operations being defined as event ingress (incoming event notifications), subscription delivery attempts, management calls, and filtering by subject. With 99.99% availability, EventGrid guarantees the delivery of an event within a 24-hour period, with built-in retry functionality for unsuccessful delivery. Undelivered messages can be moved to a "dead-letter" queue for resolution. Unlike Azure Service Bus, Event Grid is tuned for fast performance and doesn't support features like ordered messaging, transactions, and sessions.

Streaming messages in the Azure cloud

Azure Service Bus and Event Grid provide great support for applications that expose single, discrete events like a new document has been inserted into a Cosmos DB. But, what if your cloud-native system needs to process a stream of related events? Event streams are more complex. They're typically time-ordered, interrelated, and must be processed as a group.
Azure Event Hub is a data streaming platform and event ingestion service that collects, transforms, and stores events. It's fine-tuned to capture streaming data, such as continuous event notifications emitted from a telemetry context. The service is highly scalable and can store and process millions of events per second. Shown in Figure 4-18, it's often a front door for an event pipeline, decoupling ingest stream from event consumption.

Figure 4-18. Azure Event Hub
Event Hub supports low latency and configurable time retention. Unlike queues and topics, Event Hubs keep event data after it's been read by a consumer. This feature enables other data analytic services, both internal and external, to replay the data for further analysis. Events stored in event hub are only deleted upon expiration of the retention period, which is one day by default, but configurable.
Event Hub supports common event publishing protocols including HTTPS and AMQP. It also supports Kafka 1.0. Existing Kafka applications can communicate with Event Hub using the Kafka protocol providing an alternative to managing large Kafka clusters. Many open-source cloud-native systems embrace Kafka.
Event Hubs implements message streaming through a partitioned consumer model in which each consumer only reads a specific subset, or partition, of the message stream. This pattern enables tremendous horizontal scale for event processing and provides other stream-focused features that are unavailable in queues and topics. A partition is an ordered sequence of events that is held in an event hub. As newer events arrive, they're added to the end of this sequence. Figure 4-19 shows partitioning in an Event Hub.

Figure 4-19. Event Hub partitioning
Instead of reading from the same resource, each consumer group reads across a subset, or partition, of the message stream.
For cloud-native applications that must stream large numbers of events, Azure Event Hub can be a robust and affordable solution.

About the Author:
Rob Vettor is a Principal Cloud-Native Architect for the Microservice Enterprise Service Group. Reach out to Rob at [[email protected]](mailto:[email protected]) or https://thinkingincloudnative.com/weclome-to-cloud-native/
submitted by robvettor to microservices [link] [comments]

List of New Supported Games and FAQ.

Hey guys! Here is a list of all the new supported games, you can download the Nucleus Co-Op scripts from the app now, the games listed here that are clickable link you to a guide but all are supported. You can also see all available scripts from the app now by pressing the view all option.
10 Miles to Safety
20XX
100% Orange Juice
200% Mixed Juice!
Abyssal Zone
Acceleration of SUGURI 2
A Hat in Time
Air Missions: HIND
Alien Breed Impact
Alien Breed 2: Assault
Alien Breed 3: Descent
Aliens Colonial Marines
Aliens vs Predator
Alien Swarm: Reactive Drop
Aragami: Shadow Edition
ARK: Survival Evolved
Ashen (steam version only)
Astroneer
Attack on Titan 2
ATV Drift & Tricks
Barony
Binary Domain
BioShock 2
Bit Dungeon III
Blades of Time
Bladestorm: Nightmare
Blood and Bacon
Bob Was Hungry
Borderlands
Borderlands 2
Borderlands: The Pre-Sequel
Borderlands GOTY Enhanced
Borderlands 3
Broomstick League
Bulletstorm: Full Clip Edition
Bunch of Heroes
CastleMiner Z
Clandestine
Cladun Returns: This is Segoku
Chivalry: Medieval Warfare
Citadel: Forged With Fire
Code of Princess
Conan Exiles (16 june 2020 update added Funcom Live Services and now the game is online only effectively breaking the splitscreen script. You need to downgrade to the previous version.)
Contagion
Contra: Rogue Corps
Counter-Strike: Source
Cube World
Cyberdimension Neptunia: 4 Goddesses Online
Daemon X Machina
Damnation
Dark Souls: Prepare to Die Edition
Day of Defeat: Source
Day of Infamy
Deadfall Adventures
Dead Island
Dead Island: DE
Dead Island Riptide: DE
Dead Rising 2
Dead Rising 2: Off the Record
Dead Rising 3
Dead Rising 4
Deathtrap
Debris
Deep Rock Galactic
Desolate
Dinosaur Hunt
Divinity: Dragon Commander
Divinity: Original Sin Enhanced Edition
Divinity: Original Sin 2
Don't Starve Together
Door Kickers
Dragon Ball Xenoverse
Dragon Ball: Xenoverse 2
Dragon Marked for Death
Dragon Quest Builders 2
Dungeon of the Endless
Dungeons 3
Dungeon Siege III
Dying Light
Dystopia
Earth Defense Force 4.1
Earth Defense Force 5
Earth Defense Force: Insect Armageddon
Earth Defense Force: Iron Rain
Earthfall
Enemy Front
F1 2012
Fade to Silence
Factorio
Fallout 76
F.E.A.R. 3
Final Exam
Feel The Snow
Fight The Dragon
Fistful of Frags
Forge Quest
Fortified
Front Mission Evolved
Full Mojo Rampage
Garry's Mod
Gas Guzzlers Extreme
Generation Zero
GOCCO OF WAR
God Eater Resurrection
God Eater 2 - Rage Burst
God Eater 3
God Mode
Grim Dawn
Ground Branch
GTFO
Guns n Zombies
Half-Life Deathmatch: Source
Half-Life 2: Deathmatch
Half-Minute Hero: The Second
Halo Custom Edition
Halo 2 LAN
Halo 2: Project Cartographer
Halo Online ElDewrito
Halo: The Master Chief Collection
Halo Wars: Definitive Edition
Hammerwatch
Hero Siege
Hunted: The Demon’s Forge
Human: Fall Flat
I am Weapon: Revival
Insurgency
Iron Brigade
It came from space, and ate our brains
KATANA KAMI: A Way of the Samurai Story
Killing Floor
Killing Floor 2
Killsquad
Kill to Collect
Lead and Gold: Gangs of the Wild West
Left 4 Dead 2
LEGO Worlds
Livelock
Lord of the Rings War in the North
Magicite
Mean Greens - Plastic Warfare
Mighty No. 9
Minecraft Java Edition
Monday Night Combat
Morphies Law
Mothergunship
NanoWars
Necropolis
Need For Speed Most Wanted 2005
Nioh: Complete Edition
Niffelheim
No Man's Sky
No More Room in Hell
Outbreak
Outbreak: TNN
Outland
Outward
Orcs Must Die! 2
ORION: Prelude
OVERKILL's The Walking Dead
Pacify
PAYDAY: The Heist
PAYDAY 2
Pirates, Vikings, and Knights II
PixARK
Portal Knights
Prevent The Fall
Primal Carnage: Extinction
Pure
Raft
Rage
Remnant: From the Ashes
Resident Evil 5
Resident Evil 6
Resident Evil Revelations
Re-Volt (RVGL)
RimWorld
Risk of Rain 2
Roguelands
Ryse: Son of Rome
Sacred 3
Saints Row The Third
Saints Row IV
Saints Row: Gat out of Hell
Sanctum
Sanctum 2
Scourge Outbreak
Secrets of Grindea
Senran Kagura: Shinovi Versus
Senran Kagura: Estival Versus
Senran Kagura: Peach Beach Splash
Serious Sam 2
Seven Days to Die
Sir, You Are Being Hunted
SkyDrift
Sniper Elite 3
Space Engineers
Space Hulk: Deathwing - Enhanced Edition
Spec Ops: The Line
Spintires
Starbound
Stardew Valley
Star Wars: Battlefront 2 (Classic, 2005)
Strange Brigade
Strength of the Sword: ULTIMATE
Styx: Shards of Darkness
Super Mario 64
Survivalist
Sven Coop
Sword Art Online Re: Hollow Fragment
Sword Art Online: Lost Song
Sword Art Online: Hollow Realization Deluxe Edition
Synergy
SYNTHETIK: Arena
SYNTHETIK: Legion Rising
Takedown: Red Sabre
Team Fortress 2
Teenage Mutant Ninja Turtles: Mutants in Manhattan
Teenage Mutant Ninja Turtles: Out of the Shadows
Terraria
TerraTech
The Blackout Club
The Darkness 2
The Forest
The Haunted: Hells Reach
theHunter: Call of the Wild
The Incredible Adventures of Van Helsing
The Incredible Adventures of Van Helsing II
The Incredible Adventures of Van Helsing III
The Incredible Adventures of Van Helsing Final Cut
The Mean Greens - Plastic Warfare
The Simple Apocalypse
The Watchers
Tokyo Ghoul:re Call to Exist
Tom Clancy's Rainbow Six: Vegas 2
Tomb Raider
Torchlight II
Toukiden: Kiwami
Toukiden 2
Unending Dusk
Unepic
Unloved
Unreal Tournament III
Umbrella Corps
Vagante
Warcraft III: The Frozen Throne
Warcraft III: Reign of Chaos
Warhammer 40,000: Space Marine
We Were Here Together
White Noise 2
World in Conflict: Complete Edition
Wreckfest
XCOM: Enemy Within
Zeno Clash II
Zombie Army Trilogy
Zombie Panic! Source

Frequently Asked Questions & Troubleshooting

(Under Construction, last updated: 06/06/20)
Q: What is Nucleus Co-Op?
A: https://www.youtube.com/watch?v=jbituCgu3Bc
Nucleus Co-Op is a free and open source tool for Windows that allows split-screen play on many games that do not initially support it. The app was originally created by Lucas Assis, Zerofox later took over and added a ton of new features and improvements to support a lot more games. Ilyaki later joined in and brought multiple keyboards/mice support and more great features to the table. The app is currently being developed and updated by these devs: Lucas Assis, Zerofox and Ilyaki.
R-mach too for making and supporting the website that hosts the Nucleus Co-Op scripts.
Also the further development of the app wouldn't have been possible without all the amazing contributions and hard work from the SplitScreen Dreams Discord members (which include the devs mentioned above) that made all the new Nucleus Co-Op scripts and continue to make new discoveries and scripts to support even more games, among them: Talos91, PoundlandBacon, dr. old.boi, Pizzo and many more.
Q: How does Nucleus Co-Op work?
A: Essentially Nucleus Co-Op opens multiple instances of the same game (some games require mutex killing for that or other methods) that will only answer to one specific gamepad (we do this via Nucleus Co-Op custom xinput dlls or xinput plus dlls) and connects those instances via LAN or steamworks online multiplayer emulation (Goldberg Emulator), all while making sure all windows have focus so they can be playable with gamepads or that the instances are playable even in the background. Nucleus then resizes, removes borders and repositions the games windows so you can have synthetic splitscreen to play locally with your friends.
Q: Which games can be splitscreened using Nucleus Co-Op?
A: There are a lot of supported games, all mentioned in the list above. A ton of games are now supported thanks to the amazing program called Goldberg Emulator, developed by Mr. Goldberg, a big thank you to him. Read the Goldberg FAQ linked too if you want to know more.
Q: Where do I download Nucleus Co-Op?
A: You can download latest version from Github. Download the compiled .rar release, don't download the source code zip if you just want to use the app.
Q: How do I use Nucleus Co-Op?
A: Here is a quick video tutorial: https://www.youtube.com/watch?v=hWmvz59i-o0
1.- Download and exctract Nucleus Co-Op (extract using apps like 7-zip or winrar).
2.- Open NucleusCoop.exe.
3.- Click on Download Game Scripts, search for a game in the supported games list and download a script. You can also see all available scripts from the app now by pressing the view all option.
4.- Once the script has finished downloading you will get a prompt asking if you would like to add a game now, press yes if you want to add it now, if you select no proceed to step 6.
5.- Next you need to find where your game's executable is located. If you're not sure, try Googling 'where is (game) installed' and just searching for .exe in the place they tell you to look. For Steam games this is usually something along the lines of 'C:\Program Files\Steam\steamapps\common(game)'. Some games will have their real .exe stashed away in a folder called 'bin' or 'binaries' inside that place. Once you choose the right .exe, add the game.
6.- You can also automatically add games, click 'Auto-Search' and select the drive and path you want to add games from.
7.- Once your game is added, select it in the Nucleus UI and drag the gamepads icons to the splitscreen layout, click on the top-left icon on the layout corner to change the type of splitscreen layout. You can also right click a player in the layout to change the size.
8.- Finally press play and you are ready to go.
Q: Where should I place the Nucleus Co-Op folder?
A: Nucleus Co-Op can be placed almost anywhere(Documents, Downloads, Desktop, etc...) except inside the game files.
Q: How do I play with an uneven amount of players (such as 3 players) without having an empty space?
A: Right click on a section of the splitscreen layout
Q: Nucleus Co-Op doesn't launch, how do I fix it?
A: Here are a few things you can try:
1.- Try updating your Microsoft.net framework, and install/reinstall Visual C++ 2010-2017.
2.- Run Nucleus Co-Op as admin.
3.- Make sure your antivirus program is not blocking Nucleus Co-Op.
4.- Restart your PC, and try again.
Q: I wish to help out with the project, how can I get in touch?
A: Join the Nucleus Co-Op discord community or contact us here in the subreddit.
Q: When support for X game?
A: Not all games are easy to splitscreen, if you want to suggest a game make a post with the title [Request] Name of the game and provide useful information like if the game supports LAN or dedicated servers, if it is available on Steam or in other services, if it uses external servers for online etc. Also you can contact any of our experienced Nucleus scripters here or in the Nucleus Co-Op discord and ask if a script is possible. The main scripter is the OP of this post for instance. Remember that Scripters are limited by the games they own and can test on, so if you really want support for a game to be added consider donating the game to the scripter in question.
Q: How do I know when a script gets updated?
A: Scipt updates are always announced in the Nucleus Co-Op discord server in the channel script updates.
Q: How do I create my own splitscreen script for Nucleus Co-Op?
A: Here is the documentation, open the .js file with notepad to read it. You can also use the other scripts you download from Nucleus as reference, they get downloaded to the Nucleus scripts folder. If you create a working script or if you have any questions about Nucleus scripting you can ask us in the Nucleus Co-Op discord or here in the subreddit, we can help you improve your script so it is fully working for sharing with the community.
Q: Does Nucleus Co-Op work on Linux/Mac?
A: Nucleus Co-Op depends on a lot of Windows functions and APIs, at the moment it only works on Windows 7 and Up. If you are interested in porting Nucleus Co-Op to other operating systems please feel free to contact any of the developers.
Q: Where can I report a bug/issue?
A: Note that Nucleus Co-Op is a tool in development and still in Alpha. Expect bugs, glitches and weird things to happen. Help other people not have these things happen by checking for a solution here and submitting a [BUG REPORT] to the reddit as a new topic or in the comments here, if no-one else has brought it up.
A good [BUG REPORT] looks like this:
Thread name: [BUG REPORT] Simon falling off horse
BUG: Simon falls off his horse.
EXPECTED: Simon should not fall off his horse, right?
CAUSE: I'm pretty sure it's because I have my computer plugged into an auto-blow.
STEPS TO REPRODUCE
1.- Open up Simon Stays On His Horse: The Interactive Video Game of the Movie.
2.- Choose Co-Op and join with another player.
3.- Simon falls off his horse!!!
TYPE: Severe! The gameplay can't continue if Simon isn't on his horse! (Alternatively, Minor if the gameplay can continue but it's just annoying)
NUCLEUS OPTIONS: I played with 2 players using the vertical splitscreen (left and right) on one tv and 2 famicom controllers. I'm using the latest version
SYSTEM: I'm on Windows 3.1 with 4MB of RAM, a 2KHz CPU and no graphics card, playing on a projector. She's a monster.
I'd really like this to get fixed please thanks magic man! -Beanboy"
Keep in mind most scripts are made and tested using the latest legit steam versions of the game, so provide information about what version of the game you have.
Also provide a debug log of the NucleusCoop error, enable the debug log in Nucleus UI settings. You can also ask for support in our discord.
Q: Why is Nucleus Co-Op resizing the game instances incorrectly/the instances look stretched?
A: Try setting your monitor scale to 100% in your monitoTV resolution settings. It is also highly recommended that you add custom resolutions to all your monitors from your AMD/Nvidia/Intel panel (For example if you are using a monitor resolution of 1920x1080 add custom resolutions like 960x540, 1920x540, 960x1080, ect.) that way most games will be able to see and use those custom resolutions and the splitscreen will not look stretched(Example). Note that not all games support custom or widescreen resolutions. Also try disabling the Nucleus status bar in Nucleus UI settings.
Q: Why is Nucleus Co-Op throwing an error message that it can not find a file when launching a script?
A: A lot of scripts edit the game's .ini or .cfg files to force windowed and to adjust the game resolution, so make you sure you run your game at least once and change some graphic settings before running it via Nucleus Co-Op, that way you make sure the config files are getting generated first. If you are still getting the error after doing that, select the game in the UI, click on Game Options and select Delete UserProfile Config Path for all players. Also try disabling the Nucleus status bar in Nucleus UI settings.
Q: Where are my Nucleus Co-Op save files located?
A: Some scripts save to the Nucleus Co-Op enviroment folder located in C:\Users\YourUser\NucleusCoop, you can access each game save file via the Nucleus Co-Op UI too, select a game, click on Game Options and select Open UserProfile Save/Config Path. Other scripts just save in the same file path your regular game saves to.
Q: Why are my in-game frames per second low/better in one instance than in the others when using Nucleus Co-Op?
A: Remember that Nucleus Co-Op opens multiple instances of a game, so depending on the game this can be quite demanding for your PC, to improve FPS and performance try reducing graphics settings like textures and shadows, limit the FPS or unfocus all the game windows so that they get equal priority and the FPS even out, you can do this by Alt-Tabbing to a different window like the Nucleus app window, the game windows will still remain on top, you can also press the windows key+b in your keyboard to unfocus all instances.
Q: My Playstation/generic PC controller isn't working/isn't being detected by Nucleus Co-Op, how do I fix it?
A: Most Nucleus Co-Op Scripts only detect Xinput gamepads. Controllers that work best are Xbox 360, Xbox One and Logitech game controllers for minimum hassle. There are a few scripts that also support Direct Input gamepads but Xinput gamepads are generally easier to restrict to a specific game instance than Dinput gamepads.
If you are using PS4 gamepads try the app DS4windows, look in the settings for an option called "hide ds4 controller" - make sure it's ticked. To ensure it's definitely running in exclusive mode make sure ds4windows is set to load on windows startup, then turn your controllers on while windows is loading. Download the latest version here - https://ryochan7.github.io/ds4windows-site/
If you are using generic dinput gamepads the app XOutput is also useful to emulate xinput gamepads.
The app X360CE version 4 that creates virtual Xbox 360 Controllers inside your Windows operating system is also very useful to emulate xinput gamepads system wide.
Remember that some games detect both dinput and xinput gamepads so even if you are emulating a xinput gamepad the input could still not be restricted correctly because the game is now responding to both the emulated xinput gamepad and to the native direct input of your gamepad, that is why some apps like DS4windows have an "exclusive mode".
Also do not place x360ce xinput dlls in the Nucleus Co-Op files as this might interfere with Nucleus custom xinput dlls.
If you are using steam controllers try this: https://www.youtube.com/watch?v=wy4F2eqTXQ4
Q: Why is my keyboard not showing in the Nucleus Co-Op UI?
A: If a script is only showing gamepads and not keyboard icons that means the script only supports gamepads and doesn't support keyboards and mice in splitscreen yet.
Q: There are many keyboards and mice icons in the UI, how do I know which ones to use?
A: If you press a key in the keyboard you will use or move the mouse their corresponding icons in the Nucleus Co-Op UI will light up yellow. The app can detect keyboard macros that is why sometimes you will get multiple keyboard icons.
Q: Can you play splitscreen+LAN in different PCs?
A: Yes, if you run the game via Nucleus Co-Op in different PCs you can connect all instances you launch via LAN, for example you can have 2 players playing vertical splitscreen in one PC via Nucleus and connect to 2 others playing Nucleus splitscreen in a different PC via LAN. If the script uses steamworks multiplayer emulation you'll have to change the instances steam ids in the other PCs you'll connect to, otherwise the instances launched by Nucleus will use the same steam ids and won't be able to connect to each other. For that you can open the game script .js file in Nucleus scripts folder in the other PCs and add for example Game.PlayerSteamIDs = [ "76561198134585131","76561198131394153","76561198011792067","76561198043762785" ]; that will change the default ids of the first four instances you open in one PC via Nucleus Co-Op.
Q: Does Nucleus Co-Op have any malware?
A: Absolutely not.
Q: This project is Amazing where can I donate?
A: We don't have an unified donation platform yet but you can support the devs individually here: Zerofox, Ilyaki, Lucas Assis.
You can also donate to our main scripters that make the game scripts for Nucleus: Talos91/blackman9
submitted by blackman9 to nucleuscoop [link] [comments]

MAME 0.220

[ Removed by reddit in response to a copyright notice. ]
submitted by cuavas to emulation [link] [comments]

r/TheWalkingDeadGame's TWDG Survey Results (see top part of post for more info)!

EDIT: The results are now completely finished!
Hello everyone!
As many of you know by now, we did a big survey 2 weeks ago where participants were asked many different types of questions about the series. First off, I am proud to announce that a total of 259 people took the survey. I was honestly expecting around 100 people to take it, so for the final amount to be more than double than what I predicted is absolutely stellar.
So with that said, here are the results!

Demographics

Age: 40.2% are within the age range of 12-17 years old, while 39.0% are 18-22, 13.8% are 23-27, 4.3% are 28-32, 2.4% are 33-39, and 0.4% are 40-49.
Gender: 83.1% identified as male, compared to 14.2% female, 0.8% trans, 0.4% non-binary, and 1.6% who chose not to answer.
Region: 53.1% of participants live in North America, while 36.6% live in Europe, 5.9% live in Australia, 2.4% live in Asia, and 0.8% for South America as well as Africa. One person actually put in Antarctica which... I'll assume was a misclick.

You and the Series

Click here to see a visualization of the results
Entry point: 16.2% of people got into the series during season 1 (May 2012 - November 2012), while 15.4% joined after The Final Season had ended. The third most popular entry date was a tie between the start of season 1 (April 2012) and after season 2 had ended (September 2014 - December 2016), which had 12.7% participants get into the series for each of those timeframes.
First entry: 81.9% of participants said that their first Telltale experience was a TWD one, compared to 18.1% who played at least one other Telltale game beforehand.
TWD Media: 34.4% of participants were already TWD fans before getting into the games. The other 65.6% responses were various combinations of whether game players gave other forms of the TWD series a shot.
Platform: The most popular platform for playing the games is PC with 38.2%, with the runner-ups being Xbox (28.2%) and Playstation (26.6%).

Season 1 Choice Results

Click here to see a visualization of the results
The album has more info though I'll briefly summarize the more important choices since there were a lot in this category:
  • Carley or Doug? 82.9% saved Carley whereas 17.1% saved Doug.
  • Kill Larry or save him? 55.0% of players helped Kenny kill Larry while 41.9% tried to save him and 3.1% didn't make a choice in time.
  • Take the supplies? 51.6% of players took the supplies while 48.4% didn't. Definitely the most split S1 choice.
  • Save Ben? 76.3% of players saved Ben while 19.8% dropped him and 3.9% had him die by default for not killing Crawford fast enough.
  • Chop off arm? 74.4% of players chopped Lee's arm off while 25.6% didn't.
  • Shoot Lee? 89.1% of you shot Lee while 10.9% left him to turn.

Season 2 Choice Results

Click here to see a visualization of the results
  • Nick or Pete? To my surprise, 61.4% of you saved Pete instead of Nick who 38.6% of you saved.
  • Sit with at Dinner? 87.1% of you sat with Kenny as opposed to the 12.9% that sat with Luke.
  • Watch Carver die? 77.0% of you watched Kenny kill Carver as opposed to 23.0% that didn't.
  • Chop off Sarita's arm? 62.3% of you whacked her arm off while 37.7% didn't.
  • Rob Arvo? 55.5% of you did NOT rob the commie piece of shit, while 44.5% of you did.
  • Shoot Kenny? Whether it was an easy or a difficult decision, 74.3% of you did NOT shoot Kenny while 25.7% of you did.
  • Final Ending? There were many different places to end up during the finale of season 2. For 41.4% of you, the final ending you got was Clem and Kenny leaving Wellington together. The two runner-up endings were Clem at Wellington with 28.9% and at Howe's with Jane and the family at 13.7%. The least common ending was not shooting Kenny only to ditch him at the frozen car with 1.2%.

Season 3 (A New Frontier) Choice Results

Click here to see a visualization of the results
  • Stay the night? Wanting to have all of that sweet pudding, 53.3% of you stayed in the trailer while 46.7% of you wanted to hit the road.
  • Shoot Conrad? 77.4% of you shot Conrad during your first playthrough while 22.6 of you didn't. I remember the in-game stats of the Conrad choice were in the high 80's/low 90's when the episode first released, so perhaps newcomers were more likely to spare Conrad after seeing his later actions.
  • Spare Max? 66.8% of you spared Max while 26.6% of you shot him and 6.6% of you couldn't decide in time before David shot him.
  • Date Kate? 64.7% of you started a relationship with Kate while 35.3% of you friendzoned her.
  • Tripp or Ava? 69.2% of you tried to save Tripp while 30.8% of you tried to save Ava.
  • Final ending? Due to the nature of these endings they were a tie for the most part, but the most common one was Javi going with Kate while Clem looks for David (only David dies) with 32.0% of you getting this ending.

Season 4 (The Final Season) Choice Results

Click here to see a visualization of the results
  • Louis or Violet? Four questions in this survey were ones that involved Clem's two romance options: Louis and Violet. You can see the results of each specific question by clicking the link above, but for the most part people often chose/sided with Violet. Examples of such include spending the day with Violet/Brody (51.2%), appealing to Violet at the end of episode 1 (59.3%), romancing Violet in episode 2 (40.2%), and saving Violet from Lilly's group (55.0%). To any Louis fans who might be letdown about their favorite piano-playing survivor not getting the spotlight, fear not, as Louis will make a surprising comeback for some of the later results in this survey.
  • Abel's fate? 81.9% of you were merciful to Abel as you promised to killed him and actually did so in the end. The least picked option was to let him sweat and not kill him (2.8%), which is surprising to me since promising that you'll kill him and not doing it (which got 5.2%) seems much more crueler.
  • Kill Lilly? Whether it was to avenge Carley/Doug, get payback for Louis' tongue, or just to shut her up once and for all, 55.6% of you let AJ kill Lilly.
  • Trust AJ? 79.1% of you trusted AJ to make the hard calls, meaning that Tenn died on the bridge.
  • Put down Clem? Most of you did not want to live in a world where Clem as a walker could possibly exist, so 85.6% of you chose to "put down" Clem.

The Episodes and Seasons

Click here to see a visualization of the results
  • Best Episode: The best episode according to all of you is the season 1 finale No Time Left with 21.2% of the votes, while the second and third best episodes were Take Us Back (19.3%) and Starved For Help (13.1%) respectively. Runner-ups were Broken Toys (11.6%) and No Going Back (6.9%).
  • Worst Episode: You might be shocked by this (I know I definitely was), but the episode that was ranked as your least favorite was... 400 Days at 18.9%! Second and third worst episodes according to you all were Above the Law (12.7%) and a tie between Ties That Bind Pt. I and Thicker Than Water (12.0% each). Runner-ups were Amid the Ruins (10.0%) and From the Gallows (9.3%).
To those who voted for either 400 Days or Above the Law, I would really like to hear your feedback on why you voted for those two as your least favorite. 400 Days was generally liked and I often see Above the Law be regarded as the best ANF episode, so I'm not really sure how to explain these results.
  • Best Season: Another close call, but season 1 was regarded as the best season at 46.7%, followed closely by The Final Season with 40.2%.
  • Worst Season: To the surprise of absolutely no one, A New Frontier was voted as the worst season with 79.2% of votes.
  • Best Graphic Style: The more realistic and less glossy approach of The Final Season was voted as the best style with 69.1% of votes.
  • Times replayed: The amount of times you've all played the series is almost evenly split, but 33.6% of you have played through the series 4 or more times.

The Opinions

Click here to see a visualization of the results
  • Killing Larry: Most of you thought that it was right for Kenny to saltlick Larry as that option received 63.3% of the votes.
  • S2 Kenny: In S2E5, Jane said that Kenny was "a bomb waiting to go off." I used a similar quote to convey Jane's feelings about Kenny through this question. The results were nearly split but 47.1% think that Kenny is NOT "a ticking time bomb."
  • S3 Clem: Clem's actions in S3 are sometimes questionable and it was later found that the choices from the previous two games have almost no affect on her character. Despite this, 47.1% of you thought that Clem's character in S3 did justice to how she acted in the previous two games.
  • Clem's S3 inclusion: Despite the results of the above question, 39.8% of you think that Clem's inclusion as a secondary character made the game WORSE. Perhaps a duo Tales From the Borderlands approach would've been better. This was the most split question of these opinion-based ones, as the results were nearly tied and about a quarter of you couldn't decide.
  • David's character: 50.6% think that David was neither terrible nor perfect when it came to being a father, husband, and brother. Meanwhile, 40.5% of you think he was awful at all three of those things while a meager 3.9% of you thought he was perfect. Out of curiosity, I checked the specific votes from the females who took this survey but could not find a correlation between gender.
  • Jesus in S3: I probably should've reworded this question to something like "do you like seeing comic characters in the game?" The answer to that question remains to be seen, but as for Jesus himself 78.8% liked his inclusion.
  • AJ shooting Marlon: 68.7% of you thought it was wrong for AJ to shoot Marlon compared to 23.9% thought he was justified.
  • Clem in groups: 87.6% of you think Clem/AJ are better off in groups. I imagine this score would have been incredibly low if a survey like this were done right after the end of season 2.

The Characters

Click here to see a visualization of the results
Apologize for the delay on this one since counting the votes took forever.
  • Best protagonist: As expected, Clem won with 65.6% of the votes followed by Lee with 32.0%. While he has his fans, Javi's 2.3% shows that he will always remain in the shadows of the protagonists that preceded him.
  • Favorite Clem: Your favorite iteration of Clem is S4 Clem with 63.3% of votes, followed by S2 Clem (23.2%), S1 Clem (9.7%), and S3 Clem (3.9%).
  • Best 400 Days character: 40.1% of you voted for Vince as your favorite 400 Days character. From there, the votes decreased based on the chronological order of when you play as each following character. This was a bit surprising since Bonnie got more votes than Shel despite Bonnie's actions in S2.
  • Best cabin group survivor: 71.7% of you said that Luke was your favorite survivor, while Pete (12.8%) and Alvin (7.4%) followed along from a great distance.
  • Best Ericson's survivor: It was a close call but Louis won the vote with 43.7%, followed by Violet (36.9%) and... Rosie? (4.4%).
  • Best villain/antagonist: The best villain according to you all was Carver who took home 44.8% of the votes. The St. Johns (13.9%) and Lilly (13.5%) place in second and third while somewhere in the herd you can hear Minerva singing (12.0%).
  • Best Clem love interest: Despite Violet winning almost all of the S4 choice questions a while back, people think that the best love interest for Clem would be Louis with 38.2%. Violet was a close second with 36.7%, while 15.8% prefer Clem to be alone and 6.9% of you didn't know or didn't care.
  • Most annoying character: Although Gabe sucks at keeping secrets, he is great at one thing: being the most obnoxious character with 28.7% of the votes. The two other "screw-up" characters from the previous two seasons followed afterwards, with Sarah getting 17.8% of votes and Ben getting 11.2%.
  • Favorite and most hated characters: I'm way too tired to explain this part in depth so click the imgur album above to see the top 5 results yourself. I'll probably do a better favorite characters poll in the future.

The Moments

Click here to see a visualization of the results
There were far too many possible options to go through so I just listed the top 5 for each question:
  • Most difficult choice: Hardest choice for most of you was choosing whether to stay in Wellington or leave with Kenny which got 18.1% of the votes.
  • Most intense moment: On the verge of her possible death, both Clem getting bit and the final barn scene were voted the most intense scenes as they received 14.7% votes each.
  • Saddest moment: As expected, Lee's death was voted the saddest moment with a staggering 39.8% of the votes.
  • Most epic/applause-worthy moment: Learning that Clem survived her bite easily took the top spot with 36.7% of the votes.
  • Scariest/creepiest scene: Never mind the darkness... or the fact that Minerva singing on the bridge won this vote with a high 39.4%.
  • Most shocking/jaw-dropping scene: Since it seemed almost impossible for her to get out of that predicament, Clem being alive was voted by 15.8% of you as the most shocking moment. Tying in second place was both Lee and Clem getting bit, which both received 13.1% votes each.
  • Worst death: Imagine surviving two entire games only to get killed at the start of the third. That was the case for Kenny's S3 death which was voted the worst death at 31.7%.
  • Favorite quotes: Too many quotes to go through, though the clear winner was "Still. Not. Bitten." which got over 30 votes.

Future/Unexplored

Click here to see a visualization of the results
  • Unexplored fates: There were many characters in the series who have come and gone only to never be seen again. When asked which of these fates you'd like to learn about, the top answer was Christa with 31.7%. The other two highest rated contenders were Kenny if you stayed in Wellington (29.7%) and Javi/Richmond survivors after S3 (15.4%)
  • New Clem sequel: Clem's journey has finally come to an end, though whether it is actually the end is something that I often see get questioned on this sub. Despite Clem's adventure ending on a good note and the game being called The Final Season, 50.6% of you voted that you would like to see a sequel game featuring Clem/AJ. Conversely, 40.9% would not like to see a sequel while 8.5% of you were unsure.
New game ideas: We asked you to pitch us your ideas for a TWD game as long as it wasn't a Clem sequel. All of the ideas were great but here were some of the common/notable ones:
  • Kenny side-story set either between S1 and S2 or set after leaving Clem at Wellington.
  • Javi and Richmond sequel where they're at war with Delta.
  • 400 Days spin-off featuring unexplored characters like Molly and Christa.
  • A 'what-if' game where things are different, like Lee never meeting Clem.
  • Lilly spin-off between S1 and S4.
  • Ericson kids prequel.
  • "The continuation of Javi’s adventure of ‘what the fuck is going on’"

Final Super Serious Questions

Click here to see a visualization of the results
  • Favorite Chet quote: The 7 famous Chet quotes have been passed down from generation to generation, but the legendary quote "It's hotdish night" was the winner with 27.4% of votes.
  • Did you lick it? ...77.2% of you didn't know...
  • Reggie what the fuck happened in here? Click the imgur link above to see the full results or click here for the brief summary to this question. EDIT 6/6/20: After nearly 2 months I'm gonna post a pastebin of all the responses to the Reggie question just so you can see what people said https://pastebin.com/pugxsUif
  • Chet vs. Omar: In what was undeniably the most important vote of 2020, the person who would win in a fight would be... Omar with an extremely close 50.6%. It was a very intense battle as when I would check on the status during the voting phase, there were many times where the results were tied. I may have screwed up by adding "Chef" Omar to the question and not giving Chet his own unique moniker, so perhaps a rematch is due for sometime in the future especially since this was the most split result in the entire survey.
  • What to do with Arvo: There were a ton of funny responses to this question. The ones that I thought were the funniest can be viewed by clicking the imgur link at the top of this section. I also took the liberty into visualizing a couple of the responses.
And with that, I AM FINALLY DONE MAKING THE RESULTS! This entire thing took forever but overall I think it was worth it despite there being several areas where I could've improved. I might do something like this again in the future (specifically with a favorite characters poll since I messed that up here), but that definitely won't be for a while.
So for now, enjoy these results while I go to sleep for a long time.
submitted by Mr_Bell_Man to TheWalkingDeadGame [link] [comments]

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