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From: Ken shaw (ken_at_[hidden])
Date: 2001-06-05 12:56:22

----- Original Message -----
From: <williamkempf_at_[hidden]>
To: <boost_at_[hidden]>
Sent: Tuesday, June 05, 2001 12:13 PM
Subject: [boost] Re: Boost Build System

> --- In boost_at_y..., Gary Powell <Gary.Powell_at_s...> wrote:
> >
> > Most games are multi-threaded.
> Most applications are not games ;). I'm not suggesting that any
> library in Boost should not support building in multi-thread mode,
> only that the default for <threading> be single.
> > At a minimum the sound buffer for the music
> > needs to run in its own thread or the music breaks up when the
> scene gets
> > texture rich.
> >
> > (Also due to the known errors in the single threaded MSVC
> libraries, we
> > always link the multithreaded ones. A dumb reason to do so, but you
> do what
> > works and ship it.)
> I've never run into a bug in the single threaded msvcrt that didn't
> also exist in the multi threaded msvcrt. What bugs are these?

Don't know if really bugs per se but try passing STL objects between DLL
functions without using the multithreaded libraries. Your code will fail in
bizarre and perverse fashion. This is a well known problem and relates to
the fact that different DLL's being used by the same application are very
nearly seperate threads and code that is not at least reasonably threadsafe
kills it. In particular reference counting and other sorts of static data
get hopelessly messed up.

> In any event, in a situation like this it may be appropriate to
> default <threading> to multi in <msvc> only. It still does not make
> sense to set the general default to multi.
works for me

> Bill Kempf

Ken Shaw

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