Why do reference counts require both a release and acquire operation on the decrement?
Given a reference count decrement such as the following:
How do I thread two functions that never terminate?*
I want two thread two functions as I stated. Specifically
I have a problem with library Thread in C++
||=== Build: Debug in 741258963 (compiler: GNU GCC Compiler) ===| ||warning: ISO C++11 requires whitespace after the macro name| C:UserskulikOneDriveРобочий стілLaba2.4741258963main.cpp||In function ‘LRESULT WindowProc(HWND, UINT, WPARAM, LPARAM)’:| C:UserskulikOneDriveРобочий стілLaba2.4741258963main.cpp|81|warning: variable ‘hwndStartButton’ set but not used [-Wunused-but-set-variable]| C:UserskulikOneDriveРобочий стілLaba2.4741258963main.cpp|81|warning: variable ‘hwndStopButton’ set but not used [-Wunused-but-set-variable]| C:Program FilesCodeBlocksMinGWlibgccx86_64-w64-mingw328.1.0includec++thread||In instantiation of ‘struct std::thread::_Invoker<std::tuple<void (*)(double, double), double, double, […]
How to show advantages of std:: shared_mutex
I want to understand advantage of std::shared_mutex
. I read that the main feature is that we can have several thread-readers and single thread-writer
Can AcquireWriterLock in ReaderWriterLock class be used instead of regular Lock (lock() {}) in C#?
Can AcquireWriterLock method in ReaderWriterLock class be used instead of regular Lock ( lock() {}
) in C#? It seems both are exclusive locks.
c# background thread to access form control
I have added a worker thread to a form, in my class I’ve added:
In C++, could a thread waiting for conditional variable notify itself?
I have sender()
function, which sends out UDP packet. At the end of the sender() it wakes up a receiver thread to wait for the UDP response with a timeout.
Why is the execution time of my multi-threading program not constant?
I wrote a C program aimed at loading data with multithreading from a file. There is no pseudo-random code in my program and it always reads the same file and load the same amount of data.
Run multiple threads at once, return their results and use them to do something
I’ve been trying to write a chunk loading system for a game I’m making in Godot. For that I want to use threads to load multiple chunks at once.
implementation of concurrent map in C++(17)
I want to implement concurrent map in C++ with the following requirements: