1/9/2024 0 Comments Size of queue java![]() ![]() The latency associated with waking up a thread for every event (e.g. I would have no objection to an alternative style of event-driven operation but my app relies critically on very-low-latency events because they are used as the means of performing inter-thread procedure calls. To the same event-driven OS loop control, for various reasons IUP into an event-driven model, to re-unify with the new Mac, iOS,Īndroid, and Emscripten backends I’ve been developing which all are And I walk through how toĬonvert the poll-driven traditional loops used by Unix and Windows in I talked about cross-platform event loop issues in my talk about theĬross-platform native GUI framework, IUP. Seen with Emscripten, Android, and Apple). Native event-driven into a procedural top-to-bottom-loop (as we’ve Importantly for cross-platform, I think it is always possible to turnĪ procedural top-to-bottom event loop into something that resemblesĮvent driven, but it is not always possible to (perfectly) convert a Also, most new platforms provide high performanceĬallbacks on frame draws, which SDL could utilized. To the same event-driven OS loop control, for various reasons…butīattery life has become a strong motivator for vendors for this in My belief is that the new SDL API for Emscpiten is the better way toĭeal with the event loop moving forward. So for Emscipten, SDL introduced a new extension API that callsīack on a new frame, and you are expected to run through (just once) And the web doesn’tĪllow threads (and I don’t think web workers are sufficient for SDL’sĬase). On Emscripten, SDL had to give up because there is no mechanism toĬontrol the event loop in the web brower, PERIOD. Point issues with getting SDL to do the right thing immediately on aĭifferent thread than the main Android app. Life-cycle is extra painful with SDL because there are a lot of sync Plugin, etc.), you are in for a world of hurt. OpenGL, you won’t notice anything, but the moment you need to interact On Android, the problem is worse because the only workaround was to We have to wait another frame for them to appear. To that event loop, our queries might be just a little too early, and Reason…consider maybe the events are designed to come through at aĬertain time into the Cocoa framework which was coordinated with the Random times, not tied to Apple’s standard event model may be a Reason, but I could speculate that trying to query for input events at We’ve also seen menu and window focus problems with SDL on Mac due to GameCenter was at one time (and still may be) one of those frameworks. Using Apple’s normal event loop can break certain Apple APIs andįrameworks, because their own code depends on that behavior. I know from personal experience doing a lot of Cocoa work, that not Paradigm, hoop jumping acrobatics are done. Pattern would block these loops and not work. In these latter platforms, the OS wants to control the event loop and Windows, traditional Unix, etc.), but has become problematic on the The problem is that SDL tries to takeĬontrol of the event loop so you can write a top-to-bottom procedural I haven’t noticed this myself, but my suspicion is that it caused by Limit the rate at which I call SDL_PumpEvents() from now on. But my workaround is effective and my intention is always to GKLeaderboardViewController to respond to touch input” which sounds pretty “ important to get certain elements of Game Center’s Underlying issue is I don’t know (the comment goes on to talk about The snippet below shows typical use, with a queue size of two, and where the first element of three is dropped.It’s deliberate, and commented (to a degree), but precisely what the However, what if you need a non-blocking queue which drops its oldest elements? The Apache Commons CircularFifoQueue covers that. ![]() The Java Collections Queue implementations will either grow without limit, or block if it grows beyond a given size, like the LinkedBlockingDeque. ![]()
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