soft-real-time

How about Haskell's GC performance for soft realtime application like games?

寵の児 提交于 2019-12-18 14:01:04
问题 Because I realized game rule logic should handle huge complexity, I'm considering using of non-typical language in game field as in-game logic script language. The reason of in-game script is representing complex logic with less code. So extremely well abstracted language required. But most well-abstracted languages use GC. And normally the GCs make CPU burst load. Basically it defers clearing memory operation, and do it at once. Really critical to realtime graphics including games and GUI.

Differences between hard real-time, soft real-time, and firm real-time?

自闭症网瘾萝莉.ら 提交于 2019-11-28 02:51:28
I have read the definitions for the different notions of real-time , and the examples provided for hard and soft real-time systems make sense to me. But, there is no real explanation or example of a firm real-time system. According to the link above: Firm: Infrequent deadline misses are tolerable, but may degrade the system's quality of service. The usefulness of a result is zero after its deadline. Is there a clear distinction between firm real-time vs. hard or soft real-time, and is there a good example that illustrates that distinction? In comments, Charles asked that I submit tag wikis for

Differences between hard real-time, soft real-time, and firm real-time?

自闭症网瘾萝莉.ら 提交于 2019-11-26 23:49:44
问题 I have read the definitions for the different notions of real-time, and the examples provided for hard and soft real-time systems make sense to me. But, there is no real explanation or example of a firm real-time system. According to the link above: Firm: Infrequent deadline misses are tolerable, but may degrade the system's quality of service. The usefulness of a result is zero after its deadline. Is there a clear distinction between firm real-time vs. hard or soft real-time, and is there a