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Steve Richter wrote:
I just figured I would ask Hans the technical reasons for threads not being
supported in RPG. Threads are not as mysterious as people might think they
and they help programmers solve problems.
As discussed, there are two possible implementations: First, take
all the global data and pass it in to each thread, which is pretty
ugly to implement. Second, we could put mutexes around all accesses
to global data, which is also pretty nasty. The latter may in fact
be counter-productive in that any performance gain that might be
achieved in a threaded solution may be eaten up by the additional
overhead of all the mutexes.
Sure, threads are commonly used in TCP server applications, in that
one thread is spun off for each request (not for each transaction).
If you implement a Java Servlet or a HTTP server using Python's
xxxHTTPServer classes (to pick a couple of HTTP frameworks), that's
what happens - one thread per request. In such schemes, state
persistence can be achieved by saving data in global data structures
indexed by a transaction id.
I could go on, but I'm afraid the discussion would simply devolve
into yet another comparison of RPG versus other languages better
suited to HTTP processing.
Cheers! Hans
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