Yes, thud is well named. It's easy to kill, but not so easy to kill
without hurting important dynamic response characteristics and/or
interactivity.
For sound purposes, all you have to do is make damn sure that thud/others
can't get to the queue where your sound client lives. I'm using a very
short term weighted slice_avg for that... your %cpu is calculated for each
slice, and once you approach interactive status, it doubles for each
priority you climb. That makes it very hard indeed for a cpu hog to ever
reach the top. Almost nothing can touch xmms here. It doesn't provide the
nearly 100% guarantee that SOFT_RR does, but otoh, it's absolutely
impossible to abuse.
(my best interactive effort combined that with non-linear decay, and
throttled backboost to offset the fairness pain that X any friends feel...
it's quite good, but [butt ugly and:] not quite good enough)
-Mike
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