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Developing A Game Engine with Perl: Part 7 - Fork

By Shawn Holland on December 6, 2021 6:09 AM under :sys_wait_h, ANSI Game Engine, CHLD signal, IO::Socket::INET, Linux, Man page, OpenSuSE, OpenSuSE Tumbleweed, PID, POSIX, Perl, SyncTERM, fork, localtime, reap, reaper, sample code, setsid, strftime, time, use IO::Socket::INET, use POSIX, use POSIX ":sys_wait_h", use POSIX qw(setsid), use POSIX qw(strftime), waitpid, zombie

Pssssst... I DO NOT KNOW WHAT I AM DOING.

If you want to start reading from the beginning. Check out the first article in this series

Continuing from our last post, I talked about how ANSI Game Engine is a ="https://blogs.perl.org/users/shawn1/2021/12/developing-a-game-engine-with-perl-pa…

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user-pic Sharing what I learn along the journey of developing ANSI Game Engine

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