[squeak-dev] 64 bit images

Nicolas Cellier nicolas.cellier.aka.nice at gmail.com
Tue Nov 17 00:36:19 UTC 2009


2009/11/17 Eliot Miranda <eliot.miranda at gmail.com>:
>
>
> On Mon, Nov 16, 2009 at 2:50 PM, Bert Freudenberg <bert at freudenbergs.de>
> wrote:
>>
>> On 16.11.2009, at 23:40, Eliot Miranda wrote:
>>
>>
>> On Sun, Nov 15, 2009 at 5:39 AM, Bert Freudenberg <bert at freudenbergs.de>
>> wrote:
>>>
>>> On 15.11.2009, at 03:46, Travis Kay wrote:
>>>
>>> >  I would like to see [..] 64bit (image too)
>>>
>>> Curious: what would you do if you could have a huge image?
>>
>> One answer is what VW customers do with 64-bits.  Travis & Martin can give
>> more up-to-date answer on this but IIRC a number of VM customers had images
>> that were pushing the 4Gb limit.  One was Quallaby.  They did a network
>> monitoring app that had huge numbers of large integers in a graph
>> representing the state of the network.  EZBoard wanted 64-bit images because
>> their message-board architecture was too monolithic.  GemStone had/have
>> customers hitting 32-bit limits on numbers of objects.  So I'd sum up as
>> large enterprise apps.  Travis, Martin, what's the current demand like?
>>
>> I can't quite imagine Squeak's GC giving satisfying performance with such
>> a large object memory.
>
> I concur :)  But that's partially my next target, both to have a more
> efficient object representation (class decode is very slow with the current
> one, we could do with immediate characters and in 64-bit immediate Floats)
> and to provide pinning for the threaded FFI.  Its probably hubris to imagine
> the product will scale to > 4Gb but I hope it won't be any worse :)
>

Nan trick or SmallDouble like trick or ?

Nicolas

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>> - Bert -
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