Re: Coroutine library scheduler
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- Subject: Re: Coroutine library scheduler
- From: Enrico Colombini <erix@...>
- Date: 2014年2月24日 18:01:32 +0100
On 24/02/2014 13.33, John Hind wrote:
For example, I would like to be able to say "yield this coroutine
until some real-time criterion is met" ( yield(for 10 seconds), or
yield(until packet received OR 20 seconds has elapsed) ). This would
enable a style of single-threaded real-time programming similar to
that offered byhttp://www.nodejs.org/ (event driven), except that
scheduling coroutine resumes would be so much more powerful than just
scheduling function execution (as in node.js) because it would
maintain procedural context.
I think this has always been done in game engines (I too wrote one of
those schedulers when working in the game industry). Even the Unity3D C#
framework does this, although in a rather messy way.
I did some thinking about this idea, including a conceptual design
for such a scheduler, but never progressed it as far as code.
I cannot publish the code, but if I remember correctly the basic idea of
my scheduler was to store coroutines in a table when launching them,
with an associated unique ID.
The ID was passed to the C scheduler by the yield_until_some_event()
functions (e.g. "wait until the end on this animation", or "wait n
seconds"); the C scheduler kept a waiting list and awoke the correct
coroutine (via its ID) when the desired event happened.
--
Enrico