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authorFabien Costantini <fabien@onepost.net>2008-10-14 22:12:25 +0000
committerFabien Costantini <fabien@onepost.net>2008-10-14 22:12:25 +0000
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Doxygen pdf man: First version added in documentation/fltk.pdf, old doc removed, images, dox files moved to a new src directory.
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-<HTML>
-<HEAD>
- <TITLE>10 - Advanced FLTK</TITLE>
-</HEAD>
-<BODY>
-
-<H1 ALIGN="RIGHT"><A NAME="advanced">10 - Advanced FLTK</A></H1>
-
-<P>This chapter explains advanced programming and design topics
-that will help you to get the most out of FLTK.</P>
-
-<H2><A NAME="multithreading">Multithreading</H2>
-
-<P>FLTK supports multithreaded application using a locking mechanism based on "pthreads". We do not provide a threading interface as part of the library. However a simple example how threads can be implemented for all supported platforms can be found in <tt>test/threads.h</tt> and <tt>test/threads.cxx</tt>.
-
-<P>To use the locking mechanism, FLTK must be compiled with <tt>--enable-threads</tt> set during the <tt>configure</tt> process. IDE-based versions of FLTK are automatically compiled with locking enabled if possible.
-
-<P>In <TT>main()</TT>, call <a href="Fl.html#Fl.lock"><TT>Fl::lock()</TT></A> before <A HREF="Fl.html#Fl.run"><TT>Fl::run()</TT></A> or <A HREF="Fl.html#Fl.wait"><TT>Fl::wait()</TT></A> to start the runtime multithreading support for your program. All callbacks and derived functions like <tt>handle()</tt> and <tt>draw()</tt> will now be properly locked:</P>
-
-<pre>
- int main() {
- Fl::lock();
- /* run thread */
- while (Fl::wait() &gt; 0) {
- if (Fl::thread_message()) {
- /* process your data */
- }
- }
- }
-</pre>
-
-<P>You can now start as many threads as you like. From within
-a thread (other than the main thread) FLTK calls must be wrapped
-with calls to <a href="Fl.html#Fl.lock"><tt>Fl::lock()</tt></a>
-and <a href="Fl.html#Fl.unlock"><tt>Fl::unlock()</tt></a>:
-
-<pre>
- Fl::lock(); // avoid conflicting calls
- ... // your code here
- Fl::unlock(); // allow other threads to access FLTK again
-</pre>
-
-<p>You can send messages from child threads to the main thread
-using <a href="Fl.html#Fl.awake"><tt>Fl::awake(msg)</tt></a>:</p>
-
-<pre>
- void *msg; // "msg" is a pointer to your message
- Fl::awake(msg); // send "msg" to main thread
-</pre>
-
-<p>You can also tell the main thread to call a function for you
-as soon as possible by using
-<a href="Fl.html#Fl.awake"><tt>Fl::awake(callback, userdata)</tt></a>:</p>
-
-<pre>
- void do_something(void *userdata) {
- // running with the main thread
- }
-
- // running in another thread
- void *data; // "data" is a pointer to your user data
- Fl::awake(do_something, data); // call something in main thread
-</pre>
-
-
-<P>FLTK supports multiple platforms, some of them which do not
-allow any other but the main thread to handle system events and
-open or close windows. The safe thing to do is to adhere to the
-following rules for threads on all operating systems:
-
-<ul>
-
-<li>Don't <tt>show()</tt> or <tt>hide()</tt>anything that contains
-widgets derived from <tt>Fl_Window</tt>, including dialogs, file
-choosers, subwindows or <tt>Fl_GL_Window</tt>s</li>
-
-<li>Don't call <tt>Fl::wait()</tt>, <tt>Fl::flush()</tt> or any
-related methods that will handle system messages</li>
-
-<li>Don't start or cancel timers</li>
-
-<li>Don't change window decorations or titles</li>
-
-<li>The <tt>make_current()</tt> method may or may not work well for regular windows, but should always work for <tt>Fl_GL_Window</tt>s to allow for high speed rendering on graphics cards with multiple pipelines</li>
-
-</ul>
-
-<P>See also:
-<a href="Fl.html#Fl.awake">void awake(void *message)</A>,
-<a href="Fl.html#Fl.lock">void lock()</A>,
-<a href="Fl.html#Fl.thread_message">void *thread_message()</A>,
-<a href="Fl.html#Fl.unlock">void unlock()</A>.
-
-</BODY>
-</HTML>