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#ActualSik_the_hedgehog

Posted 21 July 2013 - 10:03 PM

That reminds me of how I still tend to avoid multithreading like the plague as if I had never used it... even after making a whole sound driver that has to cope with two completely different processors without any proper way to do handshake and the most atomic operation I can get is reading or writing a byte in RAM (I don't even get multibyte values!), which must be like the worst of the worst when it comes to multithreading =P

 

The only time I did it on PC (that didn't involve other library doing it for me - the one I mentioned before was not on PC) was recently in my game for the loading screen (otherwise the game can hang without pumping any events, which can make the OS think it got stuck and try to kill it). Given what I said above, I guess it shouldn't be surprising that it worked on the first try (even if it was quite simplistic).


#1Sik_the_hedgehog

Posted 21 July 2013 - 10:02 PM

That reminds me of how I still tend to avoid multithreading like the plague as if I had never used it... even after making a whole sound driver that has to cope with two completely different processors without any proper way to do handshake and the most atomic operation I can get is reading or writing a byte in RAM (I don't even get multibyte values!), which must be like the worst of the worst when it comes to multithreading =P

 

The only time I did it on PC (that didn't involve other library doing it for me) was recently in my game for the loading screen (otherwise the game can hang without pumping any events, which can make the OS think it got stuck and try to kill it). Given what I said above, I guess it shouldn't be surprising that it worked on the first try (even if it was quite simplistic).


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