@mratsim I've looked at Pony. While the feature-set is interesting, it fails my
need in one critical point: I want C/C++ codegen, not just a C/C++ FFI. I might
dig into the doc, for inspiration.
@andrea Nimroy reminds me too much of Akka, which is IMHO the _wrong_ way to do
an actor system.
Yes, that is what I meant, the `threads` that are available per system (all cpu
cores), which you can see using commands such as `lscpu` or `htop`.
TS probably means "processor threads" \- Hyper Threading
The docs are correct, there is no such thing as the "number of available
threads", threads are dynamic in nature, on some OSes you can create thousands
of them.
Thanks, will do.
Yes, that returns the number of available threads, though its doc says
processors/cores.
You mean the number of available cores?
[https://nim-lang.org/docs/osproc.html#countProcessors](https://nim-lang.org/docs/osproc.html#countProcessors),
@mratsim Pony looks interesting, I'll have a look. And I haven't seen any of
those links before. Lots of inspiration, thanks.
@mashingan I _will_ use Channels. It's just that I remember looking at many
Java queues to exchange messages, and I remember that the 1:1 queues usually
were faster.
I confess that I did not read the whole post, but you may want to check out
[Nimoy](https://github.com/evacchi/nimoy). Its author is a colleague of mine,
andis currently on holidays, but I am certain he will be interested to discuss
how to best implement an actor system suited for Nim
@monster, I only read half of your post, do you not consider `Channel` as the
mailbox like Erlang?
Also, how about `coroutine`?
https://github.com/nim-lang/Nim/issues
How do you get the number of available system threads inside a Nim proggram?
OK. Could you provide the url for doing it.
I can't help you on that but go for it, awesome project!
Don't forget to check how
[Pony](https://www.ponylang.org/discover/#what-is-pony) does its actor system
(the whole language is based on Actors). It's probably state of the art.
In particular here are the papers (bibliography might be
The following code works fine as a proc, but not as a template:
proc BufferData*[T](target:BufferTarget, data:openarray[T],
usage:BufferDataUsage) =
glBufferData(target.GLenum,data.len*T.sizeof().GLsizeiptr,data.unsafeAddr,usage.GLenum)
Any obvious reason
@Ar I know what a game entity system is. This is _not_ what I'm trying
to do here. I'm talking about actors in the "erlang" sense of the word. While I
want to use the actor system for games, I want it to be generic enough to be
used in other context. The only really game-specific thing
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