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C++ Game Development Cookbook

You're reading from   C++ Game Development Cookbook

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Product type Paperback
Published in May 2016
Publisher Packt
ISBN-13 9781785882722
Length 346 pages
Edition 1st Edition
Languages
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Author (1):
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Druhin Mukherjee Druhin Mukherjee
Author Profile Icon Druhin Mukherjee
Druhin Mukherjee
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Toc

Table of Contents (15) Chapters Close

Preface 1. Game Development Basics FREE CHAPTER 2. Object-Oriented Approach and Design in Games 3. Data Structures in Game Development 4. Algorithms for Game Development 5. Event-Driven Programming – Making Your First 2D Game 6. Design Patterns for Game Development 7. Organizing and Backing Up 8. AI in Game Development 9. Physics in Game Development 10. Multithreading in Game Development 11. Networking in Game Development 12. Audio in Game Development 13. Tips and Tricks Index

Avoiding deadlocks


When two or more tasks want to use the same resource, we have a race condition. Until one task finishes using the resource, the other task cannot get access to it. This is known as a deadlock, and we must avoid deadlocks at all costs. For example, resource Collision and resource Audio are used by process Locomotion and process Bullet:

  • Locomotion starts to use Collision

  • Locomotion and Bullet try to start using Audio

  • Bullet "wins" and gets Audio first

  • Now Bullet needs to use Collision

  • Collision is locked by Locomotion, which is waiting for Bullet

Getting ready

For this recipe, you will need a Windows machine and an installed copy of Visual Studio.

How to do it…

In this recipe, we will find out how easy it is to avoid deadlocks:

#include <thread>
#include <string>
#include <iostream>

using namespace std;

void Physics()
{
  for (int i = 0; i > -100; i--)
    cout << "From Thread 1: " << i << endl;

}

int main()
{
  std::thread t1(Physics...
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