Message stack limitations
Message stack limitations
- Subject: Message stack limitations
- From: RGA <email@hidden>
- Date: Wed, 3 Sep 2008 10:23:12 +0100
In trying to get my head around some design patterns for cocoa, I
thought about the game of life (eg http://www.bitstorm.org/
gameoflife/) . This is where you have a grid of cells, and dependant
on the number of live cells around a given cell it dies, comes to
life, or remains unchanged.
In an object model I could see a grid of cells which all keep a track
of the number of "live" neighbours based on messages it receives from
them about whether they have become alive or have died. In the event
that a message from a neighbour cell triggers a state change of the
cell (ie it comes to life or dies) it in turn would send out messages
to all it's neighbours about it's state change and they in turn would
adjust their counts and subsequently come to life or die.
Putting aside for now whether this is the right way to implement, my
question is how are messages processed? What is the maximum stack
depth for number of recursive messages? How is this affected by the
introduction of 64bit frameworks? Is there a way to see the current
stack depth auto-magically? What happens in the event of the message
handling stack becoming full and is there a way to deal with this event?
Thanks
Richard
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