Re: Thread count strangeness using PlayAudioFile sample code
Re: Thread count strangeness using PlayAudioFile sample code
- Subject: Re: Thread count strangeness using PlayAudioFile sample code
- From: "Chris Weare" <email@hidden>
- Date: Tue, 29 Mar 2005 13:23:24 -0800
If there is a concern about creation cost then why is a new thred being
created each time. I would think that if the concern is to not pay the
creation cost when you are ready to go then a good pattern to use is a thred
pool where the threads are created up front during init time then
round-robin through the work.
Paying for each creation AT call time in the hopes that one MIGHT save later
seems odd.
-chris
From: Shawn Erickson <email@hidden>
To: Robert Martin <email@hidden>
CC: email@hidden
Subject: Re: Thread count strangeness using PlayAudioFile sample code
Date: Tue, 29 Mar 2005 07:26:17 -0800
On Mar 29, 2005, at 6:29 AM, Robert Martin wrote:
It works fine, but I ran top and noticed that after each call to
PlayAudioFile, my thread count permanently increases by 1. I'm new to
threads and cannot figure out what's causing this - or even whether I
should worry about it.
Likely nothing to worry about at all. Use shark (part of the CHUD tools
from Apple) or thread viewer to see if that thread is doing anything when
not using audio units, etc. I bet it would simple block waiting for work.
Can anyone point me in a direction to understand what's going on?
I bet the thread is created lazily and will stay around waiting for work
while your application continues to run. This is likely done to avoid
thread creation overhead if you are starting and stopping unit often, etc.
Similar things happen with the GUI heartbeat thread used by AppKit for
animation effects.
-Shawn
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