love.thread
Available since LÖVE 0.7.0 |
This module is not supported in earlier versions. |
Allows you to work with threads.
Threads are separate Lua environments, running in parallel to the main code. As their code runs separately, they can be used to compute complex operations without adversely affecting the frame rate of the main thread. However, as they are separate environments, they cannot access the variables and functions of the main thread, and communication between threads is limited.
All LOVE objects (userdata) are shared among threads so you'll only have to send their references across threads. You may run into concurrency issues if you manipulate an object on multiple threads at the same time.
When a Thread is started, it only loads the love.thread module. Every other module has to be loaded with require.
Question: Does this means necessarily a gain in terms of speed on multiprocessing PC (http://en.wikipedia.org/wiki/Multiprocessing)?
Answer: No, threads never do. That is, they can make it faster, but they can't guarantee it.
(http://love2d.org/forums/viewtopic.php?f=4&t=12031&hilit=Thread#p72039)
"So, if you're doing threads for just speed, the important thing to remember is that speed is the side effect, not the intention of threads."
(http://love2d.org/forums/viewtopic.php?f=4&t=12031&hilit=Thread#p72049)
The love.graphics and love.window modules have several restrictions and therefore should only be used in the main thread. |
Contents
Types
Channel | An object which can be used to send and receive data between different threads. | 0.9.0 | |
Thread | A Thread represents a thread. | 0.7.0 |
Functions
love.thread.getChannel | Creates or retrieves a named thread channel. | 0.9.0 | |
love.thread.getThread | Look for a thread and get its object. | 0.7.0 | 0.9.0 |
love.thread.getThreads | Get all threads. | 0.7.0 | 0.9.0 |
love.thread.newChannel | Creates a new unnamed thread channel. | 0.9.0 | |
love.thread.newThread | Creates a new Thread from a filename, string or FileData object containing Lua code. | 0.7.0 |
Example
Removed in LÖVE 0.9.0 |
This example is not supported in that and later versions. |
from http://love2d.org/forums/viewtopic.php?f=5&t=9934&p=60592&hilit=thread#p60592
main.lua
-- new thread
thread = love.thread.newThread('thread','thread.lua')
thread:start()
function love.update(dt)
msg_table = msg_table or {}
-- process messages when other thread is "done"
if thread:get('done') then
msg_table[1] = thread:get('number')
msg_table[2] = thread:get('string')
msg_table[3] = tostring(thread:get('condition'))
-- concat our messages into a long string
message = table.concat(msg_table,'\n')
-- get image data from the other thread
imageData = imageData or thread:get('image')
-- initialize image
image = love.graphics.newImage(imageData)
end
if thread:get('hasCounter') then
msg_table[4] = thread:get('counter')
message = table.concat(msg_table,'\n')
end
end
function love.draw()
if image then
love.graphics.draw(image,50,50)
end
if message then
love.graphics.print(message,10,10)
end
end
thread.lua
-- load modules b/c new thread
require 'love.filesystem'
require 'love.image'
require 'love.timer'
-- get this thread's id
thisThread = love.thread.getThread()
-- load image file, userdata can be sent also!
file = love.image.newImageData('love.png')
-- send messages to this thread's inbox
thisThread:set('image',file)
thisThread:set('number',1337)
thisThread:set('string','a string message')
thisThread:set('condition',true)
thisThread:set('done',true)
time0 = love.timer.getTime()
counter = 0
-- count per second and send counter to inbox
while true do
timeD = love.timer.getTime() - time0
if timeD > 1 then
counter = counter + 1
thisThread:set('counter',counter)
thisThread:set('hasCounter',true)
time0 = love.timer.getTime()
end
end
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