Tutorial

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Tutorial

How to build a crypto arbitrage trading bot

In this sample app, learn how to build a crypto trading bot to trade locally in multiple exchanges including Coinbase, Bitflyer, and Bitstamp.
Tutorial

Build a real-time log analytics dashboard with Fastly and Macrometa

Learn how a real-time log analytics dashboard gives developers superpowers with data storage and processing in one friendly interface.
Tutorial

Build Geo-Distributed Apps with the new Macrometa CLI

Live in 17.8, the Macrometa CLI lets developers build serverless apps and create a backend in just a few simple calls.
Tutorial

Freeing the Database from Cages for Edge Data

Over the last few years the focus of enterprises has been on cloud computing, but increasingly the focus is shifting towards edge computing which provides benefit of low latency and real-time processing. But many real world edge applications require state to provide meaningful results whether that edge application is for:
Tutorial

Macrometa & AWS Lambda - geo distributed stateful data for serverless functions - a Step by Step guide

At some point in the last 12 months, something historic happened quietly and right under everyone's' noses. Without much fanfare, the center of gravity for cloud computing moved from the centralized databases and compute in giant hyper-scale data-centers to the edge of the network where CDNs live. This tectonic shift changes the way you (dear developer) will build applications, APIs, and all things programmable in the months, years, and decades to come.
Tutorial

How to Make Your Own Twitter in 5 Days

If you think about making your own twitter-ish app, you will soon stumble upon a few super interesting challenges.
Tutorial

CastleKnight - Using Macrometa's Edge Database & Streaming Engine to Build Low Latency, Realtime Multiplayer Online Games *with bonus in-game chat

Let’s say you want to build an online multiplayer game that takes advantage of edge computing to provide low latency and a fast and real time user experience. These kinds of games are hard to build because you need to understand low-level networking inside game engines (like unity or unreal), and deal with lots of complexity when it comes to sending and receiving state data as well as storing it

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