On Tue, Nov 27, 2012 at 1:45 PM, john skaller
> Maybe not. Consider a game where EVERYTHING is a thread.
> All the actors, sprites, everything. All the time, not just when visible.
> [Simulation].
>
> Most of those objects need almost no state and use no resources.
> True. But remember the original design goal of Felix was a telco environment.
> Felix ran at 500K trx/sec. Where trx is creating a thread or sending one a 
> message with
> zero content. (Sending C++ strings slows it down a lot due to copying).
>
> That was on a 1990's PC. Half a million transactions a second on a PC.
> Show me a Solaris machine that can even run that many threads, let
> alone context switch at that speed.

well, maybe if the solaris machine was running Erlang... ;-)

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