Reading a bit about Go's goroutine scheduler. Sounds like it tries to solve many of the same problems a GPU's shader core does. # threads ("goroutines") >> # of simds ("OS threads"), fast switching, small stacks, minimal fairness, turn blocking calls into async calls.
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I'd be interested to hear why. The rise of APIs that let you spawn short lived tasks onto thread pools seem to indicate the contrary. After that, it is just a question of which programming model is easiest to use to interface with these thread pools and how do you make that fast.
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goroutines seem better than most (in my limited understanding of Go). They seem to allow you to "just" write imperative, blocking code without giving up a lot of the benefits of asynchronicity.
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