On Tuesday 07 November 2006 15:39, Frederic Bouvier wrote:
> Quoting Peter Gervais :
> > I've used the ACE programming framework to implement threaded
> > applications in the past. There are considerable advantages to using such
> > as a framework to do threading. As well, it also supports message queues
> > which work very well with threads. It has all the paradigm required to
> > support threading, locking etc ...
>
> Beware : ACE is bigger than FGFS. OpenSceneGraph comes already with its
> threading library : OpenThreads, and FG already use threads with a simpler
> one
>
> : pthreads. I don't think we need to jump on another tool. We should first
>
> think about the architecture.
>
> -Fred
>
> --
> Frédéric Bouvier
> http://frfoto.free.fr                      Photo gallery - album photo
> http://www.fotolia.fr/p/2278/partner/2278  Other photo gallery
> http://fgsd.sourceforge.net/               FlightGear Scenery Designer

In the long term I believe that FG will need to become capable of exploiting 
MPP systems and in this respect I am not just thinking in terms of a few 
multiple cores on simple smp systems but also of loosely coupled clusters, or 
even just networks of hetrogenous systems.

Simply making FG more 'threaded' wouldn't adress this and instead FG itself 
would need to be broken down into a number of discrete inter-communicating 
applications that could be run either on a single host system or across many.

As Fred says, we need to think about the architecture but at the same time we 
also need to consider how much data we need to shift about and how much 
bandwidth is likely to be available to ensure that the architecture is 
viable.

It sounds like an impossible task but in some respects we already have some 
parts of FG working this way e.g. terrasynch and Atlas.  I'd guess that some 
parts of FG could probably split out with very little trouble but there will 
be other functions that would need a lot of thought and work to be able to 
operate asynchronously.

I suspect that the graphics will prove to be the trickiest problem - it's by 
far the greatest resource user - but I wonder if we haven't already solved 
some of the problems in the multi-screen stuff, which is similar in some 
respects to box-rendering.  I dunno how much time is required for assembling 
and ordering the objects to be rendered compared with the final rendering of 
the entire scene - this would be pretty crucial.

...just stuff I've been thinking about for quite a while.

LeeE


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