On Tue, 16 Jan 2001 09:06:30 +0100, Dipl. Ing. Paul Szawlowski
<[EMAIL PROTECTED]> wrote:
>Hi Kevin !
>
>Thanks for your reply.
>
>>
>> >I thought that all Behaviors are executed in the same thread ?
>>
>> It does today, but that could change in the future. Btw, when I said
>> "AWT event behavior", I really meant "AWT event listener callback
>> method" (i.e., a method called by the AWT or Swing event thread).
>
>In case that there will be more than one thread for Behaviors:
>Is it then the duty of the application programmer to avoid that two Behaviors change
>the same object e.g. TransformGroup at the same time or is it duty of the
>implementation of the Java3D Behavior handling ?
>
>> >I would appreciate some documentation about the Java3D thread Model. Thanks.
>>
>> As Justin indicated, we have been reluctant to do that. This is
>> primarily because we don't want to specify the threading behavior too
>> tightly--it could change in a future release. We do realize that we
>> need to document the minimum set of rules so that an app can do the
>> right thing.
>
>I understand that you do not want to limit the Java3D implementation with to tight
>specification. I would say, something similar like the performance guide would be
>very helpful.
>
>regards
>Paul
>
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Paul,
I developed recently a networked virtual world. I needed to
update the Scene Graph with local events and remote events
concurrently. In order to avoid deadlocks, I had to create an
object with synchronized methods. One method would provide
access to the thread making the local updates and another method
to the thread making the remote updates. Java synchorinization
takes care of the concurrency for you. It is an elegant and
simple solution.
My approach was overly cautious, and perhaps affected performance.
A better approach might be to create a similar synchronizing object
for imporant nodes that can be updated concurrently by local
and remote users.
Helmuth Trefftz
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