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Date: Tue, 14 Dec 2004 12:08:30 +0100 From: Marcin Konicki Subject: Re: [SDL] SDL 1.2.8 Prerelease I'm sending small fix for BeOS, which prevents filling up SDL's message queue too fast. Without it, SDL receives "key down" messages from BeOS code, for each key repeat (BeOS handles key repeats itself, and application can check if received "key down" message from BeOS is first time key down, or if it's repeat, and which repeat it is). Since there is no way for "sdl driver" to turn off "default" SDL's key-repeat mechanism, they were working both at the same time (and queue could be filled up very fast). So this patch removes handling "key down" message from BeOS if it's key_repeat "type".
author Sam Lantinga <slouken@libsdl.org>
date Tue, 14 Dec 2004 18:23:27 +0000
parents 355632dca928
children f12379c41042
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>Multi-threaded Programming</TITLE
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><DIV
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>Chapter 12. Multi-threaded Programming</H1
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><DL
><DT
><B
>Table of Contents</B
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><DT
><A
HREF="sdlcreatethread.html"
>SDL_CreateThread</A
>&nbsp;--&nbsp;Creates a new thread of execution that shares its parent's properties.</DT
><DT
><A
HREF="sdlthreadid.html"
>SDL_ThreadID</A
>&nbsp;--&nbsp;Get the 32-bit thread identifier for the current thread.</DT
><DT
><A
HREF="sdlgetthreadid.html"
>SDL_GetThreadID</A
>&nbsp;--&nbsp;Get the SDL thread ID of a SDL_Thread</DT
><DT
><A
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>SDL_WaitThread</A
>&nbsp;--&nbsp;Wait for a thread to finish.</DT
><DT
><A
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>SDL_KillThread</A
>&nbsp;--&nbsp;Gracelessly terminates the thread.</DT
><DT
><A
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>SDL_CreateMutex</A
>&nbsp;--&nbsp;Create a mutex</DT
><DT
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>SDL_DestroyMutex</A
>&nbsp;--&nbsp;Destroy a mutex</DT
><DT
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>SDL_mutexP</A
>&nbsp;--&nbsp;Lock a mutex</DT
><DT
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>SDL_mutexV</A
>&nbsp;--&nbsp;Unlock a mutex</DT
><DT
><A
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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
><DT
><A
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>SDL_SemWait</A
>&nbsp;--&nbsp;Lock a semaphore and suspend the thread if the semaphore value is zero.</DT
><DT
><A
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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
><DT
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>SDL_SemPost</A
>&nbsp;--&nbsp;Unlock a semaphore.</DT
><DT
><A
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>SDL_SemValue</A
>&nbsp;--&nbsp;Return the current value of a semaphore.</DT
><DT
><A
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>SDL_CreateCond</A
>&nbsp;--&nbsp;Create a condition variable</DT
><DT
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>SDL_DestroyCond</A
>&nbsp;--&nbsp;Destroy a condition variable</DT
><DT
><A
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>SDL_CondSignal</A
>&nbsp;--&nbsp;Restart a thread wait on a condition variable</DT
><DT
><A
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>SDL_CondBroadcast</A
>&nbsp;--&nbsp;Restart all threads waiting on a condition variable</DT
><DT
><A
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>SDL_CondWait</A
>&nbsp;--&nbsp;Wait on a condition variable</DT
><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
><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
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><P
>Don't call SDL video/event functions from separate threads</P
></LI
><LI
><P
>Don't use any library functions in separate threads</P
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><P
>Don't perform any memory management in separate threads</P
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><LI
><P
>Lock global variables which may be accessed by multiple threads</P
></LI
><LI
><P
>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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