By Andrea M. Hesse; Harald Hesse
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Additional info for Computer- und Video-Spiele. Alles, was Eltern wissen sollten
It is important to note that all of these TrEngines are of the same class; the internal/external/complete status of a TrEngine is reflected by a data member. Internal and external TrEngines can communicate through the message passing mechanisms. Special channels are set up to enable control messages to be sent separately. To an application using the Templar framework there is only one difference when creating a TrEngine in a distributed environment: the host for the external TrEngine must be specified.
Furthermore, if the machine running the application was a multi-processor machine, then the use of threads would potentially allow the maximal use of processors. This would not be the case with an event queue. The use of threads also assists in the provision of GUIs. One of the features that is clearly desirable within a GUI is the ability to inspect the current state of a TrEngine, including things such as the TrEngine’s current parameters, the solution(s) on which it is currently working, etc.
It soon became apparent that, if each TrEngine was given its own “work” thread, then more than one TrEngine could be at work concurrently on a single machine. These TrEngines could possibly be working together, cooperatively, on the same TrProblem. Furthermore, if the machine running the application was a multi-processor machine, then the use of threads would potentially allow the maximal use of processors. This would not be the case with an event queue. The use of threads also assists in the provision of GUIs.
Computer- und Video-Spiele. Alles, was Eltern wissen sollten by Andrea M. Hesse; Harald Hesse