view docs/html/thread.html @ 315:3333b6e68289

Date: Sat, 23 Mar 2002 13:53:37 +0200 From: "Mike Gorchak" <mike@malva.ua> Subject: Big QNX patch again. Added 8bit palette emulation code for window mode with bpp>=15. Added store/restore original palette for 8bit modes. Added more information about photon API call fails. Rewroten change palette code, slow but works. Fixed bug with set caption before window was inited. Fixed bugs with some initial state of variables. Fixed bug with storing old video mode settings. Fixed bug with switching to fullscreen mode and back. Fixed few double SEGFAULTS during parachute mode. Removed compilation warning with no PgWaitHWIdle prototype. Removed pack of dead unusable code. Cleanups SDL_PrivateVideoData structure, some headers. Some code formatting.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 23 Mar 2002 20:19:44 +0000
parents e5bc29de3f0a
children 355632dca928
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><A
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>Chapter 12. Multi-threaded Programming</A
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><DL
><DT
><B
>Table of Contents</B
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><DT
><A
HREF="sdlcreatethread.html"
>SDL_CreateThread</A
> &#8212; Creates a new thread of execution that shares its parent's properties.</DT
><DT
><A
HREF="sdlthreadid.html"
>SDL_ThreadID</A
> &#8212; Get the 32-bit thread identifier for the current thread.</DT
><DT
><A
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>SDL_GetThreadID</A
> &#8212; Get the SDL thread ID of a SDL_Thread</DT
><DT
><A
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>SDL_WaitThread</A
> &#8212; Wait for a thread to finish.</DT
><DT
><A
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>SDL_KillThread</A
> &#8212; Gracelessly terminates the thread.</DT
><DT
><A
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>SDL_CreateMutex</A
> &#8212; Create a mutex</DT
><DT
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>SDL_DestroyMutex</A
> &#8212; Destroy a mutex</DT
><DT
><A
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>SDL_mutexP</A
> &#8212; Lock a mutex</DT
><DT
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>SDL_mutexV</A
> &#8212; Unlock a mutex</DT
><DT
><A
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>SDL_CreateSemaphore</A
> &#8212; Creates a new semaphore and assigns an initial value to it.</DT
><DT
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>SDL_DestroySemaphore</A
> &#8212; Destroys a semaphore that was created by <A
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>SDL_CreateSemaphore</A
>.</DT
><DT
><A
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>SDL_SemWait</A
> &#8212; Lock a semaphore and suspend the thread if the semaphore value is zero.</DT
><DT
><A
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>SDL_SemTryWait</A
> &#8212; Attempt to lock a semaphore but don't suspend the thread.</DT
><DT
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>SDL_SemWaitTimeout</A
> &#8212; Lock a semaphore, but only wait up to a specified maximum time.</DT
><DT
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>SDL_SemPost</A
> &#8212; Unlock a semaphore.</DT
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>SDL_SemValue</A
> &#8212; Return the current value of a semaphore.</DT
><DT
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>SDL_CreateCond</A
> &#8212; Create a condition variable</DT
><DT
><A
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>SDL_DestroyCond</A
> &#8212; Destroy a condition variable</DT
><DT
><A
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>SDL_CondSignal</A
> &#8212; Restart a thread wait on a condition variable</DT
><DT
><A
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>SDL_CondBroadcast</A
> &#8212; Restart all threads waiting on a condition variable</DT
><DT
><A
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>SDL_CondWait</A
> &#8212; Wait on a condition variable</DT
><DT
><A
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>SDL_CondWaitTimeout</A
> &#8212; Wait on a condition variable, with timeout</DT
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><P
>SDL provides functions for creating threads, mutexes, semphores and condition variables.</P
><P
>In general, you must be very aware of concurrency and data integrity issues
when writing multi-threaded programs.  Some good guidelines include:
<P
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><UL
><LI
><P
>Don't call SDL video/event functions from separate threads</P
></LI
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>Don't use any library functions in separate threads</P
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>Don't perform any memory management in separate threads</P
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>Lock global variables which may be accessed by multiple threads</P
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>Never terminate threads, always set a flag and wait for them to quit</P
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>Think very carefully about all possible ways your code may interact</P
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><B
>Note: </B
>SDL's threading is not implemented on MacOS, due to that lack of preemptive thread support (MacOS X dos nt suffer from this problem)</P
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