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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