Re: Languages

From: Andrew Ritchie (object@alphalink.com.au)
Date: 03/06/99


>I was trying to figure out once - is there a minimum number of threads
>mandated in the standard?  i.e. that all implementations must support
>at least 128 threads or something?  I keep wondering if
>one-thread-per-player, which has some very nice benefits, is worth the
>performance cost.  (The other end of the spectrum being a Squid-like
>design of a single thread that never, ever blocks for any reason --
>even asynch I/O)

For a one-thread-per-player-system, wouldn't you have to make sure that
global variables aren't being accessed at the same time by two or more
different threads? That's what I was told, anyhow. So you'd need a flagging
variable on each global variable (or even on playing structures, seeing as
they can be accessed by different threads) ... kind of like a INUSE/FREE
thing. This would be mighty troublesome, wouldn't you agree?

---
Andrew Ritchie,
object@alphalink.com.au.


     +------------------------------------------------------------+
     | Ensure that you have read the CircleMUD Mailing List FAQ:  |
     |  http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html  |
     +------------------------------------------------------------+



This archive was generated by hypermail 2b30 : 12/15/00 PST