Re: profiling multi threaded applications
Andras Balogh <[email protected]> Wed, 20 Jul 2005 15:32:38 -0600
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <[email protected]> |
I don't have anything against lockstep mode, if it's automagically forced only during profiling, but I don't want to design the app to work that way during normal operation. The reason is that if these steps are not fine enough, it could hurt interactivity, which I can live with while profiling, but cannot accept in "final" mode. brian sharon wrote: > Andras, are all of your threads doing the same thing? Otherwise, a critical > section won't do anything for you. If only one thread tries to acquire the > object, it will (trivially) always get it. > > Now, if you're thinking going to put this critical section at the top level > of your app and make all threads go through it, then you're back to > Christian's suggestion: > > If possible, design your architecture so that your threads can work in a > lockstep mode, with one central mutex controlling which thread is running at > any given moment. That way you can at least get a partial profile and > optimize each thread individually. > > This type of design can also prove very useful to debug deadlocks. > > --brian > ------------------------------------------------------- SF.Net email is sponsored by: Discover Easy Linux Migration Strategies from IBM. Find simple to follow Roadmaps, straightforward articles, informative Webcasts and more! Get everything you need to get up to speed, fast. http://ads.osdn.com/?ad_id=7477&alloc_id=16492&op=click _______________________________________________ Gamedevlists-general mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557