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Date: Mon, 11 Oct 2004 15:17:27 +0300 (EEST) From: Hannu Savolainen Subject: Re: SDL uses obsolete OSS features I did some work on getting OSS to work better with SDL. There have been some problems with select which should be fixed now. I'm having some problems in understanding what is the purpose of the DSP_WaitAudio() routine. I added a return to the very beginning of this routine and commendted out the define for USE_BLOCKING_WRITES. At least lbreakout2 seems to work as well as earlier. The latencies are the same. An ordinary blocking write does exactly the same thing than DSP_WaitAudio does. So I would recommend using the USE_BLOCKING_WRITES approach and removing everything from the DSP_WaitAudio routine. Also enabling USE_BLOCKING_WRITES makes it possible to simplify DSP_PlayAudio() because you don't need to handle the partial writes (the do-while loop). Attached is a patch against SDL-1.2.7. After these changes SDL will use OSS as it's designed to be used (make it as simple as possible). This code should work with all OSS implementations because it uses only the very fundamental features that have been there since the jurassic times.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 12 Nov 2004 21:39:04 +0000
parents 355632dca928
children f12379c41042
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>Chapter 12. Multi-threaded Programming</H1
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>Table of Contents</B
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><DT
><A
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>SDL_CreateThread</A
>&nbsp;--&nbsp;Creates a new thread of execution that shares its parent's properties.</DT
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><A
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>SDL_ThreadID</A
>&nbsp;--&nbsp;Get the 32-bit thread identifier for the current thread.</DT
><DT
><A
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>SDL_GetThreadID</A
>&nbsp;--&nbsp;Get the SDL thread ID of a SDL_Thread</DT
><DT
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>SDL_WaitThread</A
>&nbsp;--&nbsp;Wait for a thread to finish.</DT
><DT
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>SDL_KillThread</A
>&nbsp;--&nbsp;Gracelessly terminates the thread.</DT
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>SDL_CreateMutex</A
>&nbsp;--&nbsp;Create a mutex</DT
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>SDL_DestroyMutex</A
>&nbsp;--&nbsp;Destroy a mutex</DT
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>SDL_mutexP</A
>&nbsp;--&nbsp;Lock a mutex</DT
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>SDL_mutexV</A
>&nbsp;--&nbsp;Unlock a mutex</DT
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>SDL_CreateSemaphore</A
>&nbsp;--&nbsp;Creates a new semaphore and assigns an initial value to it.</DT
><DT
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>SDL_DestroySemaphore</A
>&nbsp;--&nbsp;Destroys a semaphore that was created by <A
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>SDL_CreateSemaphore</A
>.</DT
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>SDL_SemWait</A
>&nbsp;--&nbsp;Lock a semaphore and suspend the thread if the semaphore value is zero.</DT
><DT
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>SDL_SemTryWait</A
>&nbsp;--&nbsp;Attempt to lock a semaphore but don't suspend the thread.</DT
><DT
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>SDL_SemWaitTimeout</A
>&nbsp;--&nbsp;Lock a semaphore, but only wait up to a specified maximum time.</DT
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>SDL_SemPost</A
>&nbsp;--&nbsp;Unlock a semaphore.</DT
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>SDL_SemValue</A
>&nbsp;--&nbsp;Return the current value of a semaphore.</DT
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>SDL_CreateCond</A
>&nbsp;--&nbsp;Create a condition variable</DT
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>SDL_DestroyCond</A
>&nbsp;--&nbsp;Destroy a condition variable</DT
><DT
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>SDL_CondSignal</A
>&nbsp;--&nbsp;Restart a thread wait on a condition variable</DT
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>SDL_CondBroadcast</A
>&nbsp;--&nbsp;Restart all threads waiting on a condition variable</DT
><DT
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>SDL_CondWait</A
>&nbsp;--&nbsp;Wait on a condition variable</DT
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>SDL_CondWaitTimeout</A
>&nbsp;--&nbsp;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
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>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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>Don't call SDL video/event functions from separate threads</P
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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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>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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