Re: Any system calls OK to use in audio thread?
Re: Any system calls OK to use in audio thread?
- Subject: Re: Any system calls OK to use in audio thread?
- From: Brian Willoughby <email@hidden>
- Date: Tue, 27 Feb 2018 00:45:58 -0800
On Feb 27, 2018, at 12:24 AM, Daniel Vollmer <email@hidden> wrote:
> On 27. Feb 2018, at 09:19, Brian Willoughby <email@hidden> wrote:
>> On Feb 27, 2018, at 12:00 AM, Daniel Vollmer <email@hidden> wrote:
>>> Hi,
>>>
>>> On 27. Feb 2018, at 03:11, Brian Willoughby <email@hidden> wrote:
>>>> I do know that std::array will cause glitches. One of the students taking
>>>> my CoreAudio & AudioUnit course suffered from audio glitches until
>>>> replacing std::array with a pre-allocated Standard C array.
>>>
>>> I don’t see how this can be, std::array stores its data inside the object
>>> and performs no heap allocations of its own. The only problem areas I can
>>> think are either that the contained type did something funny, or that
>>> arrays were accidentally copied too much instead of being passed by
>>> reference.
>>
>> I don’t quite follow what you’re saying here. If you add an item to an array
>> that is not large enough to hold that item, then some allocation is
>> necessary by definition. There are only limited situations in which this
>> fact can be avoided.
>
> You can’t add (or remove) items to a std::array, its size is a template
> parameter and fixed at compile-time.
Oops, I’m thinking of std::vector
Back to your regularly-scheduled programming.
Brian
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