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Code visualisations I agree aren’t that useful, and if I never have to look at UML style diagrams it’ll be too soon.

The visualisations I’m talking about are mostly debugger tools. The parallel stacks view is life saving when you’re trying to figure out a deadlock. Having to scroll around this huge viewport with a cursor would just piss me off. I just can’t see how you could navigate a huge (10x screen width) node graph in a text terminal using vim style commands.




You certainly wouldn‘t have a node graph like this in vim, because like you are saying, it just doesn‘t work well with text.

I had a look at parallel stacks and it looks nice and seems quite helpful. But I have to think, if you have that many threads that might deadlock and it happens often, if your architecture might be the issue.

Most of our parallelism is job based. There is a job queue and worker threads are taking jobs from it. So deadlocks are pretty much a non issue for us.

I‘m not trying to say that everything you‘re doing is obviously wrong, but the older I get the more suspicious I‘m getting if there‘s a need for „fancy“ debugging tools, because it might mask that there are some more serious issues in the application.


> Most of our parallelism is job based. There is a job queue and worker threads are taking jobs from it.

For a game or similar code that's sometimes too much RAM, and usually too much latency.


There is a really nice talk of the game developer Naughty Dog about their job system: https://www.gdcvault.com/play/1022186/Parallelizing-the-Naug...




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