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	<title>Comment Feed for Channel 9 - Windows, Part III - Dave Probert</title>
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		<title>Channel 9 - Windows, Part III - Dave Probert</title>
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	<description>Here&#39;s part III of Dave Probert&#39;s discussion of the Windows Kernel.</description>
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	<pubDate>Wed, 19 Jun 2013 12:09:29 GMT</pubDate>
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		<title>Re: Windows, Part III - Dave Probert</title>
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			<![CDATA[Given recent single vs dual core discussion, some have argued that Windows scheduler would be doing mediocre job given that the responsiveness increases so much when going dual or more. I am not so certain this is the whole truth.<br /><br /><a href="http://www.anandtech.com/weblog/comments.aspx?bid=191">Anand asks: How do people 'multitask'?</a><br /><br /><a href="http://www.anandtech.com/cpuchipsets/showdoc.aspx?i=2388&amp;p=11">Heavy multitasking that can occur in common tasks Part 1</a><br /><br /><a href="http://www.anandtech.com/weblog/comments.aspx?bid=192">http://www.anandtech.com/weblog/comments.aspx?bid=192</a><br /><a href="http://www.anandtech.com/talkarticle.aspx?i=2388">http://www.anandtech.com/talkarticle.aspx?i=2388</a><br /><br /><a href="http://www.anandtech.com/weblog/default.aspx?bid=195">Follow up notes how NCQ can also be a factor</a><br /><br />And given the discussion around how game performance will benefit from going dual or 64 bit it would also be interesting to see (<strong>Charles!</strong>) videos from DirectX guys and hear what are their thoughts on the current performance bottlenecks. Provided
 you bought a new computer with good HW and put some latest games on it, would the framerate and good looks be limited by CPU, Display Adapter, DirectX design or by&nbsp;how games utilize DirectX and the HW?<p>posted by androidi</p>]]>
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		<pubDate>Wed, 06 Apr 2005 11:25:58 GMT</pubDate>
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		<dc:creator>androidi</dc:creator>
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		<title>Re: Windows, Part III - Dave Probert</title>
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			<![CDATA[As Doc Brown might say, here we go <em>back to the future</em> again.<br /><br />Here is a 1982 paper on 1961 technology:<br /><br /><a href="http://www.smecc.org/The%20Architecture%20%20of%20the%20Burroughs%20B-5000.htm">http://www.smecc.org/The%20Architecture%20%20of%20the%20Burroughs%20B-5000.htm</a><br /><br />Note particularly the RDLK (readlock) operator, which was &quot;reinvented&quot; (ok, re-implemented perhaps) &quot;in the 1990s&quot; on commodity microprocessors.<br /><br /><br />&quot;Those who cannot remember the past are condemned to repeat it.&quot; - George Santayana<br /><br /><br />But progress is progress and it is good to keep moving forward, even in fits and starts.<p>posted by dilettante</p>]]>
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		<link>http://channel9.msdn.com/Shows/Going+Deep/Windows-Part-III-Dave-Probert#c632499551170000000</link>
		<pubDate>Sun, 24 Apr 2005 15:58:37 GMT</pubDate>
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		<dc:creator>dilettante</dc:creator>
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		<title>Re: Windows, Part III - Dave Probert</title>
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			<![CDATA[I couldn't really understand the very last part of this video. The part where Dave speaks about fast referencing. It would be really great if someone could explain that. Thanks.<p>posted by GandalfWhite</p>]]>
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		<link>http://channel9.msdn.com/Shows/Going+Deep/Windows-Part-III-Dave-Probert#c632914749290000000</link>
		<pubDate>Fri, 18 Aug 2006 05:15:29 GMT</pubDate>
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		<dc:creator>GandalfWhite</dc:creator>
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