Hello Christoph,

Christoph Schäfer wrote:
> Aspects
> As far as I understand this from the docs, each aspect is a copy of the 
> scene graph data threads operate on. If I got it right, there are two 
> aspects by default.

yes, in 1.8 this is a compile time constant. In 2 things are more 
dynamic, aspects can basically come into existence when needed.
Create a thread, assign it an aspect id and merge over all changes (that 
is the tricky thing, you need all changes from the beginning of the 
applications lifetime).

> One of the aspects is used for rendering (btw, how 
> do I figure out which one it is?) and the other one is used for parallel 
> calculations.

they are not bound to specific tasks, it depends on what you do in the 
threads that work on the aspect.

> 1) I’ve seen the examples (13multithreading.cpp, 13multithreading2.cpp) 
> using 2 threads. What about 3 or more? Do I need more aspects as well 
> and if, how can I introduce new aspects? What are the limitations of 
> multiple threads working on the same aspect?

using more than one thread on a single aspect is tricky and as Marcus 
already said only safe when operating on unconnected objects.

> 2) Do the examples use 2 aspects at all?

yes, both do, although only 13multithreading2.cpp makes some use of it. This

animationThread->runFunction(rotate, 1, NULL);
                                     ^^^

launches the thread in the example and assigns it to aspect 1 (main runs 
on aspect 0).

> 3) How do changelists and aspects work together in terms of syncing? 
> There is a changelists for each thread, but from what I’ve read I think 
> there may be more than 1 thread operating on a specific aspect.

Marcus already covered this one.

        Hope it helps,
                Carsten


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