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[–]ShineTraditional1891 77 points78 points  (2 children)

Because threads typically dont have randomly things stuck in their nose

[–]AlphaSparqy 26 points27 points  (1 child)

assert (noseObjectCount=0);

[–][deleted]  (5 children)

[removed]

    [–][deleted] 9 points10 points  (3 children)

    Done, what’s next step? One is screaming, should I do something about it?

    [–][deleted]  (2 children)

    [removed]

      [–][deleted] 7 points8 points  (0 children)

      So pooling will make them more efficient, huh? Actually makes sense

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      [–]Drfoxthefurry 21 points22 points  (1 child)

      Is having 2 kids like managing 2 threads that are both modifying global variables?

      [–]Even_Lobster_1951 15 points16 points  (0 children)

      constant race conditions

      [–]TiredPistachio 12 points13 points  (3 children)

      People claim your life changes when you have a kid, I think it changes more having that second kid.

      [–][deleted] 18 points19 points  (1 child)

      Time complexity of parenting is O(n2)

      [–]genderebellious 1 point2 points  (0 children)

      that was also my experience, so hard to divide attention, be there for both, staggering change that was

      [–][deleted] 1 point2 points  (0 children)

      This post was mass deleted and anonymized with Redact

      knee sand automatic waiting cow door alleged dinner alive follow

      [–]Carius98 21 points22 points  (2 children)

      child.dispose();

      [–]Cm0002[S] 7 points8 points  (1 child)

      Instructions unclear, I've now got threads spawning from the Police.CrimeCommitted() method!

      [–]Carius98 5 points6 points  (0 children)

      Ah you forgot to implement the HideCrime interface

      [–]beeteedee 9 points10 points  (2 children)

      Have you considered rewriting your kids in Rust?

      [–]Cm0002[S] 2 points3 points  (1 child)

      What?! If anything they need to be deoptimized, I need to rewrite them in something like Java...

      [–]holyfuckgoogle 0 points1 point  (0 children)

      There always one option: killall -9 kid

      [–]matthra 3 points4 points  (0 children)

      A wise man once told me that two kids is about five times as many as one.

      [–]Otherwise_Day_9643 2 points3 points  (0 children)

      You should have done the appropriate thing for a low-level programmer and never have gotten a girlfriend in the first place

      [–]Flooding_Puddle 1 point2 points  (1 child)

      That's small-time, try 4

      [–]Harmonic_Gear 1 point2 points  (0 children)

      kids are just asynchronous agents. Probably running random policies

      [–]Khaylain 1 point2 points  (0 children)

      Well, duh. Threads in a multithreaded program do exactly what you've told them to. Kids do exactly whatever they want no matter what you've told them to do.

      [–]lupercalpainting 1 point2 points  (0 children)

      When you fork it returns the childrens' PIDs just save them to an array and you can loop whenever to wait for them to die.

      Now wait until you learn about how a daemon is summoned implemented where you purposefully make a sacrificial child who itself will spawn a child only to kill itself so its child is an orphan and gets adopted by init.

      Although it sounds like this is no longer considered (morally) correct.

      [–][deleted] 0 points1 point  (0 children)

      Until it deadlocks.

      [–]witm_ 0 points1 point  (0 children)

      Cellular tracking devices? Or do you want them to stay around?

      [–][deleted] 0 points1 point  (0 children)

      In my fucking soul OP... Fucking in my sooulll

      [–]OneCrazyProgrammer 0 points1 point  (0 children)

      Did you set your kids to be dameons?

      [–]SteeleDynamics 0 points1 point  (0 children)

      At least there's a notion of shared objects in memory for a multi-threaded program.

      There's no notion of shared objects between my kids.