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ВСУ ударили по Брянску британскими ракетами. Под обстрел попал завод, есть жертвы19:57
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The results highlight a trade-off. For parallelizable workloads operating on independent data, the free-threaded build reduces execution time by up to 4 times, with a proportional reduction in energy consumption, and effective multi-core utilization, at the cost of an increase in memory usage. In contrast, sequential workloads do not benefit from removing the GIL and instead show a 13-43% increase in energy consumption. Similarly, workloads where threads frequently access and modify the same objects show reduced improvements or even degradation due to lock contention. Across all workloads, energy consumption is proportional to execution time, indicating that disabling the GIL does not significantly affect power consumption, even when CPU utilization increases. When it comes to memory, the no-GIL build shows a general increase, more visible in virtual memory than in physical memory. This increase is primarily attributed to per-object locking, additional thread-safety mechanisms in the runtime, and the adoption of a new memory allocator.
As I referenced earlier, we don’t think digital games are just a flash in the pan market. We’re going to be patient, we’re going to invest, and if we lose money in the short term, we’re going to build up our community, build up our capacity, and build up our ability to be able to execute with excellence. And I think over time, it’s going to be a difference maker for us and something that we’re happy we invested in.
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