On Thu, 5 Apr 2012 10:17:42 +0200 Cedric BAIL <[email protected]> wrote:
> On Thu, Apr 5, 2012 at 1:29 AM, Gustavo Sverzut Barbieri > <[email protected]> wrote: > > On Wed, Apr 4, 2012 at 7:23 PM, Vincent Torri > > <[email protected]> wrote: > >> On Wed, Apr 4, 2012 at 7:34 PM, Rafael Antognolli > >> <[email protected]> wrote: > >> Some questions : > >> * what about the Coyote and ps3 arch ? > > > > Same as cserve, it will not be supported due the lack of > > multi-process support. > > There is still many non multi-process system out there. I have been > thinking all this night how to make this work. At least they all have > some thread support. So maybe we could have a fallback mode that > instead of making cserve a standalone process, it will become a thread > task. In that case, it does have some implication, how to handle the > main loop ? We should make it possible to run multiple ecore main loop > or have a light main loop support. I don't know yet. The other > question will be, where should we launch this thread task, in evas ? > Then we have a build dependency in it. Or in Elementary, but it sounds > more like a work around. So I really don't know. > > This is just throwing idea in the air, just in case someone get a > brilliant one and we can fix this use case. If not, that would be sad, > but we should have some time to find a proper solution. > > >> * will cserve2 be optional like cserve ? > > > > To start, yes. If it proves mature and to work well, Raster plans to > > make it the default mode. If it goes well, it may be the only way. > > As you can expect, there is a long road to it, including: > > - port to other systems (BSD, Windows...) > > - figure out what to do for too-different archs such as > > single-process native PS3. > > > > For the last point I have not many details. As far as I understand > > the lack of multiprocess in PS3 is an implementation issue, that > > could be added later? (KaKaRoTo voice in!). > > They have no multiprocess, but they do have some kind of thread > support. So there is a way to support this feature at least in theory, > we just need to think about how. PS3 has a hyperthreaded CPU. Not counting the CELL SPUs, since code for those has to be written specifically for them. -- A big old stinking pile of genius that no one wants coz there are too many silver coated monkeys in the world.
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