Issue 1-50, November 20, 1996

Be Engineering Insights: A Typical Multithreaded Game Architecture

By Pierre Raynaud-Richard

DR8 included the first version of the Game Kit, a pretty small kit with one lonely class, the BWindowScreen. This class has two main purposes:

(As a bonus, the class can use multiple buffers and also lets you get at most of the accelerated functions of the graphics card add-ons—the blit is usually quite interesting.)

As we all know, one of the stanchions of the BeOS is its multiprocessor/multithreaded design. I hope there are already many creative developers busily working on full- screen, multithreaded games using the GameKit. To transform this hope into reality, I thought I would describe a typical multithreaded game architecture—perhaps this will help some of you find your marks.

How Shall We Thread?

To figure out how many threads we need, and what each will be doing, we need to break the game into its various disciplines:

  1. At the highest level, we have to get the user input and translate it into an interaction with the program (the game proper, and its menus).

  2. We have to provide some general game management: Moving the monster, detecting collisions, and so on.

  3. We have to provide three-dimensional graphic preprocessing. This includes figuring out which objects are visible, which ones are closest to the "camera," calculating the perspective, and so on.

  4. Once we've performed our preprocessing, we have to actually render the scene—we have to do some drawing (texture mapping, mainly).

  5. Finally, there are the bells and whistles—literally. For what's a game without music and sound effects?

Now, let's look at the timing requirements and CPU intensity of these tasks:

(A), (B), and (C) are very closely linked (logically) and use considerably less CPU than (D), so it's reasonable to keep these three tasks in the same thread.

(D) is extremely CPU intensive—it can be interesting to try to break it into many pieces.

(E) *must* stay in real time—sound must never stand still. Therefore, it should get its own thread.

The Four-Thread Model

Using the Innerstrike game as an example, we can distribute these tasks across four threads (plus one):

  • The "game controller" thread covers tasks (A), (B), and (C): It gets input from the user and does all the 3D geometry (but not the rendering). This thread takes 30% to 50% of one of the CPUs.

  • The music and sound mixer thread (E) plays four tracks of music and mixes in individual sound effects. It takes a small chunk of one CPU.

  • Two "graphic server" threads (D) do the rendering. They operate from a list of "rendering orders" as they draw to and from the frame buffer (or off-screen window). The first server is responsible for drawing the "common" interface and everything generated by player one; the second thread is responsible for player two. These threads pretty much eat up whatever cycles are left (on both CPUs).

(The "plus one" thread mentioned above is the default BWindowScreen window thread, which provides the interface to the App Server; this thread takes almost no CPU time and isn't really part of the architecture of the game.)

Note that if the game is being played in single-player mode, only one server thread is used. Thus, in this mode, a dual- CPU machine isn't used to its full potential. But I decided that for Innerstrike, splitting the rendering of a single view into two threads (to take advantage of both CPUs, regardless of the number of players) was too much trouble, and may have produced unreliable results.

The Master/Slave Relationship

If we look at the most important parts of Innerstrike, we see that the game controller thread (the "master") controls the two graphic server threads (the "slaves"). The master communicates with its slaves through two multibuffer channels. Each channel is protected by two semaphores:

  • BUFFER_EMPTY indicates how many buffers are ready to be filled (by the master) with rendering orders.

  • BUFFER_WAITING indicates how many buffers are waiting to be rendered by the slaves.

The buffers are always used in the same order, so we don't need an explicit list of empty (or waiting) buffers—we just need to know which one is the next. So each channel also has two indices, CURRENT_EMPTY_BUFFER and CURRENT_WAITING_BUFFER.

Each time the master wants to send rendering orders to a slave, it asks the specific channel for a new empty buffer by acquiring the BUFFER_EMPTY semaphore. When a buffer becomes available, the master fills it and releases the BUFFER_WAITING semaphore, and then increments (modulo the number of buffers in the channel) the CURRENT_EMPTY_BUFFER index.

The slave side is even simpler. A slave tries to get new rendering orders by acquiring the BUFFER_WAITING semaphore. When the buffer becomes available, the slave executes the orders in the buffer and then releases the BUFFER_EMPTY semaphore and increments the CURRENT_WAITING_BUFFER index. Then it starts all over again.

Here's a generic implementation (potentially not bug free!):

void master() {
  ...
  for  (i=0;i<2;i++)  {
    BUFFER_EMPTY[i]  =  create_sem(0,  "Ready  to  go");
    BUFFER_WAITING[i]  =  create_sem(0,  "Don't  disturb");
    CURRENT_EMPTY_BUFFER[i]  =  0;
    CURRENT_WAITING_BUFFER[i]  =  0;
  }
  ...
  while  (game_running)  {
    switch  (what_happening)  {
    ...
    case  DRAW_WITH_ONE_SLAVE  :
      acquire_sem(BUFFER_EMPTY[0]);

      {  /*  get  the  buffer  indexed  */  }
      {  /*  by  CURRENT_EMPTY_BUFFER[0]  */  }
      {  /*  fill  the  buffer  with  rendering  orders  */}

      release_sem(BUFFER_WAITING[0]);
      CURRENT_EMPTY_BUFFER[0]  =
        (CURRENT_EMPTY_BUFFER[0]+1)  %  BUFFER_COUNT;
      break;

    case  DRAW_WITH_TWO_SLAVES  :
      acquire_sem(BUFFER_EMPTY[0]);

      {  /*  get  the  buffer  indexed  */  }
      {  /*  by  CURRENT_EMPTY_BUFFER[0]  */  }
      {  /*  fill  the  buffer  with  rendering  orders  */}

      release_sem(BUFFER_WAITING[0]);
      CURRENT_EMPTY_BUFFER[0]  =
        (CURRENT_EMPTY_BUFFER[0]+1)  %  BUFFER_COUNT;

      acquire_sem(BUFFER_EMPTY[1]);

      {  /*  get  the  buffer  indexed  */  }
      {  /*  by  CURRENT_EMPTY_BUFFER[0]  */  }
      {  /*  fill  the  buffer  with  rendering  orders  */}

      release_sem(BUFFER_WAITING[1]);
      CURRENT_EMPTY_BUFFER[1]  =
        (CURRENT_EMPTY_BUFFER[1]+1) % BUFFER_COUNT;
      break;
    ...
    }
  }
}

void  slave(int  index)  {
  ...
  while  (TRUE)  {
    acquire_sem(BUFFER_WAITING[index]);

    {  /*  get the buffer indexed  */  }
    {  /*  by CURRENT_WAITING_BUFFER[index]  */  }
    {  /*  execute the rendering orders in the buffer  */  }

    release_sem(BUFFER_EMPTY[index]);
      CURRENT_WAITING_BUFFER[index]  =
    (CURRENT_WAITING_BUFFER[index]+1)  %  BUFFER_COUNT;
  }
}

Since semaphores, context switching, and memory allocation aren't free, I recommend that you use a small number of big buffers. In Innerstrike I use a BUFFER_COUNT of 2, enough to have the master working on the next frame as the slaves are drawing the previous one. Using more than two buffers increases the game's latency (the delay between the user's action and the reaction on-screen) without any real speed improvement.

With regard to the size of the buffers, I allocate enough memory (per buffer) to store the full description of a single frame. However, you don't have to be so precise. You can allocate significantly larger buffers without worrying about the entire buffer being swapped into physical memory: Individual pages are loaded into RAM *only* as they are touched.

To avoid paging as the game starts running, you should walk through your buffers (as your application is launching) and touch the first few pages that you know you will be using. Here, again, you don't have to be terribly precise—if your game eats up more pages as it's running, keep in mind that the master will touch these pages before the slaves get to them, so the delay incurred by swapping the pages in will be partly absorbed by the latency of the game (since the master is running at least one frame ahead of the slaves).

Plugging Into BWindowScreen

Plugging all of this into BWindowScreen's ScreenConnected() function (which toggles the game's access to the screen) is trivial. Just make sure that...

...nobody accesses the frame buffer before a ScreenConnected(TRUE) or after a ScreenConnected(FALSE).

...the game does nothing while the screen is disconnected.

...you update the frame buffer description each time ScreenConnected(TRUE) is called, and make sure nobody uses a value that's not up to date.

Following these rules shouldn't present any problems. We just need to get control of all the buffers in both channels to be sure that...

...the slaves aren't operating on the buffers and there aren't any old buffers left.

...the master isn't using the current value of the frame_buffer description, since it doesn't own any buffers (the master is supposed to use the frame_buffer description only to describe rendering orders in a buffer).

So here's a generic implementation of ScreenConnected():

void BWindowScreen::ScreenConnected(bool active)
{
  int   i;

  if (!active) {
    for (i=0;i<BUFFER_COUNT;i++) {
      acquire_sem(BUFFER_EMPTY[0]);
      acquire_sem(BUFFER_EMPTY[1]);
    }

    { /* optional: save the frame_buffer */ }
  }
  else {
    { /* optional: restore the frame_buffer */ }

    { /* Get a new description of the frame_buffer /* };
    for (i=0;i<BUFFER_COUNT;i++) {
      release_sem(BUFFER_EMPTY[0]);
      release_sem(BUFFER_EMPTY[1]);
    }
  }
}

Now you should understand why we initialized the semaphores to 0—the first ScreenConnected(TRUE) will release all the buffers and start the game running. Just be careful to create all the semaphores before the BWindowScreen, as there's currently a race condition bug in the Game Kit between the completion of the BWindowScreen constructor and the first call to ScreenConnected(TRUE). (This bug should be fixed in DR9).

Some Closing Remarks

  • Using a double buffer between the master and the slaves (between the controller and the renderer) *does* increase the game's latency. You might assume that the game will, therefore, feel slow and unresponsive. But this isn't really the case. The delay between the user's decision to act, and the delivery of the event to the computer is *already* significant: All the way from the brain's decision, through the nerves, then the activation of the muscle, and the move itself (let's say with a joystick). This is a long time from the computer's point of view -- usually more than one second. Adding a twentieth of a second (the typical cost of the double buffer) isn't all that significant—the user will never feel it.

    If a user feels that a game is sluggish, it's probably because the game isn't generating enough frames per second—the brain is extremely sensitive to this rate—or because the input device/driver is slow or insensitive.

  • Each time you give up control of the screen (through ScreenConnected(FALSE)), the frame buffer will be reset and reconfigured for another application (or the application server). When you get control back, you may need to restore your previous frame buffer content (everything else is managed by the Game Kit).

    In the above sample, I suggest a very simple solution: Explicitly save and restore the frame buffer. In most cases, you can redraw the full screen just by calling a "refresh_screen" function, which you can implement to redraw everything from scratch (this is what I do in the Dominos sample application).

  • The speed of the communication between the master and its slaves depends on the amount of data you're sending: To make this as fast as possible, you should try to pass as little data as possible. For example, the Innerstrike game stores all the texture maps in a shared area, so only a pointer to them needs to be passed.

    Also, Innerstrike allows many faces to share the same texture map descriptor. So you can say "I want to map my texture onto *this* projection...," and then say "...and apply it to all *these* faces."

    You might also try reducing the number of vertices by using big faces (I use up to 6 points in Innerstrike), or by using triangle- and quadrangle-faced strips.

  • It's usually easier to debug your program if you can put it in "single thread" mode. If you look at the previous sample, you'll see I always write only in one buffer of any channel at a time. Thus I can store the currently used buffer descriptor in a global variable, and so easily switch between direct calls and the buffered multithreaded architecture. To do this, you just need a few C-macros (or inline C++ functions):

    -> OpenChannel(channel_index); -> CloseChannel(channel_index); -> RenderingOrder(my_parameters); // one macro for each distinct rendering order

    In "direct" mode, you just map OpenChannel() and CloseChannel() to nothing ( {;} for example) and call the RenderingOrder() functions directly.

    In buffered mode, you map OpenChannel() and CloseChannel() to...

    void OpenChannel(int index)
    {
      acquire_sem(BUFFER_EMPTY[index]);
    
      { /* set the global buffer to the buffer indexed by
        * CURRENT_EMPTY_BUFFER[index]
        */
      }
    }
    
    void CloseChannel(int index)
    {
      release_sem(BUFFER_WAITING[index]);
      CURRENT_EMPTY_BUFFER[index] =
        (CURRENT_EMPTY_BUFFER[index]+1) % BUFFER_COUNT;
    }
    

    ...and then map all your RenderingOrder() macros to a function that simply pushes the ID of the desired rendering order (and its parameters) into the current global buffer. When the slave receives the buffer, it gets the rendering order ID and reads the parameters. This leaves the problem of actually invoking the rendering order: A simple method is to use a switch() based on the order ID. If you're really clever, you can pretend the buffer is a stack, push a function pointer and parameters onto this pseudo-stack, and then "execute" it. Fast -- but not terribly portable. By enabling or disabling your function mappings, you can switch between a straightforward single-threaded implementation (the code generated in that case will not include anything useless) and your multithreaded one. This is definitely useful for debugging and testing.


News From The Front

By William Adams

I was paid last week! Can you believe it: "Hey honey, look... They actually pay me to have this much fun!"

That's what I was saying to my wife last week, to which she responded, "I'm glad they pay you to play dear, can you take out the trash." And, "If you can teach developers to cook, why can't you fix dinner?"

Anyway. Last week we had our first developer's kitchen. As far as I'm concerned it was a success. It was a small showing, but allowed us to work out a process. One of our new developers was so excited they decided to stay through this week to get their whole product ported! Once this is done, I'll share it with you all because it's pretty exciting.

One thing that small ventures must rely heavily on is the enthusiasm of their community. It's the collective knowledge and experience of these enthusiasts that make our platform interesting and the production of killer apps possible. We don't stand alone in our efforts. You would all be proud to sit in on one of our developer discussions and hear Steve Horowitz say "What do you guys want to see in the next release?" and actually work towards producing it. Or "I'll have that feature in there before you leave the building." This dedication from our engineers simply isn't found everywhere.

All great things are built by collectives. Even when there is a striking advancement, such as anything Nikola Tesla invented, they're built from standing atop strong principles and past actions. This week I am proud to hatch upon the Be community such an effort.

Before joining Be I hacked at a QuickCam driver. I released it unceremoniously upon the world without real support or comment. Well last week I gave my camera and driver to George (our OpenGL® porting intern). Understand this, George is a good programmer, he programs a lot... I mean... he actually lives in his cubicle. By the way, OpenGL® is looking quite fine, he did a very good job. Anyway, he made short work of my driver and fixed a couple of bugs that I had left for him to find. The result: We have a /dev/quickcam that works for the BeOS! You just put the qcam file in your /boot/system/drivers directory and fire up the QCamView application and suddenly you're watching yourself on the screen! This only works with the grayscale camera plugged into the parallel port. I think it only works with DR8.2, so if you haven't upgraded, you should.

ftp://ftp.be.com/pub/Samples/qcam.tgz

Is this something to get excited about? For certain people it is. We now have a ready source of live media to play with. I would expect a videophone any day now, perhaps as a networking tutorial? Other than being a ready source for information on how to write a device driver, this code also shows that a lot of work can be done quickly when done by a collective. I started the driver, George finished it and wrote the viewer. Some other developer will pick up the ball and we'll have videophone and MPEG recording. Someone else will make an acquisition module for their video editing suite and we'll be cooking with gas!

This type of work is what excites me about being at Be. Individuals making small contributions will have their efforts amplified into major works of engineering. I don't want to praise the collective too much though. Hard working individuals with a fire in the belly to make their dreams come true are what fuel most innovations. And as we say, "Resistance Is Not Futile!"

From The Pit

Heard in the halls:

"Could you take over Pulse and make it a little better"
"Sure, here it is... Oh you meant for DR9?"

So, this week's source is a modified version of the Pulse application. It's a little cleaned up and will work with one or two processors in the machine (don't click that button). With the exception of one UI flaw, it's visually the same as what comes with the machine.

I'll warn you now that there are a couple of low-level system calls in there that aren't documented and probably never will be, but here's the code for your perusal.

ftp://ftp.be.com/pub/Samples/pulse.tgz

From Your Bench

Titles: BeZap
Location: ftp://ftp.be.com/pub/contrib/util/bezap.install
Author: blue dot software <bluedot@68k.org>

Speaking of resource viewers such as Pulse, BeZap does an excellent job of not just showing system resources, but acting as a thread/team manager as well. It looks like wherever the BeOS has left a hole, developers have rushed in with very good alternatives. I really like this tool. It makes killing off those errant processes that much easier. Make sure you look at the about box animation as well.

Cheerleading

Macworld is rapidly approaching. So it's time for me to start acting like a cheerleader. There are no logistics to make available yet, but I want to start pounding the drum early to get developers to think of what they'll want to show at Macworld. We would prefer our booth to be filled with applications written by our developers, not by us. So start thinking about polishing that killer app by Macworld time. If you're ready to go, then we'll be ready to show! Over the next few weeks I'll pound the drum louder and louder until it's so deafening you can do nothing but complete those apps and help us show off your wares.


Be Marketing Mutterings: So, What'S Next?

By Alex Osadzinski

I need hardly say that it's quite an exciting time at Be. So exciting actually, that we might be forgiven a little euphoria, and one could even speculate that we're all thumping each other soundly on the back proclaiming that the BeOS' future is assured.

That would be a mistake, and our backs remain unthumped at this time.

It's wonderful to be receiving so much attention for the company and its products. We're particularly encouraged by detailed product reviews, such as the one gracing the cover of January's MacUser magazine. And although, to paraphrase our fearless CEO, all rumors are UNtrue, it's also nice to see our company's name linked with one of the giants of the computer industry. If you're a Mac user or developer, the chances are that you've read about us in the press recently. If you're not (and, we never forget, half our developers are not Mac people, and just as valuable to us as the half that are), there's still a chance that you've heard the brouhaha surrounding Be these past few weeks.

But let's get real. Our corporate foot continues to mash the pedal thoroughly to the metal in pursuit of our continuing goal: To make the BeOS successful in its target markets by making it the platform of choice for applications written by our developers. It's been said many times before, but I make no apologies for saying it again: We will succeed only if we make it possible for our application developers to ship profitable, successful, useful products on the BeOS. Those products need to be easier to develop and maintain and more stable, more functional, faster, or simply better than applications on other platforms.

New operating systems take a while to get established. Developers want a high-volume platform, and volume is driven by applications. Priming this circle takes time, money, and determination. The early developers take a higher risk, with potentially higher reward. We're working hard to generate significant volume for the BeOS in 1997; watch our web site for announcements. If you've followed Be for a while, you'll have come to expect a few curveballs now and again, and we'd like to continue to surprise you occasionally.

So, what do we REALLY think will happen next? The answer is simple: The snowball that we're pushing down the hill isn't big enough yet to roll on its own. 1997 is the year when we expect to give it a big enough push that it will begin to gather its own momentum. Our goals for market share are modest: We would rather be doing excellently a few things, such as digital content design, than try to become a replacement, or new, general-purpose operating environment. Our plans are to continue to enhance the product, to ship it in volume on PowerMac platforms, and to help and encourage our developers to generate applications that a targeted set of end users will want to buy (rather than just download for free). Past experience with new computer platforms has taught me that the only useful strategy is to stay the course; progress that one day seems slow has a habit of suddenly accelerating, and it's all based on the availability of a few early applications. Check out the BeWare section of our web site; if you've been following it for a while, you'll have seen it grow from a few interesting demo, to applets, to now a few genuinely useful applications. The snowball just gained some mass.


The Rebirth of the PDA

By Jean-Louis Gassée

Some clichs are easier to fall into than others. Comdex certainly provided an opportunity for one: The rebirth of the PDA category. From Casio to Compaq, NEC to Hitachi and Philips, Windows CE devices were everywhere. Nice, light, small (HP 200 LX palmtop size), functional, well-connected to the web, well-integrated with your favorite Windows desktop, supported by "90 developers worldwide," the new HPC (hand-held PC) standard seems like a potential winner. I only write "potential" because I haven't purchased and used one—yet. For a while, the category had been given up for if not dead at least fractured, small, and not really interesting. HP was selling the LX and the Omnigo, Sharp their Zaurus, Psion their Series 3. Only Sharp was really spending marketing dollars, the other brands relying mostly on word of mouth.

That state of affairs changed with the Pilot. Palm Computing had a false start with their previous pen-based PDA sold by Sharp and Casio. They regrouped, provided a solid financial foundation by selling the company to US Robotics, and came out with a smaller device: It fits easily in a shirt pocket and is much better synchronized to your PC. The latter meaning the Pilot integrated really well with your Windows desktop (and your Mac Real Soon Now), it automatically updated appointments and other data files. Donna Dubinsky, Palm Computing's CEO, used both the armored infantry divisions provided by the adopting company and the guerrilla tactics of a start-up. US Robotics provided the low-cost manufacturing and the aggressive marketing and distribution that enabled US Robotics to dominate the modem market. And at the Agenda industry conference last month in Phoenix, Donna had the mothers of the founders peddle Pilots to startled industry executives. The point: So easy to use your mother would love it. It worked. First, because the product is really pleasant to use. And second, it gave a personal object a very personal touch.

Now the game has changed again. By all accounts, the infantry divisions under Microsoft's command have successfully created a new standard. At the risk of repeating some Erich Ringewald's comments in his column last week, Microsoft earned that market by learning from others and from its mistakes and finally delivering a good execution of the PDA-as-a-companion-to-your-PC concept. After fiascoes such as PenWindows and WinPad and observing the travails of Go, General Magic, and the Newton, Microsoft really did their homework. When I received a detailed e-mail questionnaire from Microsoft inquiring about the daily uses of my Psion, I responded with two questions: How did they find me, and what was in it for me in helping them compete against Psion? Their answer to the first question was clear: They monitored the Psion newsgroup. As for the second question, they seemed puzzled. I let go of the thread and of the questionnaire.

With Windows CE on the scene, if a third-party hardware or software vendor thinks of entering the PDA or HPC market, which platform will they support? There is only one product line meeting the platform definition.

The beauty of the situation is breathtaking. Consider some of the larger companies on the planet: NEC, Hitachi, who supplied the SH RISC processor for these devices—this is not a Wintel product—as well as their own HPCs, Philips, Compaq... These companies are sweating the capital investments to make and distribute these miniaturized devices. And Microsoft is getting royalties on the software and will sell applications on both sides of the PC-HPC connection. One HPC per PC user, that's all they ask.

Does this mean "game over" for the other products? If they're too close in features, size, and price to the CE devices, the long-term prospects aren't too good, especially with Microsoft supplying both Windows and Windows CE and therefore being able to parlay various aspects of the resulting better integration into competitive advantages.

The Pilot is a good example of a product different enough. Unlike the CE devices, it doesn't have a keyboard and it connects more easily to the PC thanks to a nicely deigned cradle. It's smaller, more focused in its applications than the more general-purpose HPC, and it's less expensive by several hundred dollars. We'll see what HP does with its LX family.

We should be thankful for a few reminders from Microsoft. Don't play where they master both sides of an interface or a transaction. Initial success, or failure, doesn't mean much; relentless pursuit and execution of an idea does.


BeDevTalk Summary

BeDevTalk is an unmonitored discussion group in which technical information is shared by Be developers and interested parties. In this column, we summarize some of the active threads, listed by their subject lines as they appear, verbatim, in the mail.

To subscribe to BeDevTalk, visit the mailing list page on our web site: http://www.be.com/aboutbe/mailinglists.html.

WEEK 3

Subject: Fresh Programs

AKA: Scripting examples
AKA: Scripting Architecture
AKA: [HEY BE] Please license ARexx!
AKA: [HEY BE] Please don't license ARexx!

The debate over whether Be should settle on a single scripting language (or scripting interface) continues. This week's new angle: Scripting is really only interesting when more than one application is involved (this includes bidirectional communication), thus there MUST be a common language or interface layer.

Perpendicularly, the content of the "common interface layer" was discussed. One correspondent argued that Be shouldn't define the messages that are delivered between apps, it should only define how the messages are delivered.

The thread also discussed the issue of third-party competition: How far should Be go with its "scripting solution" before it unfairly competes with its own developers?

In related threads, the various scripting languages were described.

Subject: Injecting input into the app_server stream

Methods for polling and calibrating joysticks were discussed.

Subject: 603e vs DSP

More performance comparisons between the PPC family (the 603e, specifically) and dedicated DSP chips.

Subject: 3D GUI talk

AKA: 3D SPACE
AKA: GUI

More discussion of the possibility of a three-dimensional desktop. The score so far: Everyone pretty much hates messy overlapping windows -- anything that can improve this fact of life is appreciated. 3D, obviously, holds promise in this area, but most correspondents are a bit skeptical of the intuitiveness of a full 3D workspace. The provicts argue that we live in a 3D world, so intuition should be on the side of a 3D GUI; convicts grant this point, but then score a right to the jaw by reminding us that our input devices aren't designed for 3D. (Now, if we had e-gloves...)

A number of counterproposals and fine-tunings were also offered: "2.5" dimensions, a torus desktop, multiple (networked) computers connected to the same three- dimensional workspace, and so on.

Subject: BeAPI design flaw? BControl.Invoke() and

A discussion of methods for getting mouse events: Is polling for mouse movement acceptable? What about blocking in the main loop while waiting for a mouse move event?

NEW

Subject: A must Read Article for All

A recent article by Simson Garfinkle in which Mr. Garfinkle critiqued the Be GUI was met with some beg-to-differism. After the initial "who does he think he is?" bent, the thread itself became a constructive criticism of certain aspects of the GUI.

Subject: Newsletter #48

AKA: Asynch IO

Last week, JLG pointed readers to a couple of articles that spoke to the Be/Apple rumors. Many correspondents took issue with the content of one of the articles, in which Gil Amelio portrayed the BeOS as less-than-real-time and I/O- challenged. This led to a broader discussion of threads vs asynchronous I/O.

Subject: DR9 Filesystem Features

Many contributors pleaded for an overview of DR9 file system features. Dominic Giampaolo, the Italian half of Be's international file system team, complied.

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