Going back to this post (to avoid distraction), I note that Aggregate Level Simulation Protocol and its successor High Level Architecture
Both provide "time management" to achieve consistency, i.e. "so that the times for all simulations appear the same to users and so that event causality is maintained – events should occur in the same sequence in all simulations." You should not conclude for simulations that it is easier to spawn a process than to serialize things. You'll end up spawning a process AND serializing things. Regards, Dave http://en.wikipedia.org/wiki/Aggregate_Level_Simulation_Protocol http://en.wikipedia.org/wiki/High_Level_Architecture_(simulation) The ALSP page goes into more detail on how this is achieved. HLA started as the merging of Distributed Interactive Simulation (DIS) with ALSP. On Tue, Apr 3, 2012 at 8:02 AM, Miles Fidelman <mfidel...@meetinghouse.net>wrote: > Steven Robertson wrote: > >> On Tue, Apr 3, 2012 at 7:23 AM, Tom Novelli<tnove...@gmail.com> wrote: >> >>> Even if there does turn out to be a simple and general way to do parallel >>> programming, there'll always be tradeoffs weighing against it - energy >>> usage >>> and design complexity, to name two obvious ones. >>> >> To design complexity: you have to be kidding. For huge classes of > problems - anything that's remotely transactional or event driven, > simulation, gaming come to mind immediately - it's far easier to > conceptualize as spawning a process than trying to serialize things. The > stumbling block has always been context switching overhead. That problem > goes away as your hardware becomes massively parallel. > > Miles Fidelman > > -- > In theory, there is no difference between theory and practice. > In practice, there is. .... Yogi Berra > > > ______________________________**_________________ > fonc mailing list > fonc@vpri.org > http://vpri.org/mailman/**listinfo/fonc<http://vpri.org/mailman/listinfo/fonc> > -- bringing s-words to a pen fight
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