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Re: Dealing with multi-processor or multi-core

To: REALbasic NUG <realbasic-nug at lists dot realsoftware dot com>
Subject: Re: Dealing with multi-processor or multi-core
From: Giovanni <rbml at alphaview dot com>
Date: Fri, 30 May 2008 10:37:13 -0700
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References: <p06240802c4657bd7c318 at [62 dot 161 dot 36 dot 122]> <41B4C50C-AB85-4975-B2AE-C6A4DD49D787 at inspiringapps dot com> <p06240804c465e06353d5 at [62 dot 161 dot 36 dot 122]> <D01600E9-BB0D-49DF-8990-65E4B1F93D14 at tolisgroup dot com> <48403707 dot 7080306 at alphaview dot com> <48403894 dot 9040404 at rpgportland dot com>
How hard is it to do a paint program a la Photoshop in RB. I mean but 
with responsiveness and quality of drawing?

Has anyone come close to doing it right?

Giovanni
----------------------



Fargo Holiday wrote:
> Giovanni wrote:
>   
>> But even on a single processor, you would see a tremendous gain if the 
>> required process is doing stuff like a downloader helper app. The helper 
>> app would continue to download while the master app would remain highly 
>> responsive. Would that be right?
>>
>> Giovanni
>> ----------------------
>>     
>
> There was a sort of proto-game I wrote last year, for Windows, that used 
> the multi-process approach. I ran into trouble processing inputs from 
> the mouse and keyboard within the main app, due to having a thread's 
> priority jacked way high up to handle the drawing. So I overlaid a 
> transparent window that processed inputs, using an ipcsocket within my 
> crackhead thread. It worked very well overall, though I haven't gone 
> much further with it.
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