Tag
scheduler
- May 5, 2026 Run Queues and the Cost of a Context Switch How the kernel tracks which threads can run, why each CPU keeps its own queue, and what a switch actually costs beyond saving and restoring registers. operating systems
- Feb 7, 2026 Off-CPU Time and Scheduler Delay as a Profile How to attribute the time a thread spends not running, why the stack at the moment of blocking is the right attribution, and what makes off-CPU data heavy-tailed. observability
- Mar 19, 2025 Green Threads and the Cost of a User-Space Context Switch What a green thread actually saves compared with a kernel thread, which registers a switch must preserve, and why a scheduler that lives in user space changes the blocking rules of the whole runtime. language runtimes
- Mar 3, 2025 The Anatomy of a Context Switch Which registers are saved, where they go, why the switch costs more than the save, and how address-space tags avoid flushing the translation cache. operating systems
- Sep 25, 2024 Tick Accounting and How a Slice Is Measured Timer interrupts, sampled versus switch-time accounting, and why the kernel charges time at coarse granularity to the thread that happened to be running. operating systems
- Sep 22, 2024 Work-Stealing Deques and Why the Thief Takes the Oldest Task Per-worker deques with LIFO local execution and FIFO stealing keep hot data on one core, and the memory-ordering requirements that make the concurrent deque correct are narrower than they look. language runtimes
- Jul 5, 2024 Virtual Runtime and Weighted Fair Queuing Why fair schedulers compare virtual clocks rather than wall time, how nice values become weights, and what granularity does to the fairness guarantee. operating systems
- Feb 6, 2024 Hierarchical Fair Share and Lag Accounting How group scheduling keeps one container from multiplying its share by spawning threads, what lag measures, and why the bound is per-level rather than global. operating systems
- Jun 18, 2022 Multi-Level Feedback Queues and Priority Decay How a set of priority queues plus a demotion rule approximates shortest-job-first without knowing job lengths, and the gaming and starvation problems that follow. operating systems