▲ | pizlonator 5 days ago | |
> "Concurrent" doesn't usually mean "bounded in worst-case execution time", especially on a uniprocessor. Does it in this case? Meh. I was in the real time GC game for a while, when I was younger. Nobody agrees on what it really means to bound the worst case. If you're a flight software engineer, it means one thing. If you're a game developer, it means something else entirely. And if you're working on the audio stack specifically, it means yet another thing (somewhere in between game and flight). So let me put it this way, using the game-audio-flight framework: - Games: I bound worst case execution time, just assuming a fair enough OS scheduler, even on uniprocessor. - Audio: I bound worst case execution time if you have multiple cores. - Flight: I don't bound worst case execution time. Your plane crashes and everyone is dead | ||
▲ | kragen 4 days ago | parent [-] | |
Haha, yeah, I know. |