* * *

Recent Posts

Pages: [1] 2 3 ... 10
1
General / Re: Best practice for a multi-platform worker thread
« Last post by GetMem on Today at 07:13:02 am »
Quote
I also am Thaddy
You're definitely not Thaddy, though both of you are childish.

Quote
queen Mary, Bill Cody, king Richard, Vlad Tepes, and... your mom!
Lol just like sam707.

PS: I leave you with Thaddy, I have better things to do.

 
2
General / Fortcraft iPhone
« Last post by romana5 on Today at 07:06:12 am »
Fortcraft is designed for iOS devices also, so download the Fortcraft game for your device, click here.
Fortcraft for iOS

3
General / Re: Best practice for a multi-platform worker thread
« Last post by mercurhyo on Today at 06:59:35 am »
I also am Thaddy, queen Mary, Bill Cody, king Richard, Vlad Tepes, and... your mom! didn't you guess, paranoid @getmem?
 :D
4
Other / Re: TPowerThread
« Last post by GetMem on Today at 06:19:30 am »
Quote
with my TPowerThread template as starting point, you can parallelize :
- offscreen bitmaps drawings
- blocking sockets and ports
- heavy maths computations
- compilation of files
- ... and damn much more
Looks promising. You should create a runtime package and add a few examples so other people can test.
5
General / Re: Best practice for a multi-platform worker thread
« Last post by GetMem on Today at 06:18:15 am »
@mercurhyo
One Thaddy/forum is more then enough, no need to play with the same cards as him. More over it seems like the following users are the same: sam707, pigrimm, gulyone, mercurhyo.  Same jokes, same posting style like the uppercase "HAAHHAHAAHAHAHAH". More over neither one of you edit the original post, you're inclined to post over and over again. I hope you don't suffer from multiple personality disorder.
7
Other / Re: TPowerThread
« Last post by mercurhyo on Today at 05:33:45 am »
with my TPowerThread template as starting point, you can parallelize :
- offscreen bitmaps drawings
- blocking sockets and ports
- heavy maths computations
- compilation of files
- ... and damn much more if applied to game engines IA programming
 :D
Enjoy!

just a draft idea to let you imagine...

...Post(@TPowThreadDerived.Compile, [SourceName[idx], OutFileName[idx], CompilerPath, options], Done, @MyCallBack, ErrorsPointerBuffer);

assuming you have an array[0..Pred(cpucount)] of TPowerThread ... the speedup could be awesome around compilation

TPowerThread is a NICE TOY
8
General / Re: Best practice for a multi-platform worker thread
« Last post by mercurhyo on Today at 03:53:56 am »

Not it is NOT. Basics. It is about the initiating thread - that happens to be often the main thread...... This is silly..If you missed that?  back to school <grumpyish  :D>
I have trees of threads running...

bbbHAAHHAHAAHAHAHAH threadpool or deadpool that is the kuestion. A tree or a scrubland? hahahahahahaha
9
General / Re: Best practice for a multi-platform worker thread
« Last post by mercurhyo on Today at 03:53:06 am »
Assignable typed constants are re-entrant..... No problems there...
cool for you in your tiny amateur world  :P can you please explain how you run a 'tree of threads' with yer poor knowledge Ima curious bird  :D :D :D
10
Other / Re: TPowerThread
« Last post by mercurhyo on Today at 03:50:40 am »
Maybe it is the choice for named events. I have no experience/need for those.

It does not matter as long as pSecurityAttributes is NIL and you access Events LOCALY in the same Process. named TEvent is a Global systemwide stuff (can be used interprocess way), so I have my safe habits  ;) while writing code from scratch and on the fly
Pages: [1] 2 3 ... 10

Recent

Get Lazarus at SourceForge.net. Fast, secure and Free Open Source software downloads Open Hub project report for Lazarus