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What I mean is when developing a game engine and you'll want there to be synchronization from a renderer thread and a main thread. Where renderer thread handles flushing and executing all of the concurrent tasks, whereas main thread would handle more of the querying tasks to a render command queue, and handling how these operations are operated within the engine.
Can you give me some ideas on when mutex's may not be enough in a more complex? Where you may have multiple scenes, where animation physics are applied, and various vast ideas in this perspective?
On another can you give me in great details what are uses of ref counters and different variations of implementations (in C++), and why reference counters are used? And what purpose do they have, as well, what do they tell developers?

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- What are the key differences between a thread that operates at the user level and one that operates at the kernel level? Is there a species that has a distinct edge over another?arrow_forwardWe previously said that each thread operating in the JVM may only have one method active at any one time. What gives you the impression that this is the case?arrow_forwardWhile running in the JVM, each thread can only ever have one method active at any one moment, as was stated before. What leads you to believe that this is the case, in your opinion?arrow_forward
- As we discussed, only one function may be executed within a given JVM thread at any one moment. What gives you that idea?arrow_forwardWhen designing a Command Buffer, Renderer Command Queue and Submission flow, Swap Chains, and Render Passes. How does the renderer command queue knows when to flush and execute the render pass to render our actual scene? What should consist of command buffers, and what data are normally stored here? Can you give me a realistic example of what types of data is usually stored in a single or even multiple command buffers?Show me in C++ pseudo-code, on ways professionally designing and implementing renderer command queues may be implemented, to give me a visual idea.Another thing is show me some examples of how render passes are implemented. Meaning designing an engine and keeping in mind that renderer command queues and render passes may need to handle more then just complex scenes, show me some examples of how render passes may be implemented.arrow_forwardWhen someone says "many processes" as opposed to "many threads," what exactly do they mean? I'd like to get a better grasp on what you mean by what you just said, if that's at all possible.arrow_forward
- Modify the above thread program so that you implement the interface Runnable. Make themain thread waiting till all other threads finish execution.arrow_forwardWe stated that each thread running in the JVM may only have one method active at any given time. Why do you think that is the case?arrow_forwardCould you explain what the difference is between having "many processes" and having "many threads"? Could you perhaps expound on this for me for a line or two if it's not too much trouble? I'd really appreciate it.arrow_forward
- A Java virtual machine (JVM) limits a thread to executing a single method at a time. Do your suspicions have any basis in fact?arrow_forwardA Java object that can potentially be launched as a concurrent thread needs to implement what interface (select only one): (a) Threadable (b) Runnable □ (c) Walkable (d) Collectable (e) Adorable (f) Threadarrow_forwardWhen a thread is executing at the user or kernel level, what's the difference? Does one species have an advantage over the other?arrow_forward
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