The significant work I want to give to 2 or more threads, is a Rendering function. All it does is to blit bitmap images onto a Canvas, which will, according to my game logic, make the Canvas "refresh" quicker.
This is why I wanted the threads to execute in an orderly fashion, like a queue pool of threads running towards a goal and hitting a button, in a straight line.
If I index each thread with an ID or some sort, I wouldn't know how to implement it. I wouldn't be able to split the Rendering function in groups in whic they (group IDs) are divisible by the respective thread IDs. The Rendering function is based solely on the order of execution, so it's easier to sort their Z positions out (drawing from back to front). And another problem would be, if I don't do this in an orderly fashion, the rendering will be a catastrophe.
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Just off topic question. What do you do to println() properly for multithreading programs, if I shouldn't be using println(), as you've mentioned, but I don't want to use a memory buffer? I want to avoid using any sort of memory buffers as this program is to be executed on a hardware with very limited memory.
You pretty much can't control the order of execution when you have multiple threads without removing the parallell execution(Which really is the point of using threads)
Now, since you are blitting bitmaps onto a canvas you should probably give each thread its own section of the canvas to write to so if you got 2 threads you can just split the canvas in the middle and have ThreadA blit the left side while ThreadB blits the right side (with 4 threads you can split it both vertically and horizontally or into 4 "rows" or "columns"), that way there is no interference between threads.
as for println, there is no good way to solve this without synchronization (Which degrades performance), you can have each thread write to its own stream without any problems but if you want them to write to the same stream you will need synchronization. (println in java is synchronized so if one thread calls println on standard output any other thread trying to call println will block until the first one has completed its println call), your best bet is probably to write to separate streams, timestamp the writes and then merge the two streams at a later point. (printing to the console is slow anyway so its not a big deal to merge all the output at the end of each frame and then push it out)