<div dir="ltr">@Edwardk, ezyang has a ticket on this very topic!<div><a href="https://ghc.haskell.org/trac/ghc/ticket/9075">https://ghc.haskell.org/trac/ghc/ticket/9075</a><br></div><div><br></div><div>(is that what you're thinking?)</div>
</div><div class="gmail_extra"><br><br><div class="gmail_quote">On Wed, May 28, 2014 at 7:16 AM, Edward Kmett <span dir="ltr"><<a href="mailto:ekmett@gmail.com" target="_blank">ekmett@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">How hard <i>would</i> it be to replace the global weak pointer lock with something that scales better?<div>
<br></div><div>I'm looking at switching some of my older BDD code into Haskell.</div><div><br></div>
<div>To do so I'd love to be able to use an "intuitive" weak-pointer based cache management scheme, but I have to confess the notion of a global lock getting in the way basically damns whatever solution I come up with to be a single-threaded toy. =/</div>
<div><br></div><div>If I'm trying to sell Haskell's parallelism to others, it seems my only winning moves right now are:</div><div><br></div><div><div>1.) play less satisfying games with typed regions, which scale less well than the tried and tested solutions of GCing hash-consed BDD structures.</div>
<div><br></div></div><div>2.) just tackle the problem that allocating a weak pointer grabs a global lock.<br></div><div><br></div><div>3.) not to play the game<span class="HOEnZb"><font color="#888888"><br></font></span></div>
<span class="HOEnZb"><font color="#888888"><div><div><br></div></div><div>-Edward</div></font></span></div>
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