Path: chuka.playstation.co.uk!news From: "Scott Ward" Newsgroups: scee.yaroze.beginners Subject: Re: Non-blocking Functions. Date: Fri, 9 Jul 1999 01:58:40 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 30 Message-ID: <7m3hne$dq89@chuka.playstation.co.uk> References: <7m0rmu$dq84@chuka.playstation.co.uk> <7m2siu$dq87@chuka.playstation.co.uk> NNTP-Posting-Host: p34-albatross-gui.tch.virgin.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Cheers boys, Thanks for clearing that up. Rikki, you seemed a little confused as to the use of DrawSync() so I figured that seen as you've helped me out so many times I'd try and clear this one up for you. Due to the certain functions being non-blocking it means that once the function has been registered the processing will continue regardless of whether the non-blocking function has finished or not. So, if you call MoveImage() the Yaroze will stick the command in a queue and carry on processing your code (dual processing), therefore, your code will continue to run even if the MoveImage() command hasn't been done yet. I'm sure you'll see how this could cause problems. DrawSync() is used so the program will wait until all the non-blocking functions in the queue have been carried out before running the code again. As Alex Herbert says, you can have about 64 non-blocking functions waiting in the queue at any one time, you wouldn't necessarily have to call DrawSync() after every one. I hope this has cleared this up for you, actually, I hope this is the right explanation for it. Like I say, I'm still getting to grips with the non-blocking stuff myself so this is only my interpretation. :o) Thanks Alex and Rikki, Scott