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- server thread context:
-
- (1) all point to single PCB for Sprite
- - don't have info in proc table for all server threads, don't have
- much debugging info
-
- (2) nil
-
- (3) point to per-thread full PCB
- - lots of unused fields in PCB
- o need back pointer in the PCB to thread
-
- (4) point to per-thread "server" PCB
- - have to be careful about accessing the union type correctly
- o need back pointer in the PCB to thread
-