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Allow the user to override the relative mouse mode. They almost never want to do this, as it seriously affects applications that rely on continuous relative mouse motion.
author Sam Lantinga <slouken@lokigames.com>
date Sat, 23 Jun 2001 22:00:59 +0000
parents 55f1f1b3e27d
children e5bc29de3f0a
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>Multi-threaded Programming</TITLE
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><DIV
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><H1
><A
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>Chapter 12. Multi-threaded Programming</A
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><DIV
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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
HREF="sdlwaitthread.html"
>SDL_WaitThread</A
> &#8212; Wait for a thread to finish.</DT
><DT
><A
HREF="sdlkillthread.html"
>SDL_KillThread</A
> &#8212; Gracelessly terminates the thread.</DT
><DT
><A
HREF="sdlcreatemutex.html"
>SDL_CreateMutex</A
> &#8212; Create a mutex</DT
><DT
><A
HREF="sdldestroymutex.html"
>SDL_DestroyMutex</A
> &#8212; Destroy a mutex</DT
><DT
><A
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>SDL_mutexP</A
> &#8212; Lock a mutex</DT
><DT
><A
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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
HREF="sdldestroysemaphore.html"
>SDL_DestroySemaphore</A
> &#8212; Destroys a semaphore that was created by <A
HREF="sdlcreatesemaphore.html"
>SDL_CreateSemaphore</A
>.</DT
><DT
><A
HREF="sdlsemwait.html"
>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
><A
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>SDL_SemWaitTimeout</A
> &#8212; Lock a semaphore, but only wait up to a specified maximum time.</DT
><DT
><A
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>SDL_SemPost</A
> &#8212; Unlock a semaphore.</DT
><DT
><A
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>SDL_SemValue</A
> &#8212; Return the current value of a semaphore.</DT
><DT
><A
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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
HREF="sdlcondbroadcast.html"
>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
HREF="sdlcondwaittimeout.html"
>SDL_CondWaitTimeout</A
> &#8212; Wait on a condition variable, with timeout</DT
></DL
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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
></P
><UL
><LI
><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
></LI
><LI
><P
>Don't perform any memory management in separate threads</P
></LI
><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
></LI
><LI
><P
>Think very carefully about all possible ways your code may interact</P
></LI
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><DIV
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><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>SDL's threading is not implemented on MacOS, due to that lack of preemptive thread support (eck!)</P
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