# Eli Bendersky

Published articles for Eli Bendersky.

This is one page of public article previews, not the complete archive. Follow Next page to continue. Summaries are not the original full articles.

## How big are factorials?

DevFeed: [How big are factorials?](<https://devfeed.tech/articles/how-big-are-factorials-35142.md>)

Original publisher: [Read original article](<https://eli.thegreenplace.net/2026/how-big-are-factorials/>)

Author: Eli Bendersky

Published: 2026-08-28T01:52:00Z

Content type: tutorial

Language: en

Sources: [Eli Bendersky](<https://devfeed.tech/sources/eli-bendersky.md>)

Topics: [math](<https://devfeed.tech/topics/math.md>), [function](<https://devfeed.tech/topics/function.md>)

Tags: [function](<https://devfeed.tech/tags/function.md>), [gamma](<https://devfeed.tech/tags/gamma.md>), [math](<https://devfeed.tech/tags/math.md>), [misc](<https://devfeed.tech/tags/misc.md>), [number](<https://devfeed.tech/tags/number.md>)

### AI overview

This tutorial explains how to estimate the number of digits in factorials, using 52! as an example. It introduces the Gamma function and outlines Stirling's approximation and its derivation using Laplace's method.

### Source excerpt

The other day, I found myself wondering how big 52! (52 factorial) is, and that led me to ponder how these could be estimated without a calculator or a computer. It turns out there's some fairly interesting math behind being able to estimate the size (number of digits) of ...

## Concurrent Servers: Part 8 - Go

DevFeed: [Concurrent Servers: Part 8 - Go](<https://devfeed.tech/articles/concurrent-servers-part-8-go-35141.md>)

Original publisher: [Read original article](<https://eli.thegreenplace.net/2026/concurrent-servers-part-8-go/>)

Author: Eli Bendersky

Published: 2026-08-22T14:52:00Z

Content type: tutorial

Language: en

Sources: [Eli Bendersky](<https://devfeed.tech/sources/eli-bendersky.md>)

Topics: [Go Language](<https://devfeed.tech/topics/go-language.md>), [Concurrency](<https://devfeed.tech/topics/concurrency.md>), [Server](<https://devfeed.tech/topics/server.md>), [Concurrent Programming](<https://devfeed.tech/topics/concurrent-programming.md>), [Network](<https://devfeed.tech/topics/network.md>)

Tags: [capacity](<https://devfeed.tech/tags/capacity.md>), [concurrency](<https://devfeed.tech/tags/concurrency.md>), [concurrent](<https://devfeed.tech/tags/concurrent.md>), [go](<https://devfeed.tech/tags/go.md>), [goroutines](<https://devfeed.tech/tags/goroutines.md>), [misc](<https://devfeed.tech/tags/misc.md>), [network-programming](<https://devfeed.tech/tags/network-programming.md>), [servers](<https://devfeed.tech/tags/servers.md>), [threads](<https://devfeed.tech/tags/threads.md>)

### AI overview

Part 8 of a series on concurrent network servers explains how Go implements sequential and concurrent servers. It demonstrates serving each client with a lightweight goroutine and discusses why concurrency may still need to be limited, including when tasks compete for finite CPU capacity.

### Source excerpt

This is part 8 in a series of posts on writing concurrent network servers. In this part, we'll switch to Go and see how it tackles the challenges described earlier in the series. All posts in the series: Part 1 - Introduction Part 2 - Threads Part 3 - Event-driven Part 4 - libuv ...

## Concurrent Servers: Part 7 - Rust

DevFeed: [Concurrent Servers: Part 7 - Rust](<https://devfeed.tech/articles/concurrent-servers-part-7-rust-35140.md>)

Original publisher: [Read original article](<https://eli.thegreenplace.net/2026/concurrent-servers-part-7-rust/>)

Author: Eli Bendersky

Published: 2026-08-15T16:41:00Z

Content type: tutorial

Language: en

Sources: [Eli Bendersky](<https://devfeed.tech/sources/eli-bendersky.md>)

Topics: [Rust](<https://devfeed.tech/topics/rust.md>), [Concurrent Programming](<https://devfeed.tech/topics/concurrent-programming.md>), [Network](<https://devfeed.tech/topics/network.md>), [Server](<https://devfeed.tech/topics/server.md>), [Programming](<https://devfeed.tech/topics/programming.md>)

Tags: [concurrency](<https://devfeed.tech/tags/concurrency.md>), [concurrent](<https://devfeed.tech/tags/concurrent.md>), [misc](<https://devfeed.tech/tags/misc.md>), [network](<https://devfeed.tech/tags/network.md>), [network-programming](<https://devfeed.tech/tags/network-programming.md>), [programming](<https://devfeed.tech/tags/programming.md>), [programming-language](<https://devfeed.tech/tags/programming-language.md>), [rust](<https://devfeed.tech/tags/rust.md>), [servers](<https://devfeed.tech/tags/servers.md>), [threads](<https://devfeed.tech/tags/threads.md>)

### AI overview

Part 7 of a series on concurrent network servers explains how to implement the series' state-machine protocol in Rust. It covers a sequential server, one thread per client, and a fixed thread pool.

### Source excerpt

This is part 7 in a series of posts on writing concurrent network servers. In this part, we discuss how the challenges described in earlier parts are tackled in the Rust programming language. All posts in the series: Part 1 - Introduction Part 2 - Threads Part 3 - Event-driven Part 4 - libuv ...

## Relative velocity and closing speed

DevFeed: [Relative velocity and closing speed](<https://devfeed.tech/articles/relative-velocity-and-closing-speed-35144.md>)

Original publisher: [Read original article](<https://eli.thegreenplace.net/2026/relative-velocity-and-closing-speed/>)

Author: Eli Bendersky

Published: 2026-08-04T03:01:00Z

Content type: tutorial

Language: en

Sources: [Eli Bendersky](<https://devfeed.tech/sources/eli-bendersky.md>)

Topics: [Simulation](<https://devfeed.tech/topics/simulation.md>), [Game engine](<https://devfeed.tech/topics/game-engine.md>), [3D](<https://devfeed.tech/topics/3d.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [game](<https://devfeed.tech/tags/game.md>), [math](<https://devfeed.tech/tags/math.md>), [misc](<https://devfeed.tech/tags/misc.md>), [physics](<https://devfeed.tech/tags/physics.md>)

### AI overview

A tutorial on closing speed, defined as the normal component of the relative velocity between two objects. It explains vector projection, the role of the connecting line between the objects, and how the sign indicates whether they are approaching or separating.

### Source excerpt

In Physics simulations or game engines it's sometimes useful to determine the speed with which two objects are approaching each other. This post will discuss the concept of closing speed, which is the normal component of the relative velocity of two objects. Relative velocity and its components Suppose we ...