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Assorted Rants Tagged ‘non-blocking’, page 2:

#CPPCON2017. Day 3. The Future of C++

At #CPPCON2017 Day 3, I spent most of the time on the meetings of SG14 (on games and low-latency stuff); while it was certainly useful for me – the most interesting things on Day 3 happened outside of SG14. Generative C++ == The Future IMNSHO, the most important talk of Day 3 (and probably of […]

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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C++ Performance: Common Wisdoms and Common “Wisdoms”

Quote: “over(ab)using C++ features is a different story, we’ll discuss these features below on case-by-case basis”
Another Quote: “Compiler will use all its Next-to-Divine Wisdom to show you that it is smarter than you are, and to ignore most of those inline specifications you carefully wrote.”
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MMOG. Point-to-Point Communications and non-blocking RPCs

Quote: “In other words, you can write your code ‘as if’ all-your-code-within-the-same-FSM executed within the same thread”
Another Quote: “As soon as we have these two parts of processing – we can say that our Server-to-Server communication is tolerant to all kinds of transient inter-server disconnects”
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Asynchronous Processing for Finite State Machines/Actors: from plain event processing to Futures (with OO and Lambda Call Pyramids in between)

Quote: “With ‘callback pyramid’ it is not easy to express the concept of ‘wait for more than one thing to complete’ , which leads to unnecessary sequencing, adding to latencies (which may or may not be a problem for your purposes, but still a thing to keep in mind).”
Another Quote: “Don’t even think of converting all of your code to a so-called Continuation-Passing-Style”
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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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