Yes "time management" is a good idea.
Looking at the documentation here I see no mention of the (likely) inventor of
the idea -- John McCarthy ca 1962-3, or the most adventurous early design to
actually use the idea (outside of AI robots/agents work) -- David Reed in his
1978 MIT thesis "A Network Operating System".
Viewpoints implemented a strong "real-time enough" version of Reed's ideas
about 10 years ago -- "Croquet"
The ALSP blurb on Wikipedia does mention the PARC Pup Protocol and Netword (the
"Internet" before the Internet).
Cheers,
Alan
>________________________________
> From: David Barbour <[email protected]>
>To: Fundamentals of New Computing <[email protected]>
>Sent: Monday, April 9, 2012 9:44 AM
>Subject: Re: [fonc] Everything You Know (about Parallel Programming) Is
>Wrong!: A Wild Screed about the Future
>
>
>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 <[email protected]>
>wrote:
>
>Steven Robertson wrote:
>>
>>On Tue, Apr 3, 2012 at 7:23 AM, Tom Novelli<[email protected]> 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
>>
>>
>>
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>
>
>
>--
>bringing s-words to a pen fight
>
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>
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