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Assorted Rants Tagged ‘Multithreading’, page 1:

Allocator for (Re)Actors with Optional Kinda-Safety and Relocation

Quote: “‘Safe with relocation’ mode will allow us to eliminate dreaded ‘external fragmentation’ – which tends to cause quite a bit of trouble for long-running systems”
Another Quote: “For a long while, I have been a strong proponent of message-passing mechanisms over mutex-based thread sync for concurrency purposes”
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Implementing Queues for Event-Driven Programs

Quote: “full queues SHOULD NOT happen during normal operation”
Another Quote: “With queues-implemented-over-mutexes like the ones we’ve written above, the most annoying thing performance-wise is that there is a chance that the OS’s scheduler can force the preemptive context switch right when the thread-being-preempted-is-owning-our-mutex.”
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Network Programming: Socket Peculiarities, Threads, and Testing

Quote: “I am not saying that this architecture is the only viable one, but it does work for TCP for sure (and performs reasonably well too)”
Another Quote: “The whole task of optimizing performance beyond, say, 20-50K packets/second per box tends to be Quite Elaborated, and involves quite a few things which are platform- and hardware-dependent.”
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Server-Side MMO Architecture. Naïve, Web-Based, and Classical Deployment Architectures

Quote: “If you disrupt the game-event-currently-in-progress for more than 0.5-2 minutes, for almost-any synchronous multi-player game you won’t be able to get the same players back, and will need to rollback the game event anyway.”
Another Quote: “However, keep in mind, that all fall-tolerant solutions are complicated, costly, and for the games realm I generally consider them as an over-engineering (even by my standards).”
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Client-Side. Client Architecture Diagram, Threads, and Game Loop

Quote: “To have a good concurrency model, it is not strictly necessary to program in Erlang”
Another Quote: “Most of developers agree that FSM-based programming is beneficial in the medium- to long-run.”
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Multi-threading at Business-logic Level is Considered Harmful

Quote: “However, the window for triviality is very narrow: for example, even going into two interrelated mutexes instead of one, can easily make multi-threading non-trivial”
Another Quote: “Technically you are able to jump to any point of your program, but the variables you see may (and if you have a multi-threaded bug – will) differ every time you jump there.”
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