view docs/html/thread.html @ 4427:eada7e321df6 SDL-1.2

Fixed bug #943 Ozkan Sezer 2010-02-06 12:31:06 PST Hi: Here are some small fixes for compiling SDL against mingw-w64. (see http://mingw-w64.sourceforge.net/ . Despite the name, it supports both win32 and win64.) Two patches, one for SDL-1.2 and one for SDL-1.3 attached. src/audio/windx5/directx.h and src/video/windx5/directx.h (both SDL-1.2 and SDL-1.3.) I get compilation errors about some union not having a member named u1 and alike, because of other system headers being included before this one and them already defining DUMMYUNIONNAME and stuff. This header probably assumes that those stuff are defined in windef.h, but mingw-w64 headers define them in _mingw.h. Easily fixed by moving NONAMELESSUNION definition to the top of the file. SDL_dx5yuv.c (SDL-1.2-only) also needs to include the header before SDL_video.h to avoid the same problem. src/thread/win32/SDL_systhread.c (both SDL-1.2 and SDL-1.3.) : The __GNUC__ case for pfnSDL_CurrentBeginThread is 32-bit centric because _beginthreadex returns uintptr_t, not unsigned long which is 32 bits in win64. Changing the return type to uintptr_t fixes it. Hope these are useful. Thanks.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 10 Mar 2010 15:04:13 +0000
parents f12379c41042
children
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>Chapter 12. Multi-threaded Programming</H1
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>Table of Contents</B
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><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
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>SDL_GetThreadID</A
>&nbsp;--&nbsp;Get the SDL thread ID of a SDL_Thread</DT
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>SDL_WaitThread</A
>&nbsp;--&nbsp;Wait for a thread to finish.</DT
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>SDL_KillThread</A
>&nbsp;--&nbsp;Gracelessly terminates the thread.</DT
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>&nbsp;--&nbsp;Create a mutex</DT
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>&nbsp;--&nbsp;Destroy a mutex</DT
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>&nbsp;--&nbsp;Lock a mutex</DT
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>&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
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>SDL_DestroySemaphore</A
>&nbsp;--&nbsp;Destroys a semaphore that was created by <A
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>&nbsp;--&nbsp;Lock a semaphore and suspend the thread if the semaphore value is zero.</DT
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>&nbsp;--&nbsp;Attempt to lock a semaphore but don't suspend the thread.</DT
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>&nbsp;--&nbsp;Lock a semaphore, but only wait up to a specified maximum time.</DT
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>&nbsp;--&nbsp;Unlock a semaphore.</DT
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>&nbsp;--&nbsp;Return the current value of a semaphore.</DT
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>&nbsp;--&nbsp;Create a condition variable</DT
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>&nbsp;--&nbsp;Destroy a condition variable</DT
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>&nbsp;--&nbsp;Restart a thread wait on a condition variable</DT
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>&nbsp;--&nbsp;Restart all threads waiting on a condition variable</DT
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>SDL_CondWait</A
>&nbsp;--&nbsp;Wait on a condition variable</DT
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>&nbsp;--&nbsp;Wait on a condition variable, with timeout</DT
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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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>SDL's threading is not implemented on MacOS, due to that lack of preemptive thread support (Mac OS X dos nt suffer from this problem)</P
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