On Sun, Nov 2, 2008 at 6:44 PM, Bulat Ziganshin
<[EMAIL PROTECTED]> wrote:
>> What would it take to implement a -j equivalent for, say, GHC? Or if
>> this is not possible, what is wrong with my reasoning?
>
> problem is that make have rather large pices of work which it can run
> parallel. if ghc
I was surprised when I read the multi-core section of Real World
Haskell which explains the use of par, seq, and force to achieve
parallelism.
While it's obvious a programmer could provide useful parallelism hints
to the compiler, given the nature of the language I would have thought
Haskell could
On Sun, Nov 2, 2008 at 2:13 PM, Don Stewart <[EMAIL PROTECTED]> wrote:
> t.r.willingham:
>> Take a highly complicated function and apply it to N vertices. Now
>> increase N until the framerate is affected. That is where I am. It
>> is obvious that any N-sized allocations will cause the framerate
On Sat, Nov 1, 2008 at 2:11 PM, Sebastian Sylvan
<[EMAIL PROTECTED]> wrote:
> On Sat, Nov 1, 2008 at 6:57 PM, T Willingham <[EMAIL PROTECTED]>
>>
>> The per-vertex computation is a quite complex time-dependent function
>> applied to the given domain on each updat
On Tue, Oct 28, 2008 at 3:24 PM, Sebastian Sylvan
<[EMAIL PROTECTED]> wrote:
> 2008/10/28 T Willingham <[EMAIL PROTECTED]>
>>
>> To give a context for all of this, I am applying a non-linear
>> transformation to an object on every frame. (Note: non-linear,
On Mon, Oct 27, 2008 at 11:04 PM, Don Stewart <[EMAIL PROTECTED]> wrote:
> It depends on the operations (safe indexing or unsafe indexing).
> Being strict or unboxed doesn't determine the safety.
OK, that makes sense.
This is a huge load off my conscience. I can now dig into Real World
Haskell w
-- is it at all
possible to segfault with strict, mutable, unboxed structures? I
don't quite understand how it knows not to overwrite or underwrite.
Cheers,
T. Willingham
___
Haskell-Cafe mailing list
Haskell-Cafe@haskell.org
http://www.haskell.org/mailman/listinfo/haskell-cafe
enerated from a
3D domain grid. The user can change the resolution of the grid on the
fly, while the object is moving. (Hence the need for grow/shrink
efficiency.)
Given that (1) is out of the way, what's the best I expect from
Haskell concern