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[gameprogrammer] Re: Multi-Threading in C++
Hi Paulo,
Thank you very much for the heads up on that one. I have now looked into this further and I have moved over to using _beginthread(). I had to change my function definitions and ensure that they do not return any values and it is now all working. I am glad I did this now at the beginning of my project...
Thanks again.
Richard
On 03/05/07, Paulo Pinto <pjmlp@progtools.org> wrote:
Hi,
DO NOT use CreateThread() unless you are aware of its shortcomings.
http://msdn2.microsoft.com/en-us/library/ms682453.aspx
"A thread in an executable that calls the C run-time library (CRT) should use the _beginthreadex and _endthreadex functions for thread management rather than
CreateThread and ExitThread; this requires the use of the multi-threaded version of the CRT. If a thread created using CreateThread calls the CRT, the CRT may terminate the process in low-memory conditions."
Cheers, Paulo
Quoting richard sabbarton <richard.sabbarton@gmail.com>:
> Hi All, > > I am relatively new to the list and I am still learning. I am working on a
> 3D game (personal learning project at the moment) and I am trying to spawn a > new thread at a certain point in my code. The purpose of this thread is to > pull objects, models and textures from files into memory (for OpenGL) while
> I am continuing to render in the primary thread. > > So far I have created a thread and the thread spawns OK. It starts running > but during the loading process I am getting access violation errors when
> trying to access arrays of GLuint variables (for the textures). At this > point the arrays are not in use by the primary thread so I thought I would > be able to avoid using any sort of mutex. I am still new to
> multi-threading and I am using the standard WINAPI CreateThread() function. > > Can anyone offer any advice on how to do this or point me to any good > tutorials online. > > Thanks
> > Richard >
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