Multi-threading: Difference between revisions
Narrow down the purpose of this article. Feel free to re-add the removed bits in a different article. |
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This page is a work in progress. Put | This page is a work in progress. Put everything related to multi-threading here, threads, synchronization, multi-core support, etc. | ||
The Nintendo 3DS offers support for threading through use of [[SVC]] calls. | The Nintendo 3DS offers support for threading through use of [[SVC]] calls. | ||
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=== ReleaseMutex === | === ReleaseMutex === | ||
== Ciritical Section (light-weight mutex) == | |||
Similar to a mutex, but faster and no priority inheritance. Therefore problems such as priority inversion may occur. | |||
=== CriticalSection::Initialize === | |||
Creates an object | |||
=== CriticalSection::Enter === | |||
Locks out threads from accessing a critical section. | |||
=== CriticalSection::Leave === | |||
Unlocks and allows for access to a critical section. | |||
== Semaphore == | == Semaphore == | ||
== Light Semaphore ? == | |||
Does it exist ? | |||
== Event == | == Event == | ||
== Light Event == | |||
== Address Arbiters == | == Address Arbiters == |