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9 votes
1 answer

Why is quiescent consistency compositional, but sequential consistency is not

I'm having trouble in comparing these two memory consistency models. Essentially for sequential consistency I think of real code like this: ...
William's user avatar
  • 193
6 votes
2 answers

What is the fastest way to a Publish/Subscribe pattern?

I am running in a conceptual problem in my development which I previously also encountered in the Drupal CMS and was wondering what would be the best solution to circumvent the problem. Drupal, and ...
Alexis Wilke's user avatar
5 votes
1 answer

Mutex implementation on top of a minimalistic preemptive scheduler

In this question, I'm implementing some synchronization primitives in the standard library of an operating system. Specifically, I want to implement mutexes and condition variables. This is on top of ...
Gilles 'SO- stop being evil''s user avatar
5 votes
2 answers

Why there must be a relationship between user threads and kernel threads?

The following is an excerpt from OS concepts by galvin.Here is the book. Multithreading Models Our discussion so far has treated threads in a generic sense. However, support for threads may be ...
PleaseHelp's user avatar
1 vote
2 answers

Multi-threading : N cores = N times one core?

This question is about modern CPU architectures and multi-threading. I'm mainly interested in personal computers or servers having 2, 4, 8, 16... cores like for example an Intel core i7. I mean not a ...
Benoit Sanchez's user avatar
1 vote
0 answers

Do user level threads take advantage of multi processing?

I asked this question here on stackoverflow, but maybe because of off-topic over there, it didn't received proper response. Does user level threads take advantage of multiprocessing ? I read one such ...
Barry's user avatar
  • 19
1 vote
1 answer

Simulating a sequence of events concurrently subject to a happened-before partial order

I am building a strategy game where multiple units(5 - 20) is fighting each other in the same time. I have a logic part that calculate those actions for each turn, and than pass it to the game ...
Ilya Gazman's user avatar