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Date: Thu, 4 Dec 2003 07:48:40 +0200 From: "Mike Gorchak" Subject: SDL/QNX6 new patch Here in attachment my patch for the SDL/QNX6 again :) It contain non-crtitical/cosmetic fixes: 1. Fixed window centering at other than the first consoles. 2. Fixed window centering algorithm in case when window height or width are greater than the desktop resolution. 3. Fixed window positioning on other than the first consoles. 4. Fixed occasional input focus lost when switching to fullscreen. 5. Removed the Photon's default chroma color for the overlays, added RGB(12, 6, 12) color instead (very dark pink). 6. Added more checks to the YUV overlay code (fixed crashes during resolution mode switches). 7. Added support for Enter/Backspace keys in unicode mode (used by Maelstrom and by other games). 8. Fixed window restore/maximize function. It works, finally.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 10 Dec 2003 12:35:56 +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
></DT
><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
HREF="sdlgetthreadid.html"
>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
><A
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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
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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
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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
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>SDL_CreateCond</A
> &#8212; Create a condition variable</DT
><DT
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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
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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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>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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