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I'm sorry if that wasn't clear, sharing doesn't only mean "making the data available" but also means high performance and direct access. Quite simply though: If
by Mithaldu 13y ago
I'm sorry if that wasn't clear, sharing doesn't only mean "making the data available" but also means high performance and direct access. Quite simply though: If you can't imagine different use profiles that make certain multi-processing paradigms better suited than others, then you shouldn't be having this discussion and should be getting more experience outside of what you're doing right now.
- nailer 13y agoI'm just pointing what's solved the problem for me, and how it can be useful for others. I'm aware there's a performance overhead. > If you can't imagine different use profiles that make certain multi-processing paradigms better suited than others, then you shouldn't be having this discussion and should be getting more experience Conversely, there's also a huge gain in architectural simplicity which I hope you are aware of. Though you have neither acknowledged nor disproven that yet - based on your last comment, I think this is because you are an asshole. That's not an ad hominem attack, but rather an assessment of your personality after conversing with you here. I have tried discussing with you technically, and not acknowledging other's points, then responding with "if you can't imagine my points, I can't tell you" is not how a rational, polite adult with a technical viewpoint converses with others.
- Mithaldu 13y agoI'm not saying i can't tell you, i'm saying i don't have the patience. I could throw the book at you and the library besides, but you showed quite clearly that you lack the experience to know which problems multi-threading solves. This means that both of our time is better used if you went and got the experience. I don't want you to shut up, i want you to go and learn something. On the other hand, yes, i am an asshole. That's why i'll suggest you try and build a minecraft clone with a multi-process/single-thread solution PS: > Conversely, there's also a huge gain in architectural simplicity which I hope you are aware of. Though you have neither acknowledged nor disproven that yet I absolutely said so. I expressed quite clearly that different multi-processing solutions apply to different categories of problems, which of course means that there are problems which simple, plain multi-process solutions excel at, for example webservers.
- nailer 13y agoBy no means would I try and build a high bandwidth graphics pipeline that runs between processes. That's a very specific problem requiring a very specific solution. However it wouldn't be correct to abandon multiple process single thread for the (much more common, particularly on HN) situation of a web app that's running on a server with multiple logical cores in non-evented programming language. > I expressed quite clearly that different multi-processing solutions apply to different categories of problems, which of course means that there are problems which simple, plain multi-process solutions excel at, for example webservers. When? Please quote.
- Mithaldu 13y ago> it wouldn't be correct to abandon multiple process single thread I never said that should be done and in fact mentioned that as a solution/problem pair, see the bit about webservers in the PS of my previous comment. :) (A web app is just a specialized webserver.) > When? Please quote. I did so in a much more concise form here: > different use profiles that make certain multi-processing paradigms better suited than others
- nailer 13y agoI guess the issue is the full version of the quote: "If you can't imagine different use profiles that make certain multi-processing paradigms better suited than others, then you shouldn't be having this discussion" That was the first time you've proposed the topic! I didn't imagine it because you hadn't actually brought up the subject. I asked you specifically what you needed. And already you've told me not to speak to you about it. How about: "well in games which need single copies of large in-memory assets a multi-process setup wouldn't work due to copy latency"? Seriously. You're not very good at discussing things with people. Perhaps you were a Perl person - who, in general, doesn't create high performance games - avoiding Python for typical Perl task because of lack of multiprocessing? I'm just showing that you (and others) can solve the multicore issue quite easily with a couple of well known modules. And you tell me not to talk to you because I didn't anticipate you wanted to talk about /video gaming/? There's a stereotype of early 2000's Perl people: misanthopes who discuss LARTing, hitting users with 'cluesticks' etc. You're reenforcing it.