Hey Robert,
... The problem with killing the thread is that you leak 88K with each thread (!!!).
Normally, I feel like I'm the guy complaining about this kind of
thing. ;-) I've decided that, despite the memory and performance
issues surrounding shreds, sporking them, & cetera, I have decided
that the ChucKian way of solving these types of problems is better
than trying to program around them in ChucK. Programming around
ChucK's issues in any other language would not be terribly hard, but
in ChucK, it is hard. The thing is that ChucK provides a way of doing
this stuff in a small amount of code and it takes an amount of code
multiple orders of magnitude larger to solve the same problem in an
performance/memory-optimized way.
The attached piece of code is something that Spencer Salazar whipped
up for me one day in response to my gripe about shreds dying without
finishing. It combines the idea of a shred and an event and I've
based a lot of my frameworks around this one piece of code (thank you
Spencer!). To use it, you subclass it and override the run() method
with your sporkable shred code, instantiate your subclass and spawn
the shred with yourForkable.start(). It would not be difficult to
subclass this in such a way as to incorporate the concept of "wait for
a signal (e.g. event.broadcast()) OR for a specific time to elapse,
whichever comes first." Or it might be that your code wouldn't need
such a thing, if you use this--I honestly don't know.
While this implementation doesn't explicitly reuse shreds, I have
found solace in programming as if the memory leaks and performance
issues don't exist and I get more real work done this way. One day,
these problems will no longer exist and all our code will run much
smoother. Until then, I've used this code as a basis for a granular
synthesis implementation in which every grain is at least one (if not
more) shred(s) and there's still a lot it can do before it breaks.
I've tried programming around these issues, however, and I end up with
code I can't even read, let alone understand or debug.
It's like there's a path-of-least-resistance that ChucK's system
provides. Yes, if you travel that path you will run into certain
issues, however, if you don't travel that path, you might as well be
using something else, because you're missing out on the revolution
that this path represents.
This is just my 2 cents.
_mike
On Mon, Jun 8, 2009 at 1:59 PM, dan trueman
jah, i've requested something like this before:
myEvent || 1::minute => now; //time advances to whichever comes first....
i've programmed around it using secondary timing shreds, but it would be much nicer to be able to do something like the above...
dt
On Jun 8, 2009, at 1:53 PM, Robert Poor wrote:
Gang:
In real-time music making, sometimes you want to wait for a signal (e.g. event.broadcast()) OR for a specific time to elapse, whichever comes first. I've implemented ways to do this, but I'm not really satisfied with the code.
Here's the problem: Lets say that your music is slaved to a metronome, and the metronome is allowed to change speed. You want your music to stay sync'd to the metronome. If you simply do: now + (1/tempo)::second => time next_beat; next_beat => now; play_note(); you'll be in trouble if the metronome speeds up while you're waiting: your note will be late. The fundamental problem is that once you execute "next_beat => now;", you're committed to waiting and there's now way to break out of it, short of killing the thread. The problem with killing the thread is that you leak 88K with each thread (!!!).
So here's the programming challenge: how would you implement a "wait for signal with timeout" that will block until it gets a signal OR a specified time has elapsed? Since each thread costs 88K in non-reclaimed memory, you may create threads, but your solution must re-use them.
As I said, I have implementations which I'm happy to share, but I'd like to see how you would do this first. Most of all, this is likely to turn into a feature request for the next version of ChucK.
- Rob
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