3 ms·
You certainly wouldn‘t have a node graph like this in vim, because like you are saying, it just doesn‘t work well with text. I had a look at parallel stacks an
by dan00 8y ago
You certainly wouldn‘t have a node graph like this in vim, because like you are saying, it just doesn‘t work well with text.
I had a look at parallel stacks and it looks nice and seems quite helpful. But I have to think, if you have that many threads that might deadlock and it happens often, if your architecture might be the issue.
Most of our parallelism is job based. There is a job queue and worker threads are taking jobs from it. So deadlocks are pretty much a non issue for us.
I‘m not trying to say that everything you‘re doing is obviously wrong, but the older I get the more suspicious I‘m getting if there‘s a need for „fancy“ debugging tools, because it might mask that there are some more serious issues in the application.
- Const-me 8y ago> Most of our parallelism is job based. There is a job queue and worker threads are taking jobs from it. For a game or similar code that's sometimes too much RAM, and usually too much latency.
- dan00 8y agoThere is a really nice talk of the game developer Naughty Dog about their job system: https://www.gdcvault.com/play/1022186/Parallelizing-the-Naughty-Dog-Engine https://www.gdcvault.com/play/1022186/Parallelizing-the-Naug...