John Scott

Senior Software Engineer at Acacia Systems

Adelaide, South Australia
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Summary

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Senior
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Top School
John Scott is a Senior Software Engineer based in Adelaide with 13 years building high-performance, multithreaded storage and deduplication systems for enterprise products and cloud deployments. He has led and scaled cross-site teams, introduced C++ into large C codebases, and designed production deduplication backends that run on AWS and S3. Deeply experienced in performance analysis, GNU/Linux/UNIX internals and concurrency, he has improved throughput with SIMD hashing, implemented server-side fast-copy features, and advanced tracing and self-test infrastructure. His open-source contributions include portability and portability-focused quality improvements to high-performance libraries and enabling OpenGL compatibility on Linux—demonstrating attention to both low-level optimization and cross-platform robustness. Pragmatic and hands-on, he combines systems-level engineering with tooling and dev-environment automation (Docker, GitLab) to speed development and onboarding across distributed teams.
code13 years of coding experience
job19 years of employment as a software developer
bookBE/BA, Computer Systems Enginering, BE/BA, Computer Systems Enginering at Adelaide University
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Stackoverflow

Stats
787reputation
23kreached
6answers
2questions
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Github Skills (30)

glx10
c-language10
compiler-errors10
data-portability10
warnings10
optmization10
performance-optimization10
optimisation10
hashtable10
portability10
hash10
cprogramming-language10
opengl10
optimization10
shader9

Programming languages (6)

C++ShellCPythonEmacs LispDart

Github contributions (5)

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efficient/libcuckoo

Aug 2016 - Jun 2018

A high-performance, concurrent hash table
Role in this project:
userBack-end Developer
Contributions:25 commits, 10 PRs, 9 comments in 1 year 10 months
Contributions summary:John primarily focused on improving the code quality and portability of the libcuckoo library. Their contributions include addressing compiler warnings related to code style, potential truncation errors, and unused variables. They made the codebase more portable by replacing GCC-specific features with standard C++ equivalents and optimizing for different build environments, such as 32-bit systems. These changes enhanced the library's compatibility and maintainability.
hashtable
adventuregamestudio/ags

Sep 2018 - Dec 2018

AGS editor and engine source code
Role in this project:
userFull-stack Developer
Contributions:12 commits, 26 comments, 3 issues in 3 months
Contributions summary:John focused on enhancing the OpenGL rendering capabilities within the AGS engine, primarily on the Linux platform. They implemented crucial functionalities like switching between windowed and fullscreen modes by manipulating X11 window properties. Additionally, the user refactored the OpenGL shader code to rectify compile errors and ensure compatibility. They also added support for GLEW and GLX for OpenGL context creation and management, enabling the use of the OGL driver on Linux.
agssource-engine
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