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Re: How to limit number of CPU cores used by a Cocoa app
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Re: How to limit number of CPU cores used by a Cocoa app


  • Subject: Re: How to limit number of CPU cores used by a Cocoa app
  • From: Mike Abdullah <email@hidden>
  • Date: Sat, 5 Jan 2008 12:57:56 +0000


On 5 Jan 2008, at 12:02, Andre Schnoor wrote:

Dave Camp wrote:
On Dec 30, 2007, at 3:14 AM, Andre Schnoor wrote:
Chris Hanson wrote:
Why do you think restricting threads to run on only 2 cores will be useful?

I observed problems with GUI threads when running the app on an 8- core Mac Pro, while it runs fine on dual core CPUs and PPC. The fix is intented as a temporary workaround only until I found the real cause.

That's your problem. All of your GUI (with a few exceptions) needs to be on the main thread.



I understand. But why is the method that forks a drawing thread called #detachDrawingThread:toTarget:withObject: in the first place? IMHO, this is misleading.


If the detached thread (which currently initiates all of my graphics output, except window and menu creation) is not allowed to do any UI drawing, then it should not be called a "drawing" thread. Apple should mention this in the documentation clearly.

This is true, but the docs clearly state that that method is just a convenience for +detachNewThreadSelector:toTarget:withObject:


You can do some drawing on a background thread if you wish. NSProgressIndicator does it for a start. BUT you have to be VERY careful to properly lock the view you are drawing into so that nothing goes wrong.

Mike.
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References: 
 >Re: How to limit number of CPU cores used by a Cocoa app (From: Andre Schnoor <email@hidden>)

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