Duration stalls due to FUT Coins
provide asynchronous behavior, we would simply execute a series of micro-functions from one work item's service then switch to another continuously round-robin. Used a priority ring that kept work-items like mix-audio and update-user-input high up and file I/O 'read-next-chunk' low-down.Pros: Easy to FIFA 18 Coins debug in realtime (can edit these instructions) and simple to understand. Although it still used a single thread of execution, it was very responsive even with heavy I/O loads.Cons: Although
was responsive in terms of consistent user-input affecting the world and screen, the background-task performance was awful for complex activities. Iterating 1,000s of entities in a scene, animating geometry, image-uploads, and polynomial solvers would take a long time to get done which required fallbacks such as blurry visuals or stuttered animationsMore importantly, any atomic synchronizing of shared data had frequent long-duration stalls due to FUT Coins contention. Having such a small
of functionality prevented us from gaining access to a shared variable once as we'd have to acquire, either read or write, and release it for each micro-function. This cost added up quickly and even had the unfortunate result ( in 2008 ) of running faster on a dual-core than a four-core Xeon of the same speed.Technique: Specialized-Threads aka 'Spet'In an attempt to honor the 'simple over clever' principle, we finally built a traditional 'specialized threads' approach. This technique simply launched
for services when they were needed and used a message passing system to flag when the task was done. Audio mixing, animation blending, collision detection, etc. were all their own simple thread running one dedicated function.Pros: Let the OS handle the schedule. Code is simple and u2fifa easy for external coders to understand and modify. Simpler to graph profiling data and think about most services. Integrated better with existing debugging tools than other approaches.Cons: Given the
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