David Barbour wrote:


On Tue, Apr 3, 2012 at 9:46 AM, Miles Fidelman <[email protected] <mailto:[email protected]>> wrote:


    And for that matter, driving a car, playing a sport, walking and
    chewing gum at the same time :-)


Would this be a Flintstones racecar?



        I can think of a lot of single-threaded interfaces that put
        people in a universe of pain. It isn't clear to me that
        distribution is at fault there. ;)


    Come to think of it, tracing flow-of-control through an
    object-oriented system REALLY is a universe of pain (consider the
    difference between a simulation - say a massively multiplayer game
    - where each entity is modeled as an object, with one or two
    threads winding their way through every object, 20 times a second;
    vs. modeling each entity as a process/actor).


Control flow is a source of much implicit state and accidental complexity.

A step processing approach at 20Hz isn't all bad, though, since at least you can understand the behavior of each frame in terms of the current graph of objects. The only problem with it is that this technique doesn't scale. There are easily up to 15 orders of magnitude in update frequency between slow-updating and fast-updating data structures. Object graphs are similarly heterogeneous in many other dimensions - trust and security policy, for example.

Hah. You've obviously never been involved in building a CGF simulator (Computer Generated Forces) - absolute spaghetti code when you have to have 4 main loops, touch 2000 objects (say 2000 tanks) every simulation frame. Comparatively trivial if each tank is modeled as a process or actor and you run asynchronously.



--
In theory, there is no difference between theory and practice.
In practice, there is.   .... Yogi Berra


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