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Feature: 'Programming Multi-Threaded Architectures - Mutex Objects and Critical Sections'

n this next-gen oriented article and today's main Gamasutra feature, Reflections (Driv3r) Core Technology Manager Philippe Paquet explains how mutex and critical s...

Simon Carless, Blogger

December 5, 2005

1 Min Read

n this next-gen oriented article and today's main Gamasutra feature, Reflections (Driv3r) Core Technology Manager Philippe Paquet explains how mutex and critical sections can avoid the concurrent use of un-shareable resources, when multiple threads have shared access to the same resource such as a file or a block of memory. With regard to debugging mutex and critical sections, Paquet comments: "As always, plan for debugging from the very beginning. Planning for debugging is important for any type of application but it is crucial in multi-threaded architectures. The first thing you should be writing is debugging code. More precisely, thread safe versions of the following systems: * trace message system * log system * dump system If those facilities are available in the API you are using - don't reinvent the wheel - use them. Design your application to run both as a serial application and as a parallel application. By doing so, you will be able to debug your application as a serial application before having to debug it as a parallel application." You can now read the full Gamasutra feature on the subject, including plenty more information vital to next-gen programmers (no registration required, please feel free to link to the article from external websites).

About the Author(s)

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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