Synchronizing Two Threads w/Pthreads for Smooth Presentation

In summary, the best paradigm for synchronizing threads in order to achieve a smooth presentation is to use a double buffering technique, where one thread renders an image and passes it to another thread for on-screen rendering. With proper synchronization and vertical sync enabled, the threads can operate independently without affecting each other's performance. The use of a mutex can also ensure that the threads do not interfere with each other's operations.
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intervoxel
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Two threads share a common buffer (an image, say). One thread (visualization which has an almost fixed delay). The other, image generation can have a delay either much greater or much lesser than the fixed one. What is the best paradigm to synchronize these threads using pthreads in order to achieve a smooth presentation? The visualization thread has a timer field that must be updated at a good rate, even if the main data be sparsely updated. The generation thread ideally should not be affected at all when running quickly.

Thank you for any help.
 
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Depending on the relative timing involved you may benefit from using double buffering [1] technique where one thread renders (generates) an image and when it is done it passes this image to another thread (usually the main GUI thread) for on-screen rendering. Then the generator starts on generating next image in a second buffer and when the GUI thread gets this is just "flips" to show this new image. If the timing is right and the synchronization done correctly the GUI thread and the render thread only need to swap two images around.

[1] https://en.wikipedia.org/wiki/Multiple_buffering#Double_buffering_in_computer_graphics
 
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Following up on Filip Larsen's post, with vertical sync enabled, at least older games had the option to double or triple buffer. In the case of some games, there's a physics thread and a graphics (display) thread, and if the graphics thread gets behind, it skips the display of some of the frames. In an ideal game, the physics thread usually runs at some fixed rate, and is unaffected by the graphics thread response time. Some games operate in the ideal way, other games are impacted by graphics performance.
 
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Thank you for the answers, guys. I solved the problem using triple buffering and a mutex.
 

1. How do I synchronize two threads with Pthreads for smooth presentation?

To synchronize two threads with Pthreads for smooth presentation, you can use the pthread_mutex_lock and pthread_mutex_unlock functions. These functions allow you to lock and unlock a mutex, which is a special variable used to control access to shared resources between threads.

2. Why is it important to synchronize threads for smooth presentation?

Synchronizing threads is important for smooth presentation because it ensures that the threads are executing in the correct order and accessing shared resources without conflicts. Without proper synchronization, the threads may execute at different times or access the same resource simultaneously, leading to errors and disrupted presentation.

3. Can I use Pthreads for synchronizing threads on any operating system?

Yes, Pthreads is a standard API for creating and managing threads in most Unix-based operating systems, including Linux and macOS. It is also available on some Windows systems through third-party libraries.

4. Are there any alternatives to using Pthreads for synchronizing threads?

Yes, there are other threading libraries and APIs available for synchronizing threads, such as OpenMP, Windows Threads, and Java Threads. However, Pthreads is a widely used and well-supported option for synchronizing threads on Unix-based systems.

5. Can I synchronize more than two threads with Pthreads?

Yes, Pthreads can be used to synchronize any number of threads. However, it is important to properly design and implement the synchronization mechanism to ensure smooth execution and avoid issues such as deadlocks or race conditions.

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