A Castle Of Thread Mac OS

A Castle Of Thread Mac OS

June 04 2021

A Castle Of Thread Mac OS

  1. A Castle Of Thread Mac Os 11
  2. A Castle Of Thread Mac Os Download
  3. A Castle Of Thread Mac Os Catalina
  4. A Castle Of Thread Mac Os X

This document is a Mac OS X manual page. Manual pages are a command-line technology for providing documentation. You can view these manual pages locally using the man(1) command. These manual pages come from many different sources, and thus, have a variety of writing styles. System 6 (also referred to as System Software 6) is a graphical user interface-based operating system for Macintosh computers. It was released in 1988 by Apple Computer and was part of the classic Mac OS line of operating systems. System 6 was shipped with various Macintosh computers until it was succeeded by System 7 in 1991.

Dark Castle
Developer(s)Silicon Beach Software
Designer(s)Mark Stephen Pierce
Jonathan Gay
Platform(s)Macintosh, Amiga, Apple IIGS, Atari ST, MS-DOS, Genesis, Commodore 64, CD-i
Release1986: Mac
1987: PC, C64, Amiga, Atari
1989: IIGS
1991: Genesis
1992: CD-i
1993: MSX
Genre(s)Platform
Mode(s)Single-player

Dark Castle is a 1986 platform game for Macintosh published by Silicon Beach Software, later published by Three-Sixty Pacific for other platforms. It was designed and illustrated by Mark Pierce and programmed by Jonathan Gay. In Dark Castle, a young hero named Duncan tries to make his way to the evil Black Knight, dodging objects as well as solving occasional puzzles. The game uses sampled sounds to great effect.

A sequel, Beyond Dark Castle, was released in 1987. A second sequel, Return to Dark Castle, was announced in 2000, but it was not released until March 14, 2008.

Plot[edit]

When the evil Black Knight terrorizes the townspeople, Prince Duncan decides to topple his throne, but in order to do that, he must travel to the four sections of the castle: Fireball, Shield, Trouble and Black Knight.

After collecting the Fireball and Shield, Duncan makes his way to the Black Knight's throne room, where he topples the Black Knight's throne, and the Black Knight stands up shaking his fist, as a gargoyle takes Duncan to Trouble 3.

Gameplay[edit]

Though released in 1986 with B&W graphics, the Mac version of Dark Castle featured detailed graphics, animated enemies, climbable ropes, and walkable ledges.

The game opens with a vista of the castle with storm clouds in the distance. The opening notes of Bach's Toccata and Fugue in D minor play and are followed by thunderclaps. The title along with the programming and development credits are shown on this screen.

Movement within Dark Castle is typical for most platformers. Duncan can run, jump and duck, and can throw a limited supply of rocks at his enemies. More rocks can be found in little bags along the way, as well as bottles of an elixir that provide a one-time antidote to bites of the numerous rats and bats found around the castle.

Mac

To defeat the Black Knight, Duncan needs to pull several levers which topple him from his throne. To aid Duncan, a magic shield and the power to hurl fireballs can, fortunately, be found within the Dark Castle. The game begins in the Great Hall, where the player can choose from four doors. The large center door leads to the Black Knight. One other is marked with the shield, and the remaining two mysteriously alternate between the fireball course and a more troubling path. The game can be played at three different skill levels, the hardest 'Advanced' level containing more enemies and a few extra surprises.

Dark Castle may be the first game to use WASD keys and mouse for control.[1] The trajectory and launching of rocks and fireballs are controlled via mouse movement and clicks respectively, while the character's locomotion is controlled via key strokes.

Duncan easily gets disoriented; when walking into a wall or falling a short distance without jumping he walks around in circles for a moment, mumbling incoherently. He is highly vulnerable to attacks during this time.

Falling into holes in the floor does not cause death but instead leads to a dungeon ('Trouble 3') which can be escaped with some effort. On easier difficulty levels, this is a delay and a source of annoyance. However, this may be strategically necessary on the harder difficulty levels so that you can stock up rocks and elixir.

Easter egg: Playing Dark Castle (and its sequel) with the computer's clock at December 25 or any Friday the 13th, the Great Hall or the throne room (respectively) will have holiday decorations.

Levels[edit]

This game has 14 levels, which came out of the 4 doors in the Great Hall, the first two doors are random.

  • Leftmost door (usually): Trouble 1, Trouble 2, Trouble 3.
  • Farther away door on left side (usually): Fireball 1, Fireball 2, Fireball 3, Fireball 4.
  • Middle Door: Black Knight 1, Black Knight 2, Black Knight 3.
  • Right Door: Shield 1, Shield 2, Shield 3, Shield 4.

Development[edit]

Mark Pierce was based in San Francisco with his own company MacroMind, while Jon Gay and the rest of the Silicon Beach team were in San Diego; so after an initial launch meeting, most of the collaboration between Pierce and Gay was handled remotely. Pierce designed the animations in MacroMind's 'VideoWorks' (the direct ancestor of Adobe Director) and then mailed the files on floppies to Gay, who then coded the game in 68000 Assembly Language on an Apple Lisa (a few parts like the high-score system were written in Pascal). The digitized sound was created by Eric Zocher who worked with voice actor Dick Noel.

Ports and remakes[edit]

A version for the Mega Drive/Genesis was released by Electronic Arts in 1991.

An MS-DOS version of the original Dark Castle was also released, which was closer to the original game. Because of the lower resolution, color was used to make up for it; also, because the PC did not have a mouse at the time, aiming was done through the keyboard. There is some controversy over the colors, due to the nature of the coloring.

Versions for the Apple IIGS, Commodore 64 and Amiga were released in 1989 by Three-Sixty Pacific. This port[clarification needed] was programmed by Lane Roathe, and was almost identical to the Macintosh version except for having lower resolution, color graphics and some controls. John Romero converted the monochrome Macintosh art to 16-color super-res art.

A version for mobile was released in 2006. It is developed by Super Happy Fun Fun, which includes one of the two original developers, Mark Stephen Pierce; it was published by Bandai. It contains slightly remade level designs, borrowing from both Dark Castle and Beyond Dark Castle, it also has updated color graphics.[2]

There was also a version released for CD-i. As of 2009, there was a port in the works for the iOS.[3]

Color Dark Castle[edit]

In 1994, the game developerDelta Tao Software acquired the rights to some of Silicon Beach's old games, via Aldus, and were able to produce and publish the modernized Color Dark Castle.

The new version included full color graphics, while changing some other things such as the Water from fireball 2,3 into Lava. This version also included a new difficulty, which let you skip to the end destination from any door in the great hall (e.g. Great Hall, to Fireball 4) with fewer enemies and easier gameplay. There is also a save feature whereby the game could be saved in the Great Hall, though only one game could be saved.

Sequels[edit]

Beyond Dark Castle[edit]

In 1987, the sequelBeyond Dark Castle was released, in which Duncan has to return and defeat the Black Knight, who is still alive. To access the Black Knight's tower, the player must first gather five magic orbs which are placed in various hard-to-reach places. The orbs must be returned to the Ante Chamber and placed on 5 pedestals for the gate to open so Duncan can face the Black Knight.

Beyond Dark Castle had an engine similar to Dark Castle but with improvements and additions like a health bar, bombs, and other items, as well as levels where the player could control a 'personal helicopter'. These levels and maze levels were side-scrollers instead of being limited to a single screen. Games could also be saved in a 'computer room' level. Like all versions of Dark Castle, if the player beat the game on advanced, it presented a special ending.

Return to Dark Castle[edit]

In 2000, a new sequel called Return to Dark Castle was announced, being developed by Z Sculpt, where a new young hero called Bryant, the nephew of Duncan, must once again defeat the Black Knight. This game wasn't released until March 14, 2008.

Return to Dark Castle includes new gameplay mechanics, such as the player being able to keep weapons, and store extra orbs in a room. Though it had been stated that the game would include a level editor, with the ability to create custom quests, this feature is not included in the download. According to the game's official website at Super Happy Fun Fun, the 'level editor will be released soon'.

Reception[edit]

Computer Gaming World stated that Dark Castle was 'the best arcade game I've seen for the Macintosh, and perhaps the best I've seen on any microcomputer, ever'. The reviewer praised the sound and graphics, stating that he did not know that the Macintosh was capable of animations of such quality. He concluded that Dark Castle 'is filled with lots of little touches that show it's one of the first steps toward what Silicon Beach likes to call 'interactive cartoons'.'[4]BYTE compared the game to Lode Runner, writing 'There's nothing new about the basic concept, but the execution is impressive'. The magazine praised its 'slick animation and realistic digitized sound', and concluded that it 'is a perfect way to fritter away those long winter evenings when you should be doing something productive'.[5]Compute! praised the Amiga version's 'brilliant graphics, sound, and atmosphere' but criticized the keyboard/mouse control system and gameplay as too difficult. The reviewer also disliked the disk-based copy protection which caused him to fear damage to the disk drives, crashes when loading the game, and slow level loading.[6]

Game reviewers Hartley and Pattie Lesser complimented the game in their 'The Role of Computers' column in Dragon #122 (1987), calling it 'the finest arcade/adventure game ever designed for the Macintosh computer — as a matter of fact, for any computer!' and stating, 'The graphics and animation are quite literally stunning!'.[7] In a subsequent column, the reviewers gave the game 4 out of 5 stars.[8]Macworld reviewed the Macintosh version of Dark Castle, praising its gameplay, graphics, and sound, stating that 'Dark Castle is at its core a shoot-'em-up, duck-'n'-run type of game, but one so finely crafted it deserves a new classification that reflects its fast-paced action as well as its superb animation, graphics, and sound. The game has a humorous aspect as well.', and furthermore stating that 'Dark Castle provides the highest quality graphics and sound of any Macintosh game available. Its action is fast and furious, its scripting sublime.' Macworld summarises their review by listing the game's pros and cons, stating 'Great graphics, sound, animation, and design' as positives, and stating 'None' for Dark Castle's negatives.[9]

In 1996, Computer Gaming World declared Dark Castle the 136th-best computer game ever released.[10]

References[edit]

  1. ^Moss, Richard (2018-03-22). 'The making of Dark Castle : An excerpt from The Secret History of Mac Gaming'. Gamasutra. Retrieved 2018-03-25.
  2. ^'Dark Castle game resurrected for cell phones' from MacWorld
  3. ^'Dark Castle game being ported for the Ipod touch' from TouchArcade
  4. ^Boosman, Frank (November 1986). 'Macintosh Windows'. Computer Gaming World. No. 32. pp. 15, 42. Retrieved 17 April 2016.
  5. ^Shapiro, Ezra (December 1986). 'Stocking Stuffers'. BYTE. p. 321. Retrieved 9 May 2015.CS1 maint: discouraged parameter (link)
  6. ^Anderson, Rhett (March 1988). 'Dark Castle'. Compute!. p. 25. Retrieved 10 November 2013.CS1 maint: discouraged parameter (link)
  7. ^Lesser, Patricia (June 1987). 'The Role of Computers'. Dragon (122): 76–80.
  8. ^Lesser, Hartley and Patricia (October 1987). 'The Role of Computers'. Dragon (126): 82–88.
  9. ^Goehner, Ken (March 1987). 'Silicon Castle Magic: Dark Castle Review'. Macworld. Mac Publishing. p. 146-147.
  10. ^Staff (November 1996). '150 Best (and 50 Worst) Games of All Time'. Computer Gaming World (148): 63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98.

External links[edit]

  • Running Dark Castle on an emulator, plus advanced walkthrough
  • Dark Castle for cell phones from Super Happy Fun Fun
  • Dark Castle links at Z Sculpt A collection of links, including the official forum
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Dark_Castle&oldid=1007559197'

Each process (application) in OS X or iOS is made up of one or more threads, each of which represents a single path of execution through the application's code. Every application starts with a single thread, which runs the application's main function. Applications can spawn additional threads, each of which executes the code of a specific function.

When an application spawns a new thread, that thread becomes an independent entity inside of the application's process space. Each thread has its own execution stack and is scheduled for runtime separately by the kernel. A thread can communicate with other threads and other processes, perform I/O operations, and do anything else you might need it to do. Because they are inside the same process space, however, all threads in a single application share the same virtual memory space and have the same access rights as the process itself.

This chapter provides an overview of the thread technologies available in OS X and iOS along with examples of how to use those technologies in your applications.

Note: For a historical look at the threading architecture of Mac OS, and for additional background information on threads, see Technical Note TN2028, “Threading Architectures”.

Thread Costs

Threading has a real cost to your program (and the system) in terms of memory use and performance. Each thread requires the allocation of memory in both the kernel memory space and your program’s memory space. The core structures needed to manage your thread and coordinate its scheduling are stored in the kernel using wired memory. Your thread’s stack space and per-thread data is stored in your program’s memory space. Most of these structures are created and initialized when you first create the thread—a process that can be relatively expensive because of the required interactions with the kernel.

Table 2-1 quantifies the approximate costs associated with creating a new user-level thread in your application. Some of these costs are configurable, such as the amount of stack space allocated for secondary threads. The time cost for creating a thread is a rough approximation and should be used only for relative comparisons with each other. Thread creation times can vary greatly depending on processor load, the speed of the computer, and the amount of available system and program memory.

Table 2-1 Thread creation costs

Item

Approximate cost

Notes

Kernel data structures

Approximately 1 KB

This memory is used to store the thread data structures and attributes, much of which is allocated as wired memory and therefore cannot be paged to disk.

Stack space

512 KB (secondary threads)

8 MB (OS X main thread)

1 MB (iOS main thread)

The minimum allowed stack size for secondary threads is 16 KB and the stack size must be a multiple of 4 KB. The space for this memory is set aside in your process space at thread creation time, but the actual pages associated with that memory are not created until they are needed.

Creation time

Approximately 90 microseconds

This value reflects the time between the initial call to create the thread and the time at which the thread’s entry point routine began executing. The figures were determined by analyzing the mean and median values generated during thread creation on an Intel-based iMac with a 2 GHz Core Duo processor and 1 GB of RAM running OS X v10.5.

Note: Because of their underlying kernel support, operation objects can often create threads more quickly. Rather than creating threads from scratch every time, they use pools of threads already residing in the kernel to save on allocation time. For more information about using operation objects, see Concurrency Programming Guide.

Another cost to consider when writing threaded code is the production costs. Designing a threaded application can sometimes require fundamental changes to the way you organize your application’s data structures. Making those changes might be necessary to avoid the use of synchronization, which can itself impose a tremendous performance penalty on poorly designed applications. Designing those data structures, and debugging problems in threaded code, can increase the time it takes to develop a threaded application. Avoiding those costs can create bigger problems at runtime, however, if your threads spend too much time waiting on locks or doing nothing.

Creating a Thread

Creating low-level threads is relatively simple. In all cases, you must have a function or method to act as your thread’s main entry point and you must use one of the available thread routines to start your thread. The following sections show the basic creation process for the more commonly used thread technologies. Threads created using these techniques inherit a default set of attributes, determined by the technology you use. For information on how to configure your threads, see Configuring Thread Attributes.

Using NSThread

There are two ways to create a thread using the NSThread class:

  • Use the detachNewThreadSelector:toTarget:withObject: class method to spawn the new thread.

  • Create a new NSThread object and call its start method. (Supported only in iOS and OS X v10.5 and later.)

Both techniques create a detached thread in your application. A detached thread means that the thread’s resources are automatically reclaimed by the system when the thread exits. It also means that your code does not have to join explicitly with the thread later.

Because the detachNewThreadSelector:toTarget:withObject: method is supported in all versions of OS X, it is often found in existing Cocoa applications that use threads. To detach a new thread, you simply provide the name of the method (specified as a selector) that you want to use as the thread’s entry point, the object that defines that method, and any data you want to pass to the thread at startup. The following example shows a basic invocation of this method that spawns a thread using a custom method of the current object.

Prior to OS X v10.5, you used the NSThread class primarily to spawn threads. Although you could get an NSThread object and access some thread attributes, you could only do so from the thread itself after it was running. In OS X v10.5, support was added for creating NSThread objects without immediately spawning the corresponding new thread. (This support is also available in iOS.) This support made it possible to get and set various thread attributes prior to starting the thread. It also made it possible to use that thread object to refer to the running thread later.

The simple way to initialize an NSThread object in OS X v10.5 and later is to use the initWithTarget:selector:object: method. This method takes the exact same information as the detachNewThreadSelector:toTarget:withObject: method and uses it to initialize a new NSThread instance. It does not start the thread, however. To start the thread, you call the thread object’s start method explicitly, as shown in the following example:

Note: An alternative to using the initWithTarget:selector:object: method is to subclass NSThread and override its main method. You would use the overridden version of this method to implement your thread’s main entry point. For more information, see the subclassing notes in NSThread Class Reference.

If you have an NSThread object whose thread is currently running, one way you can send messages to that thread is to use the performSelector:onThread:withObject:waitUntilDone: method of almost any object in your application. Support for performing selectors on threads (other than the main thread) was introduced in OS X v10.5 and is a convenient way to communicate between threads. (This support is also available in iOS.) The messages you send using this technique are executed directly by the other thread as part of its normal run-loop processing. (Of course, this does mean that the target thread has to be running in its run loop; see Run Loops.) You may still need some form of synchronization when you communicate this way, but it is simpler than setting up communications ports between the threads.

Note: Although good for occasional communication between threads, you should not use the performSelector:onThread:withObject:waitUntilDone: method for time critical or frequent communication between threads.

For a list of other thread communication options, see Setting the Detached State of a Thread.

Using POSIX Threads

OS X and iOS provide C-based support for creating threads using the POSIX thread API. This technology can actually be used in any type of application (including Cocoa and Cocoa Touch applications) and might be more convenient if you are writing your software for multiple platforms. The POSIX routine you use to create threads is called, appropriately enough, pthread_create.

Listing 2-1 shows two custom functions for creating a thread using POSIX calls. The LaunchThread function creates a new thread whose main routine is implemented in the PosixThreadMainRoutine function. Because POSIX creates threads as joinable by default, this example changes the thread’s attributes to create a detached thread. Marking the thread as detached gives the system a chance to reclaim the resources for that thread immediately when it exits.

Listing 2-1 Creating a thread in C

If you add the code from the preceding listing to one of your source files and call the LaunchThread function, it would create a new detached thread in your application. Of course, new threads created using this code would not do anything useful. The threads would launch and almost immediately exit. To make things more interesting, you would need to add code to the PosixThreadMainRoutine function to do some actual work. To ensure that a thread knows what work to do, you can pass it a pointer to some data at creation time. You pass this pointer as the last parameter of the pthread_create function.

To communicate information from your newly created thread back to your application’s main thread, you need to establish a communications path between the target threads. For C-based applications, there are several ways to communicate between threads, including the use of ports, conditions, or shared memory. For long-lived threads, you should almost always set up some sort of inter-thread communications mechanism to give your application’s main thread a way to check the status of the thread or shut it down cleanly when the application exits.

For more information about POSIX thread functions, see the pthread man page.

Using NSObject to Spawn a Thread

In iOS and OS X v10.5 and later, all objects have the ability to spawn a new thread and use it to execute one of their methods. The performSelectorInBackground:withObject: method creates a new detached thread and uses the specified method as the entry point for the new thread. For example, if you have some object (represented by the variable myObj) and that object has a method called doSomething that you want to run in a background thread, you could use the following code to do that:

The effect of calling this method is the same as if you called the detachNewThreadSelector:toTarget:withObject: method of NSThread with the current object, selector, and parameter object as parameters. The new thread is spawned immediately using the default configuration and begins running. Inside the selector, you must configure the thread just as you would any thread. For example, you would need to set up an autorelease pool (if you were not using garbage collection) and configure the thread’s run loop if you planned to use it. For information on how to configure new threads, see Configuring Thread Attributes.

Using POSIX Threads in a Cocoa Application

Although the NSThread class is the main interface for creating threads in Cocoa applications, you are free to use POSIX threads instead if doing so is more convenient for you. For example, you might use POSIX threads if you already have code that uses them and you do not want to rewrite it. If you do plan to use the POSIX threads in a Cocoa application, you should still be aware of the interactions between Cocoa and threads and obey the guidelines in the following sections.

Protecting the Cocoa Frameworks

For multithreaded applications, Cocoa frameworks use locks and other forms of internal synchronization to ensure they behave correctly. To prevent these locks from degrading performance in the single-threaded case, however, Cocoa does not create them until the application spawns its first new thread using the NSThread class. If you spawn threads using only POSIX thread routines, Cocoa does not receive the notifications it needs to know that your application is now multithreaded. When that happens, operations involving the Cocoa frameworks may destabilize or crash your application.

To let Cocoa know that you intend to use multiple threads, all you have to do is spawn a single thread using the NSThread class and let that thread immediately exit. Your thread entry point need not do anything. Just the act of spawning a thread using NSThread is enough to ensure that the locks needed by the Cocoa frameworks are put in place.

If you are not sure if Cocoa thinks your application is multithreaded or not, you can use the isMultiThreaded method of NSThread to check.

Mixing POSIX and Cocoa Locks

It is safe to use a mixture of POSIX and Cocoa locks inside the same application. Cocoa lock and condition objects are essentially just wrappers for POSIX mutexes and conditions. For a given lock, however, you must always use the same interface to create and manipulate that lock. In other words, you cannot use a Cocoa NSLock object to manipulate a mutex you created using the pthread_mutex_init function, and vice versa.

Configuring Thread Attributes

After you create a thread, and sometimes before, you may want to configure different portions of the thread environment. The following sections describe some of the changes you can make and when you might make them.

Configuring the Stack Size of a Thread

For each new thread you create, the system allocates a specific amount of memory in your process space to act as the stack for that thread. The stack manages the stack frames and is also where any local variables for the thread are declared. The amount of memory allocated for threads is listed in Thread Costs.

If you want to change the stack size of a given thread, you must do so before you create the thread. All of the threading technologies provide some way of setting the stack size, although setting the stack size using NSThread is available only in iOS and OS X v10.5 and later. Table 2-2 lists the different options for each technology.

Table 2-2 Setting the stack size of a thread

Technology

Option

Cocoa

In iOS and OS X v10.5 and later, allocate and initialize an NSThread object (do not use the detachNewThreadSelector:toTarget:withObject: method). Before calling the start method of the thread object, use the setStackSize: method to specify the new stack size.

POSIX

Create a new pthread_attr_t structure and use the pthread_attr_setstacksize function to change the default stack size. Pass the attributes to the pthread_create function when creating your thread.

Multiprocessing Services

Pass the appropriate stack size value to the MPCreateTask function when you create your thread.

Configuring Thread-Local Storage

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Each thread maintains a dictionary of key-value pairs that can be accessed from anywhere in the thread. You can use this dictionary to store information that you want to persist throughout the execution of your thread. For example, you could use it to store state information that you want to persist through multiple iterations of your thread’s run loop.

Cocoa and POSIX store the thread dictionary in different ways, so you cannot mix and match calls to the two technologies. As long as you stick with one technology inside your thread code, however, the end results should be similar. In Cocoa, you use the threadDictionary method of an NSThread object to retrieve an NSMutableDictionary object, to which you can add any keys required by your thread. In POSIX, you use the pthread_setspecific and pthread_getspecific functions to set and get the keys and values of your thread.

Setting the Detached State of a Thread

Most high-level thread technologies create detached threads by default. In most cases, detached threads are preferred because they allow the system to free up the thread’s data structures immediately upon completion of the thread. Detached threads also do not require explicit interactions with your program. The means of retrieving results from the thread is left to your discretion. By comparison, the system does not reclaim the resources for joinable threads until another thread explicitly joins with that thread, a process which may block the thread that performs the join.

You can think of joinable threads as akin to child threads. Although they still run as independent threads, a joinable thread must be joined by another thread before its resources can be reclaimed by the system. Joinable threads also provide an explicit way to pass data from an exiting thread to another thread. Just before it exits, a joinable thread can pass a data pointer or other return value to the pthread_exit function. Another thread can then claim this data by calling the pthread_join function.

Important: At application exit time, detached threads can be terminated immediately but joinable threads cannot. Each joinable thread must be joined before the process is allowed to exit. Joinable threads may therefore be preferable in cases where the thread is doing critical work that should not be interrupted, such as saving data to disk.

If you do want to create joinable threads, the only way to do so is using POSIX threads. POSIX creates threads as joinable by default. To mark a thread as detached or joinable, modify the thread attributes using the pthread_attr_setdetachstate function prior to creating the thread. After the thread begins, you can change a joinable thread to a detached thread by calling the pthread_detach function. For more information about these POSIX thread functions, see the pthread man page. For information on how to join with a thread, see the pthread_join man page.

Setting the Thread Priority

Any new thread you create has a default priority associated with it. The kernel’s scheduling algorithm takes thread priorities into account when determining which threads to run, with higher priority threads being more likely to run than threads with lower priorities. Higher priorities do not guarantee a specific amount of execution time for your thread, just that it is more likely to be chosen by the scheduler when compared to lower-priority threads.

Important: It is generally a good idea to leave the priorities of your threads at their default values. Increasing the priorities of some threads also increases the likelihood of starvation among lower-priority threads. If your application contains high-priority and low-priority threads that must interact with each other, the starvation of lower-priority threads may block other threads and create performance bottlenecks.

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If you do want to modify thread priorities, both Cocoa and POSIX provide a way to do so. For Cocoa threads, you can use the setThreadPriority: class method of NSThread to set the priority of the currently running thread. For POSIX threads, you use the pthread_setschedparam function. For more information, see NSThread Class Reference or pthread_setschedparam man page.

Writing Your Thread Entry Routine

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For the most part, the structure of your thread’s entry point routines is the same in OS X as it is on other platforms. You initialize your data structures, do some work or optionally set up a run loop, and clean up when your thread’s code is done. Depending on your design, there may be some additional steps you need to take when writing your entry routine.

Creating an Autorelease Pool

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Applications that link in Objective-C frameworks typically must create at least one autorelease pool in each of their threads. If an application uses the managed model—where the application handles the retaining and releasing of objects—the autorelease pool catches any objects that are autoreleased from that thread.

If an application uses garbage collection instead of the managed memory model, creation of an autorelease pool is not strictly necessary. The presence of an autorelease pool in a garbage-collected application is not harmful, and for the most part is simply ignored. It is allowed for cases where a code module must support both garbage collection and the managed memory model. In such a case, the autorelease pool must be present to support the managed memory model code and is simply ignored if the application is run with garbage collection enabled.

If your application uses the managed memory model, creating an autorelease pool should be the first thing you do in your thread entry routine. Similarly, destroying this autorelease pool should be the last thing you do in your thread. This pool ensures that autoreleased objects are caught, although it does not release them until the thread itself exits. Listing 2-2 shows the structure of a basic thread entry routine that uses an autorelease pool.

Listing 2-2 Defining your thread entry point routine

Because the top-level autorelease pool does not release its objects until the thread exits, long-lived threads should create additional autorelease pools to free objects more frequently. For example, a thread that uses a run loop might create and release an autorelease pool each time through that run loop. Releasing objects more frequently prevents your application’s memory footprint from growing too large, which can lead to performance problems. As with any performance-related behavior though, you should measure the actual performance of your code and tune your use of autorelease pools appropriately.

For more information on memory management and autorelease pools, see Advanced Memory Management Programming Guide.

Setting Up an Exception Handler

If your application catches and handles exceptions, your thread code should be prepared to catch any exceptions that might occur. Although it is best to handle exceptions at the point where they might occur, failure to catch a thrown exception in a thread causes your application to exit. Installing a final try/catch in your thread entry routine allows you to catch any unknown exceptions and provide an appropriate response.

You can use either the C++ or Objective-C exception handling style when building your project in Xcode. For information about setting how to raise and catch exceptions in Objective-C, see Exception Programming Topics.

Setting Up a Run Loop

When writing code you want to run on a separate thread, you have two options. The first option is to write the code for a thread as one long task to be performed with little or no interruption, and have the thread exit when it finishes. The second option is put your thread into a loop and have it process requests dynamically as they arrive. The first option requires no special setup for your code; you just start doing the work you want to do. The second option, however, involves setting up your thread’s run loop.

OS X and iOS provide built-in support for implementing run loops in every thread. The app frameworks start the run loop of your application’s main thread automatically. If you create any secondary threads, you must configure the run loop and start it manually.

For information on using and configuring run loops, see Run Loops.

Terminating a Thread

The recommended way to exit a thread is to let it exit its entry point routine normally. Although Cocoa, POSIX, and Multiprocessing Services offer routines for killing threads directly, the use of such routines is strongly discouraged. Killing a thread prevents that thread from cleaning up after itself. Memory allocated by the thread could potentially be leaked and any other resources currently in use by the thread might not be cleaned up properly, creating potential problems later.

If you anticipate the need to terminate a thread in the middle of an operation, you should design your threads from the outset to respond to a cancel or exit message. For long-running operations, this might mean stopping work periodically and checking to see if such a message arrived. If a message does come in asking the thread to exit, the thread would then have the opportunity to perform any needed cleanup and exit gracefully; otherwise, it could simply go back to work and process the next chunk of data.

One way to respond to cancel messages is to use a run loop input source to receive such messages. Listing 2-3 shows the structure of how this code might look in your thread’s main entry routine. (The example shows the main loop portion only and does not include the steps for setting up an autorelease pool or configuring the actual work to do.) The example installs a custom input source on the run loop that presumably can be messaged from another one of your threads; for information on setting up input sources, see Configuring Run Loop Sources. After performing a portion of the total amount of work, the thread runs the run loop briefly to see if a message arrived on the input source. If not, the run loop exits immediately and the loop continues with the next chunk of work. Because the handler does not have direct access to the exitNow local variable, the exit condition is communicated through a key-value pair in the thread dictionary.

Listing 2-3 Checking for an exit condition during a long job



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A Castle Of Thread Mac OS

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