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Subject: Re: [Boost-users] Query regarding interest in my submitting plf::colony to Boost
From: Klaim - Joël Lamotte (mjklaim_at_[hidden])
Date: 2015-07-15 21:38:20


On 16 July 2015 at 02:36, Soul Studios <matt_at_[hidden]> wrote:

> I lack time right now but I'm interested in trying your container in the
>> context of implementations (mostly experimental) of components systems.
>> I don't think annything related to multithreading should be done by such
>> kind of container. Most high performance usage will be going through all
>> the elements
>> to transform them (if "alive") and as long as you provide iterators it
>> can be done in parallel the user wants.
>>
>
> Yes, the iterators simply 'jump' over the erased element areas. It's very
> fast.
> I am glad for your support, but I'm not sure why you think it shouldn't be
> used with multithreading - it follows the same rules for multithreading as
> the std:: containers ie. reads can be synchronous, writes must be
> serialized.
>
>
>
That's not what I meant: I'm saying that you are right to follow the way
the stl containers work and don't add any multithreading support _inside_
the containers themselves.
Basically, I believe that you did it the right way.

>
> There are cases where vector is not the right solution but yeah in my
>> experience too it fits most use cases.
>> Also:
>> http://bannalia.blogspot.fr/2015/06/cache-friendly-binary-search.html
>> I remember Stroustrup making the same statement at Going Native
>> conference too, and it's also common observation in game devs circles
>> (several other CPPcon talks talked about it too).
>>
>
> Yes, I feel it's a real shame that more developers don't understand these
> basic principles. In fact, one of the reviewers for the cppcon talk felt I
> didn't understand the "performance guarantees" of std:: containers - which
> is ironic, as what he means is "complexity guarantees", which in no way
> relate to performance, because of the aforementioned problem of cache
> saturation.
>
>



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