GCC Bugzilla – Attachment 5628 Details for
Bug 13948
[3.4 Regression] GCJ segmentation fault while compiling GL4Java .class files
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gl4java/GLRunnable.java
GLRunnable.java (text/plain), 3.54 KB, created by
Max Gilead
on 2004-01-31 13:47:56 UTC
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Description:
gl4java/GLRunnable.java
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Creator:
Max Gilead
Created:
2004-01-31 13:47:56 UTC
Size:
3.54 KB
patch
obsolete
>/** > * @(#) GLRunnable.java > */ >package gl4java; > >import java.lang.*; > >/** > * This is the interface for a threaded renderer (animator thread). > * > * If an animation class, e.g. {@link gl4java.awt.GLAnimCanvas}, > * implements {@link gl4java.drawable.GLDrawable} and this interface, > * you will benefit from the new context handling {@link gl4java.GLContext#gljFree}. > * > * @see gl4java.GLContext > * @see gl4java.drawable.GLDrawable > * @see gl4java.awt.GLAnimCanvas > */ >public interface GLRunnable extends Runnable >{ > /** > * This creates and start one singleton unique thread ! > */ > public void start(); > > /** > * This stops and destroys (deferred) our singleton unique thread ! > */ > public void stop(); > > /** > * Identifies this object with the given thread .. > * If this object owns this thread, it must return true ! > */ > public boolean ownsThread(Thread thread); > > /** > * The running loop for animations > * which initiates the call of display > * > * Be sure to force freeing the GL context > * with {@link gl4java.GLContext#gljFree}(true), if: > * <pre> > - you exit this run loop > - you suspend your thread -> wait > - you kill your thread .. > * </pre> > * > * Also be sure, to implement this Runnable as Java2 does recomends ! > * Look at the example implementation {@link gl4java.awt.GLAnimCanvas#run} ! > * > * @see gl4java.awt.GLAnimCanvas#run > * @see #setSuspended > */ > public void run(); > > /** > * Here we can (re)start or suspend animation ... > * > * If the thread should be (re)started and is not alive -> killed, > * or never be started, it will be started ! > * > * @param suspend if true the thread will be suspended, > * if false, the thread will be (re)started > * > * @see #isAlive > * @see #start > */ > public void setSuspended(boolean suspend); > > /** > * Here we can (re)start or suspend animation ... > * > * If the thread should be (re)started and is not alive -> killed, > * or never be started, it will be started ! > * > * @param suspend if true the thread will be suspended, > * if false, the thread will be (re)started > * > * @param reInit if true the ReInit will be called additionally, > * where the user can set additional initialisations > * > * @see #ReInit > * @see #isAlive > * @see #start > * @see #run > */ > public void setSuspended(boolean suspend, boolean reInit); > > /** > * is the thread alive, means is started and not died ? > * > * @see #run > * @see #setSuspended > * @see #start > * @see #stop > */ > public boolean isAlive(); > > /** > * is the thread suspended, means is started but waiting, > * or not alive (ok :-| - but it is practical) > * > * @see #run > * @see #setSuspended > * @see #start > * @see #stop > */ > public boolean isSuspended(); > > /** > * ReInit should be overwritten by you, > * to enter your re-initialisation within setSuspended(false) > * > * @see #setSuspended > */ > public void ReInit(); > > /** > * Forces this thread to release it's GLContext ! > * > * To ensure this, this thread enables itself, > * and calls gljFree(true) to force the release ! > * > * @see #setSuspended > * @see #run > */ > public void freeGLContext(); >}
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