<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Posts on Datayurei Blog</title><link>https://blog.datayurei.com/en/posts/</link><description>Recent content in Posts on Datayurei Blog</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Mon, 14 Sep 2026 15:27:00 +0800</lastBuildDate><atom:link href="https://blog.datayurei.com/en/posts/index.xml" rel="self" type="application/rss+xml"/><item><title>Understand how does CRD server work when going though issue#130235</title><link>https://blog.datayurei.com/en/posts/k8s-issue-130235/</link><pubDate>Mon, 14 Sep 2026 15:27:00 +0800</pubDate><guid>https://blog.datayurei.com/en/posts/k8s-issue-130235/</guid><description>&lt;p&gt;This issue is relate to the controller and handler, which is the part of code I am not familiar.
Therefore it consumes me days to understand how does it work inside the rcd server.&lt;/p&gt;
&lt;p&gt;CRD server(maybe it is not precise?) is contained inside the api-server and is called as apiextension-server
actually in code. It handles CRD request and events when the event arrives, which is sent by a shared Informer. Here I
want to add some about Informer: it&amp;rsquo;s a specialized component for syncing, draining and dispatching event to its destination.&lt;/p&gt;</description></item><item><title>Something I learned about kubernetes api-server watch mechanism when try solving issue#131721</title><link>https://blog.datayurei.com/en/posts/k8s-issue-131721/</link><pubDate>Fri, 04 Sep 2026 23:45:00 +0800</pubDate><guid>https://blog.datayurei.com/en/posts/k8s-issue-131721/</guid><description>Something about the Cache machanism I learn when I solving issue 131721 in k8s</description></item><item><title>Frame Rate Issues in Some Games Such as Elden Ring Nightreign on Linux</title><link>https://blog.datayurei.com/en/posts/game-optimization-on-linux/</link><pubDate>Thu, 28 May 2026 18:45:00 +0800</pubDate><guid>https://blog.datayurei.com/en/posts/game-optimization-on-linux/</guid><description>A Linux gaming performance issue caused by split lock mitigation, and how to work around it.</description></item><item><title>Fullscreen Issues When Gaming with Niri</title><link>https://blog.datayurei.com/en/posts/wayland-niri-gaming-fullscreen-bug/</link><pubDate>Fri, 22 May 2026 19:35:00 +0800</pubDate><guid>https://blog.datayurei.com/en/posts/wayland-niri-gaming-fullscreen-bug/</guid><description>A fullscreen issue that can appear when running games on Linux with Wayland and Niri.</description></item><item><title>Hello Hugo</title><link>https://blog.datayurei.com/en/posts/hello-hugo/</link><pubDate>Fri, 24 Apr 2026 00:00:00 +0800</pubDate><guid>https://blog.datayurei.com/en/posts/hello-hugo/</guid><description>Initial post used to validate the Hugo and GitHub Actions deployment flow.</description></item></channel></rss>