I\'ve done my research and I know the best way to implement a high performance socket server is generally as follows: use async socket operations (specialized SocketAsyncEventArgs/Operations for best
I\'m developing blackberry application for OS 5.0 and later. Using xml parsing I have to display data on perticular screen. From the backend I\'m getting one url which will be display in screen. I hav
I\'m trying to make a simple breakout game with opengl es, on Android, and I can\'t decide wether I have to use a seperate thread for certain game logic stuff, like updating the game a开发者_如何学Cnd
I understand that the synchronized keyword is used to prevent multiple threads from accessing the same chunk of code (either a whole method or a block of synched code within a method) at the same time
How can I add value to a variable at the same time? If I can what result will be? crash or something e开发者_运维百科lse?
Should this method be synchronized?I guess I don\'t understand how (and when) context switches can occur, so I don\'t know if it\'s possible for more than one thread to get into the if block inside my
in the following code class foo: def __init__(self,x): self.x = x def do(self): print(self.x) foo1 = foo(1)
I made the following sample program to play with boost threading: #pragma once #include \"boost\\thread\\mutex.hpp\"
There\'s a black box class which creates a Thread using its constructor accepting an instance of Runnable as the argument:
Hey guys i\'m making my fi开发者_C百科rst 2D Java game and I am currently using Timers to control and update everything. I was wondering what method was best for a 2D Java game, Timers or Threads? cur