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With some Rune files using models with many labels, the build time seems to almost exponentially increase in time complexity.
Currently rune build seems to be single-threaded. Making the build process multi-threaded would allow leveraging high core count systems (like those found in servers).
Not sure of the exact solution as I can't find much information about multi-threaded builds for wasm, so it may be less trivial than it seems.
If there is a solution for this, perhaps a new flag like -c <threads> or -t <threads> would be intuitive for specifying the number of threads to use.
The text was updated successfully, but these errors were encountered:
The issue isn't that we don't build Runes in parallel (parallelism gives linear speedups while this seems to be quadratic/exponential, anyway) but that the code we generate hits an edge case in the Rust compiler which causes pathological build times.
This should be resolved by #310 because you'll be passing a single (albeit long) string literal to the label proc block.
With some Rune files using models with many labels, the build time seems to almost exponentially increase in time complexity.
Currently
rune build
seems to be single-threaded. Making the build process multi-threaded would allow leveraging high core count systems (like those found in servers).Not sure of the exact solution as I can't find much information about multi-threaded builds for wasm, so it may be less trivial than it seems.
If there is a solution for this, perhaps a new flag like
-c <threads>
or-t <threads>
would be intuitive for specifying the number of threads to use.The text was updated successfully, but these errors were encountered: