Re: [Pvfs2-developers] terminating state machines

2006-07-27 Thread Phil Carns
Hmm...I had been thinking about a flow implementation that used the new concurrent state machine code...it sounds like that's a bad idea because the testing and restarting would take too long to switch between bmi and trove? We use the post/test model through pvfs2 though, so maybe I

Re: [Pvfs2-developers] terminating state machines

2006-07-27 Thread Walter B. Ligon III
Phil Carns wrote: I think I'm getting voted down here, so I should probably just shutup, but I don't think in practice we're going to have that many child state machines that iterating through the list is at all costly. I'm arguing for simpler mechanisms that fit in with the job

Re: [Pvfs2-developers] terminating state machines

2006-07-27 Thread Walter B. Ligon III
Sam Lang wrote: On Jul 26, 2006, at 6:16 PM, Phil Carns wrote: I think I'm getting voted down here, so I should probably just shutup, but I don't think in practice we're going to have that many child state machines that iterating through the list is at all costly. I'm arguing for

Re: [Pvfs2-developers] terminating state machines

2006-07-27 Thread Phil Carns
Thanks for the detailed explanation Phil. I hadn't thought about the context switches that might slow down flow. I was primarily thinking of something that would be cleaner, and easier to modify and test for different scenarios. If at some point I get around to playing with a flow

[Pvfs2-developers] terminating state machines

2006-07-26 Thread Walter B. Ligon III
OK, guys, I have another issue I want input on. When child SMs terminate they have to notify their parent. The parent has to wait for all the children to terminate. So I've been thinking to use the job subsystem for this: the parent would post a job to wait for N children, and each child

Re: [Pvfs2-developers] terminating state machines

2006-07-26 Thread Phil Carns
Walter B. Ligon III wrote: OK, guys, I have another issue I want input on. When child SMs terminate they have to notify their parent. The parent has to wait for all the children to terminate. So I've been thinking to use the job subsystem for this: the parent would post a job to wait for

Re: [Pvfs2-developers] terminating state machines

2006-07-26 Thread Sam Lang
On Jul 26, 2006, at 12:37 PM, Walter B. Ligon III wrote: OK, guys, I have another issue I want input on. When child SMs terminate they have to notify their parent. The parent has to wait for all the children to terminate. So I've been thinking to use the job subsystem for this: the

Re: [Pvfs2-developers] terminating state machines

2006-07-26 Thread Walter B. Ligon III
Phil Carns wrote: Walter B. Ligon III wrote: OK, guys, I have another issue I want input on. When child SMs terminate they have to notify their parent. The parent has to wait for all the children to terminate. So I've been thinking to use the job subsystem for this: the parent would

Re: [Pvfs2-developers] terminating state machines

2006-07-26 Thread Sam Lang
On Jul 26, 2006, at 3:41 PM, Walter B. Ligon III wrote: Yeah, the idea is that the SM code would call the job function. Depending on the state actions to do it seems like asking for trouble, all the details that have to be kept up with. Actually, there are already job structs used by the

Re: [Pvfs2-developers] terminating state machines

2006-07-26 Thread Phil Carns
Phil, first your questions: The parent will push a frame onto a stack for each child it is starting. A frame is everything that used to be in either a s_op or sm_p on the server or client, except for the stuff that actually runs the SM (now in an smcb). The parent can pass in anything it

Re: [Pvfs2-developers] terminating state machines

2006-07-26 Thread Phil Carns
I don't see why the two have to be dependent for this to work. Do you mean by the parent posting a job, the state machine stepping code would handling the actual posting? I was assuming that the parent state action could just call job_concurrent_sm_post (or whatever its called).

Re: [Pvfs2-developers] terminating state machines

2006-07-26 Thread Walter B. Ligon III
Phil Carns wrote: Phil, first your questions: The parent will push a frame onto a stack for each child it is starting. A frame is everything that used to be in either a s_op or sm_p on the server or client, except for the stuff that actually runs the SM (now in an smcb). The parent can

Re: [Pvfs2-developers] terminating state machines

2006-07-26 Thread Phil Carns
Sam Lang wrote: On Jul 26, 2006, at 3:41 PM, Walter B. Ligon III wrote: Yeah, the idea is that the SM code would call the job function. Depending on the state actions to do it seems like asking for trouble, all the details that have to be kept up with. Actually, there are already job

Re: [Pvfs2-developers] terminating state machines

2006-07-26 Thread Sam Lang
On Jul 26, 2006, at 5:06 PM, Phil Carns wrote: I don't see why the two have to be dependent for this to work. Do you mean by the parent posting a job, the state machine stepping code would handling the actual posting? I was assuming that the parent state action could just call

Re: [Pvfs2-developers] terminating state machines

2006-07-26 Thread Sam Lang
On Jul 26, 2006, at 6:16 PM, Phil Carns wrote: I think I'm getting voted down here, so I should probably just shutup, but I don't think in practice we're going to have that many child state machines that iterating through the list is at all costly. I'm arguing for simpler mechanisms