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Flopid

Java Deadlock Question

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Hello. I've got back into programing with OpenGL (JOGL) since it's so portable. I wanted to make my engine multithreaded so I've read up a Java trail about concurency and stumbled on something interesting here:

 

http://docs.oracle.com/javase/tutorial/essential/concurrency/deadlock.html

 

How can both threads enter bow if it is synchronized, so that as the article says, they will both be stuck at bowback? Is it possible for threads to enter synchronized methods at the exact same time, but not right after eachother then or wha?

 

This would completely mess up the whole sync identifier, since threads can pretty much always call the method at the same time...

 

Really weird, watcha think?

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Well I understand completely what is happening now. I did not really think that Java would obliterate synchronization. Thanks for the clarification frob!!!

 

 

You really want to AVOID MULTITHREADING inside your engine until you have already mastered many other areas of game development.

 

I am kind of thinking ahead when in the future I would have a scene with many objects appearing and dissapearing or changing shapes. For things like buffers in that instance multithreading would be a great boost (think OpenCL oh noes). I also think that starting to thread simple code is much easier than threading at the end where u can miss something and might have to debug... for a while : )

 

Plus I am just doing this for fun to learn more about Java and graphics.

 

Again many thanks for your replies and have a great day!

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I also think that starting to thread simple code is much easier than threading at the end where u can miss something and might have to debug... for a while : )

Or you could miss something, and end up having to debug from the start.
 
And by the way, debuggers don't really work in multithreaded code. Nor do log/print statements.
 
The only realistic way to approach multithreading is from a purely mathematical/theoretical standpoint.

Plus I am just doing this for fun to learn more about Java and graphics.

Multithreading has nothing to do with either Java or graphics. Nor "fun", for that matter. Edited by swiftcoder
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I also think that starting to thread simple code is much easier than threading at the end where u can miss something and might have to debug... for a while : )

Or you could miss something, and end up having to debug from the start.
 
And by the way, debuggers don't really work in multithreaded code. Nor do log/print statements.
 
The only realistic way to approach multithreading is from a purely mathematical/theoretical standpoint.

Plus I am just doing this for fun to learn more about Java and graphics.

Multithreading has nothing to do with either Java or graphics. Nor "fun", for that matter.

 

 

That depends on your definition of "fun".

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