Threading in GetVirtualObjects()

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On 20/07/2006 at 12:38, xxxxxxxx wrote:

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Cinema 4D Version:   9,6 
Platform:   Windows  ;   
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Hi support,

is it safe to use an own thread in GetVirtualObjects()? Anything that needs to be paid attention to?

Thanks iA

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On 25/07/2006 at 18:28, xxxxxxxx wrote:

No, I think that should be fine, as long as you take care to syncronize properly with the thread. I can't say that I see the advantage, since at some point you will have to block the thread, since the call to GetVirtualObjects() must return. Or did you plan to keep a calculation thread going and just return the current state of the calculation?

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On 27/07/2006 at 04:19, xxxxxxxx wrote:

Thanks Mikael. I have a simulation that has several "passes" and I would like to run some passes at the same time (as they are not dependant on each other), so I would like to run them in seperate threads. I would then like to wait for them to finish and run the rest of the simulation.

Is that feasible or is that the wrong way to go?

Thanks Mikael!
Samir

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On 28/07/2006 at 00:29, xxxxxxxx wrote:

It's hard to say whether you would gain anything. I would expect some overhead from running them as threads. You should benchmark the code to see if it would be more efficient just running them one after the other.

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On 28/07/2006 at 00:36, xxxxxxxx wrote:

Yep, I am expecting the overhead. 🙂 Thank you, will then try it and see if it´s feasible.