Changes ------- Update: 1.11.0 -------------- Added: - SystemThreadedConsole(name) -- Allsow each thread to print without the sync issues that make prints merge and hard to read. ```lua -- MainThread: console = multi:newSystemThreadedConsole("console"):init() -- Thread: console = THREAD.waitFor("console"):init() -- using the console console:print(...) console:write(...) -- kinda useless for formatting code though. other threads can eaisly mess this up. ``` Fixed/Updated: - Love2d 11.1 support is now here! Will now require these lines in your main.lua file ```lua function love.update(dt) multi:uManager(dt) -- runs the main loop of the multitasking library end function love.draw() multi.dManager() -- If using my guimanager, if not omit this end ``` Update: 1.10.0 -------------- **Note:** The library is now considered to be stable! **Upcoming:** Network parallelism is on the way. It is in the works and should be released soon Added: ------ - isMainThread true/nil - multi:newSystemThreadedConnection(name,protect) -- Works like normal connections, but are able to trigger events across threads Example of threaded connections ```lua package.path="?/init.lua;?.lua;"..package.path local GLOBAL,THREAD=require("multi.integration.lanesManager").init() multi:newSystemThread("Test_Thread_1",function() connOut = THREAD.waitFor("ConnectionNAMEHERE"):init() connOut(function(arg) print(THREAD.getName(),arg) end) multi:mainloop() end) multi:newSystemThread("Test_Thread_2",function() connOut = THREAD.waitFor("ConnectionNAMEHERE"):init() connOut(function(arg) print(THREAD.getName(),arg) end) multi:mainloop() end) connOut = multi:newSystemThreadedConnection("ConnectionNAMEHERE"):init() a=0 connOut(function(arg) print("Main",arg) end) multi:newTLoop(function() a=a+1 connOut:Fire("Test From Main Thread: "..a.."\n") end,1) ``` Fixed: ------ **loveManager** and **shared threading objects** - sThread.waitFor() - sThread.hold() - some typos - SystemThreadedTables (They now work on both lanes and love2d as expected) Example of threaded tables ```lua package.path="?/init.lua;?.lua;"..package.path local GLOBAL,sThread=require("multi.integration.lanesManager").init() multi:newSystemThread("Test_Thread_1",function() require("multi") test = sThread.waitFor("testthing"):init() multi:newTLoop(function() print("------") for i,v in pairs(test.tab) do print("T1",i,v) end end,1) multi:mainloop() end) multi:newSystemThread("Test_Thread_1",function() require("multi") test = sThread.waitFor("testthing"):init() multi:newTLoop(function() print("------") for i,v in pairs(test.tab) do print("T2",i,v) end end,1) multi:mainloop() end) test = multi:newSystemThreadedTable("testthing"):init() multi:newTLoop(function() local a,b = multi.randomString(8),multi.randomString(4) print(">",a,b) test[a]=b end,1) multi:mainloop() ``` Update: 1.9.2 ------------- Added: - (THREAD).kill() kills a thread. Note: THREAD is based on what you name it - newTimeStamper() Part of the persistant systems... Useful for when you are running this library for a massive amount of time... like years stright! Allows one to hook to timed events such as whenever the clock strikes midnight or when the day turns to monday. The event is only done once though. so as soon as monday is set it would trigger then not trigger again until next monday works for seconds, minutes, days, months, year. ```lua stamper = multi:newTimeStamper() stamper:OnTime(int hour,int minute,int second,func) or stamper:OnTime(string time,func) time as 00:00:00 stamper:OnHour(int hour,func) stamper:OnMinute(int minute,func) stamper:OnSecond(int second,func) stamper:OnDay(int day,func) or stamper:OnDay(string day,func) Mon, Tues, Wed, etc... stamper:OnMonth(int month,func) stamper:OnYear(int year,func) ``` Updated: - LoadBalancing, well bettwr load balancing than existed before. This one allowd for multiple processes to have their own load reading. Calling this on the multi object will return the total load for the entire multi enviroment... loads of other processes are indeed affected by what other processes are doing. However if you combine prorioty to the mix of things then you will get differing results... these results however will most likely be higher than normal... different pirorities will have different default thresholds of performence. Fixed: - Thread.getName() should now work on lanes and love2d, haven't tested ut nuch with the luvit side of things... - A bug with the lovemanager table.remove arguments were backwards haha - The queue object in the love2d threading has been fixed! It now supports sending all objects (even functions as long as no upvalues are present!) Changed: - SystemThreadedJobQueues now have built in load management so they are not constantly at 100% cpu usage. - SystemThreadedJobQueues pushJob now retunts an id of that job which will match the same one that OnJobCompleted returns Update: 1.9.1 ------------- Added: - Integration "multi.integration.luvitManager" - Limited... Only the basic multi:newSystemThread(...) will work - Not even data passing will work other than arguments... If using the bin library you can pass tables and function... Even full objects as long as inner recursion is not preasent. Updated: - multi:newSystemThread(name,func,...) - It will not pass the ... to the func(). Do not know why this wasn't done in the first place :P - Also multi:getPlatform(will now return "luvit" if using luvit... Though Idk if module creators would use the multi library when inside the luvit enviroment Update: 1.9.0 ------------- Added: - multiobj:ToString() -- returns a string repersenting the object - multi:newFromString(str) -- creates an object from a string Works on threads and regular objects. Requires the latest bin library to work! ```lua talarm=multi:newThreadedAlarm("AlarmTest",5) talarm:OnRing(function() print("Ring!") end) bin.new(talarm:ToString()):tofile("test.dat") -- multi:newFromString(bin.load("test.dat")) ``` -- A more seamless way to use this will be made in the form of state saving. This is still a WIP processes, timers, timemasters, watchers, and queuers have not been worked on yet Update: 1.8.7 ------------- Added: - multi.timer(func,...) ```lua function test(a,b,c) print("Running...") a=0 for i=1,1000000000 do a=a+1 end return a,b+c end print(multi.timer(test,1,2,3)) print(multi.timer(test,1,2,3)) -- multi.timer returns the time taken then the arguments from the function... Uses unpack so careful of nil values! ``` Update: 1.8.6 ------------- Added: - jobQueue:doToAll(function) - jobQueue:start() is now required Call this after all calls to registerJob()'s. Calling it afterwards will not guarantee your next push job with that job will work. Not calling this will make pushing jobs impossible! - Fixed a bug with love2d Threaded Queue - Fixed some bugs - Old versions of this library! It stems back from 2012 see rambling for more info... This will run said function in every thread. ```lua -- Going to use love2d code this time, almost the same as last time... See ramblings require("core.Library") GLOBAL,sThread=require("multi.integration.loveManager").init() -- load the love2d version of the lanesManager and requires the entire multi library require("core.GuiManager") gui.ff.Color=Color.Black jQueue=multi:newSystemThreadedJobQueue() jQueue:registerJob("TEST_JOB",function(a,s) math.randomseed(s) TEST_JOB2() return math.random(0,255) end) jQueue:registerJob("TEST_JOB2",function() print("Test Works!") end) -- 1.8.6 EXAMPLE Change jQueue:start() -- This is now needed! -- jQueue:doToAll(function() print("Doing this 2? times!") end) tableOfOrder={} jQueue.OnJobCompleted(function(JOBID,n) tableOfOrder[JOBID]=n if #tableOfOrder==10 then t.text="We got all of the pieces!" end end) for i=1,10 do -- Job Name of registered function, ... varargs jQueue:pushJob("TEST_JOB","This is a test!",math.random(1,1000000)) end t=gui:newTextLabel("no done yet!",0,0,300,100) t:centerX() t:centerY() ``` Update: 1.8.5 ------------- Added: - SystemThreadedExecute(cmd) Allows the execution of system calls without hold up. It is possible to do the same using io.popen()! You decide which works best for you! ```lua local GLOBAL,sThread=require("multi.integration.lanesManager").init() cmd=multi:newSystemThreadedExecute("SystemThreadedExecuteTest.lua") -- This file is important! cmd.OnCMDFinished(function(code) -- callback function to grab the exit code... Called when the command goes through print("Got Code: "..code) end) multi:newTLoop(function() print("...") -- lets show that we aren't being held up end,1) multi:mainloop() ``` Update: 1.8.4 ------------- Added: - multi:newSystemThreadedJobQueue() - Improved stability of the library - Fixed a bug that made the benchmark and getload commands non-thread(coroutine) safe - Tweaked the loveManager to help improve idle cpu usage - Minor tweaks to the coroutine scheduling # Using multi:newSystemThreadedJobQueue() First you need to create the object This works the same way as love2d as it does with lanes... It is getting increasing harder to make both work the same way with speed in mind... Anyway... ```lua -- Creating the object using lanes manager to show case this. Examples has the file for love2d local GLOBAL,sThread=require("multi.integration.lanesManager").init() jQueue=multi:newSystemThreadedJobQueue(n) -- this internally creates System threads. By defualt it will use the # of processors on your system You can set this number though. -- Only create 1 jobqueue! For now making more than 1 is buggy. You only really need one though. Just register new functions if you want 1 queue to do more. The one reason though is keeping track of jobIDs. I have an idea that I will roll out in the next update. jQueue:registerJob("TEST_JOB",function(a,s) math.randomseed(s) -- We will push a random # TEST_JOB2() -- You can call other registered functions as well! return math.random(0,255) -- send the result to the main thread end) jQueue:registerJob("TEST_JOB2",function() print("Test Works!") -- this is called from the job since it is registered on the same queue end) tableOfOrder={} -- This is how we will keep order of our completed jobs. There is no guarantee that the order will be correct jQueue.OnJobCompleted(function(JOBID,n) -- whenever a job is completed you hook to the event that is called. This passes the JOBID folled by the returns of the job -- JOBID is the completed job, starts at 1 and counts up by 1. -- Threads finish at different times so jobids may be passed out of order! Be sure to have a way to order them tableOfOrder[JOBID]=n -- we order ours by putting them into a table if #tableOfOrder==10 then print("We got all of the pieces!") end end) -- Lets push the jobs now for i=1,10 do -- Job Name of registered function, ... varargs jQueue:pushJob("TEST_JOB","This is a test!",math.random(1,1000000)) end print("I pushed all of the jobs :)") multi:mainloop() -- Start the main loop :D ``` Thats it from this version! Update: 1.8.3 ------------- Added:
**New Mainloop functions** Below you can see the slight differences... Function overhead is not too bad in lua, but has a real difference. multi:mainloop() and multi:unprotectedMainloop() use the same algorithm yet the dedicated unprotected one is slightly faster due to having less function overhead. - multi:mainloop()\* -- Bench: 16830003 Steps in 3 second(s)! - multi:protectedMainloop() -- Bench: 16699308 Steps in 3 second(s)! - multi:unprotectedMainloop() -- Bench: 16976627 Steps in 3 second(s)! - multi:prioritizedMainloop1() -- Bench: 15007133 Steps in 3 second(s)! - multi:prioritizedMainloop2() -- Bench: 15526248 Steps in 3 second(s)! \* The OG mainloop function remains the same and old methods to achieve what we have with the new ones still exist These new methods help by removing function overhead that is caused through the original mainloop function. The one downside is that you no longer have the flexiblity to change the processing during runtime. However there is a work around! You can use processes to run multiobjs as well and use the other methods on them. I may make a full comparison between each method and which is faster, but for now trust that the dedicated ones with less function overhead are infact faster. Not by much but still faster. :D Update: 1.8.2 ------------- Added:
- multi:newsystemThreadedTable(name) NOTE: Metatables are not supported in transfers. However there is a work around obj:init() that you see does this. Take a look in the multi/integration/shared/shared.lua files to see how I did it! - Modified the GLOBAL metatable to sync before doing its tests - multi._VERSION was multi.Version, felt it would be more consistant this way... I left the old way of getting the version just incase someone has used that way. It will eventually be gone. Also multi:getVersion() will do the job just as well and keep your code nice and update related bug free! - Also everything that is included in the: multi/integration/shared/shared.lua (Which is loaded automatically) works in both lanes and love2d enviroments! The threaded table is setup just like the threaded queue.
It provids GLOBAL like features without having to write to GLOBAL!
This is useful for module creators who want to keep their data private, but also use GLOBAL like coding.
It has a few features that makes it a bit better than plain ol GLOBAL (For now...) (ThreadedTable - TT for short) - TT:waitFor(name) - TT:sync() - TT["var"]=value - print(TT["var"]) we also have the "sync" method, this one was made for love2d because we do a syncing trick to get data in a table format. The lanes side has a sync method as well so no worries. Using indexing calls sync once and may grab your variable. This allows you to have the lanes indexing 'like' syntax when doing regular indexing in love2d side of the module. As of right now both sides work flawlessly! And this effect is now the GLOBAL as well
On GLOBALS sync is a internal method for keeping the GLOBAL table in order. You can still use sThread.waitFor(name) to wait for variables that may of may not yet exist! Time for some examples: # Using multi:newSystemThreadedTable(name) ```lua -- lanes Desktop lua! NOTE: this is in lanesintergratetest6.lua in the examples folder local GLOBAL,sThread=require("multi.integration.lanesManager").init() test=multi:newSystemThreadedTable("YO"):init() test["test1"]="lol" multi:newSystemThread("test",function() tab=sThread.waitFor("YO"):init() print(tab:has("test1")) sThread.sleep(3) tab["test2"]="Whats so funny?" end) multi:newThread("test2",function() print(test:waitFor("test2")) end) multi:mainloop() ``` ```lua -- love2d gaming lua! NOTE: this is in main4.lua in the love2d examples require("core.Library") GLOBAL,sThread=require("multi.integration.loveManager").init() -- load the love2d version of the lanesManager and requires the entire multi library require("core.GuiManager") gui.ff.Color=Color.Black test=multi:newSystemThreadedTable("YO"):init() test["test1"]="lol" multi:newSystemThread("test",function() tab=sThread.waitFor("YO"):init() print(tab["test1"]) sThread.sleep(3) tab["test2"]="Whats so funny?" end) multi:newThread("test2",function() print(test:waitFor("test2")) t.text="DONE!" end) t=gui:newTextLabel("no done yet!",0,0,300,100) t:centerX() t:centerY() ``` Update: 1.8.1 ------------- No real change!
Changed the structure of the library. Combined the coroutine based threads into the core!
Only compat and integrations are not part of the core and never will be by nature.
This should make the library more convient to use.
I left multi/all.lua file so if anyone had libraries/projects that used that it will still work!
Updated from 1.7.6 to 1.8.0
(How much thread could a thread thread if a thread could thread thread?) Added:
- multi:newSystemThreadedQueue() - multi:systemThreadedBenchmark() - More example files - multi:canSystemThread() -- true if an integration was added false otherwise (For module creation) - Fixed a few bugs in the loveManager # Using multi:systemThreadedBenchmark() ```lua package.path="?/init.lua;"..package.path local GLOBAL,sThread=require("multi.integration.lanesManager").init() multi:systemThreadedBenchmark(3):OnBench(function(self,count) print("First Bench: "..count) multi:systemThreadedBenchmark(3,"All Threads: ") end) multi:mainloop() ``` # Using multi:newSystemThreadedQueue() Quick Note: queues shared across multiple objects will be pulling from the same "queue" keep this in mind when coding! ~~Also the queue respects direction a push on the thread side cannot be popped on the thread side... Same goes for the mainthread!
~~ Turns out i was wrong about this... ```lua -- in love2d, this file will be in the same example folder as before, but is named main2.lua require("core.Library") GLOBAL,sThread=require("multi.integration.loveManager").init() -- load the love2d version of the lanesManager and requires the entire multi library --IMPORTANT -- Do not make the above local, this is the one difference that the lanesManager does not have -- If these are local the functions will have the upvalues put into them that do not exist on the threaded side -- You will need to ensure that the function does not refer to any upvalues in its code. It will print an error if it does though -- Also each thread has a .1 second delay! This is used to generate a random values for each thread! require("core.GuiManager") gui.ff.Color=Color.Black function multi:newSystemThreadedQueue(name) -- in love2d this will spawn a channel on both ends local c={} c.name=name if love then if love.thread then function c:init() self.chan=love.thread.getChannel(self.name) function self:push(v) self.chan:push(v) end function self:pop() return self.chan:pop() end GLOBAL[self.name]=self return self end return c else error("Make sure you required the love.thread module!") end else c.linda=lanes.linda() function c:push(v) self.linda:send("Q",v) end function c:pop() return ({self.linda:receive(0,"Q")})[2] end function c:init() return self end GLOBAL[name]=c end return c end queue=multi:newSystemThreadedQueue("QUEUE"):init() queue:push("This is a test") queue:push("This is a test2") queue:push("This is a test3") queue:push("This is a test4") multi:newSystemThread("test2",function() queue=sThread.waitFor("QUEUE"):init() data=queue:pop() while data do print(data) data=queue:pop() end queue:push("DONE!") end) multi:newThread("test!",function() thread.hold(function() return queue:pop() end) t.text="Done!" end) t=gui:newTextLabel("no done yet!",0,0,300,100) t:centerX() t:centerY() ``` # In Lanes ```lua -- The code is compatible with each other, I just wanted to show different things you can do in both examples -- This file can be found in the examples folder as lanesintegrationtest4.lua local GLOBAL,sThread=require("multi.integration.lanesManager").init() queue=multi:newSystemThreadedQueue("QUEUE"):init() queue:push("This is a test") queue:push("This is a test2") queue:push("This is a test3") queue:push("This is a test4") multi:newSystemThread("test2",function() queue=sThread.waitFor("QUEUE"):init() data=queue:pop() while data do print(data) data=queue:pop() end queue:push("This is a test5") queue:push("This is a test6") queue:push("This is a test7") queue:push("This is a test8") end) multi:newThread("test!",function() -- this is a lua thread thread.sleep(.1) data=queue:pop() while data do print(data) data=queue:pop() end end) multi:mainloop() ``` Update: 1.7.6 ------------- Fixed: Typos like always Added:
multi:getPlatform() -- returns "love2d" if using the love2d platform or returns "lanes" if using lanes for threading
examples files
In Events added method setTask(func)
The old way still works and is more convient to be honest, but I felt a method to do this was ok.
Updated: some example files to reflect changes to the core. Changes allow for less typing
loveManager to require the compat if used so you don't need 2 require line to retrieve the library
Update: 1.7.5 ------------- Fixed some typos in the readme... (I am sure there are more there are always more)
Added more features for module support
TODO:
Work on performance of the library... I see 3 places where I can make this thing run quicker
I'll show case some old versions of the multitasking library eventually so you can see its changes in days past!
Update: 1.7.4 ------------- Added: the example folder which will be populated with more examples in the near future!
The loveManager integration that mimics the lanesManager integration almost exactly to keep coding in both enviroments as close to possible. This is done mostly for library creation support!
An example of the loveManager in action using almost the same code as the lanesintergreationtest2.lua
NOTE: This code has only been tested to work on love2d version 1.10.2 thoough it should work version 0.9.0 ```lua require("core.Library") -- Didn't add this to a repo yet! Will do eventually... Allows for injections and other cool things require("multi.compat.love2d") -- allows for multitasking and binds my libraies to the love2d engine that i am using GLOBAL,sThread=require("multi.integration.loveManager").init() -- load the love2d version of the lanesManager --IMPORTANT -- Do not make the above local, this is the one difference that the lanesManager does not have -- If these are local the functions will have the upvalues put into them that do not exist on the threaded side -- You will need to ensure that the function does not refer to any upvalues in its code. It will print an error if it does though -- Also each thread has a .1 second delay! This is used to generate a random values for each thread! require("core.GuiManager") -- allows the use of graphics in the program. gui.ff.Color=Color.Black function comma_value(amount) local formatted = amount while true do formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2') if (k==0) then break end end return formatted end multi:newSystemThread("test1",function() -- Another difference is that the multi library is already loaded in the threaded enviroment as well as a call to multi:mainloop() multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 1"):OnBench(function(self,c) GLOBAL["T1"]=c multi:Stop() end) end) multi:newSystemThread("test2",function() -- spawns a thread in another lua process multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 2"):OnBench(function(self,c) GLOBAL["T2"]=c multi:Stop() end) end) multi:newSystemThread("test3",function() -- spawns a thread in another lua process multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 3"):OnBench(function(self,c) GLOBAL["T3"]=c multi:Stop() end) end) multi:newSystemThread("test4",function() -- spawns a thread in another lua process multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 4"):OnBench(function(self,c) GLOBAL["T4"]=c multi:Stop() end) end) multi:newSystemThread("test5",function() -- spawns a thread in another lua process multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 5"):OnBench(function(self,c) GLOBAL["T5"]=c multi:Stop() end) end) multi:newSystemThread("test6",function() -- spawns a thread in another lua process multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 6"):OnBench(function(self,c) GLOBAL["T6"]=c multi:Stop() end) end) multi:newSystemThread("Combiner",function() -- spawns a thread in another lua process function comma_value(amount) local formatted = amount while true do formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2') if (k==0) then break end end return formatted end local b=comma_value(tostring(sThread.waitFor("T1")+sThread.waitFor("T2")+sThread.waitFor("T3")+sThread.waitFor("T4")+sThread.waitFor("T5")+sThread.waitFor("T6"))) GLOBAL["DONE"]=b end) multi:newThread("test0",function() -- sThread.waitFor("DONE") -- lets hold the main thread completely so we don't eat up cpu -- os.exit() -- when the main thread is holding there is a chance that error handling on the system threads may not work! -- instead we can do this while true do thread.skip(1) -- allow error handling to take place... Otherwise lets keep the main thread running on the low -- Before we held just because we could... But this is a game and we need to have logic continue --sThreadM.sleep(.001) -- Sleeping for .001 is a greeat way to keep cpu usage down. Make sure if you aren't doing work to rest. Abuse the hell out of GLOBAL if you need to :P if GLOBAL["DONE"] then t.text="Bench: "..GLOBAL["DONE"] end end end) GLOBAL["Bench"]=3 t=gui:newTextLabel("no done yet!",0,0,300,100) t:centerX() t:centerY() ``` Update: 1.7.3 ------------- Changed how requiring the library works! `require("multi.all")` Will still work as expected; however, with the exception of threading, compat, and integrations everything else has been moved into the core of the library. ```lua -- This means that these are no longer required and will cause an error if done so require("multi.loop") require("multi.alarm") require("multi.updater") require("multi.tloop") require("multi.watcher") require("multi.tstep") require("multi.step") require("multi.task") -- ^ they are all part of the core now ``` Update: 1.7.2 ------------- Moved updaters, loops, and alarms into the init.lua file. I consider them core features and they are referenced in the init.lua file so they need to exist there. Threaded versions are still separate though. Added another example file Update: 1.7.1 Bug Fixes Only ------------- Update: 1.7.0 ------------- Modified: multi.integration.lanesManager.lua It is now in a stable and simple state Works with the latest lanes version! Tested with version 3.11 I cannot promise that everything will work with eariler versions. Future versions are good though.
Example Usage:
sThread is a handle to a global interface for system threads to interact with themself
thread is the interface for multithreads as seen in the threading section
GLOBAL a table that can be used throughout each and every thread sThreads have a few methods
sThread.set(name,val) -- you can use the GLOBAL table instead modifies the same table anyway
sThread.get(name) -- you can use the GLOBAL table instead modifies the same table anyway
sThread.waitFor(name) -- waits until a value exists, if it does it returns it
sThread.getCores() -- returns the number of cores on your cpu
sThread.sleep(n) -- sleeps for a bit stopping the entire thread from running
sThread.hold(n) -- sleeps until a condition is met
```lua local GLOBAL,sThread=require("multi.integration.lanesManager").init() require("multi.all") multi:newAlarm(2):OnRing(function(self) GLOBAL["NumOfCores"]=sThread.getCores() end) multi:newAlarm(7):OnRing(function(self) GLOBAL["AnotherTest"]=true end) multi:newAlarm(13):OnRing(function(self) GLOBAL["FinalTest"]=true end) multi:newSystemThread("test",function() -- spawns a thread in another lua process require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the integration. You would need to require the interaction again though print("Waiting for variable: NumOfCores") print("Got it: ",sThread.waitFor("NumOfCores")) sThread.hold(function() return GLOBAL["AnotherTest"] -- note this would hold the entire systemthread. Spawn a coroutine thread using multi:newThread() or multi:newThreaded... end) print("Holding works!") multi:newThread("tests",function() thread.hold(function() return GLOBAL["FinalTest"] -- note this will not hold the entire systemthread. As seen with the TLoop constantly going! end) print("Final test works!") os.exit() end) local a=0 multi:newTLoop(function() a=a+1 print(a) end,.5) multi:mainloop() end) multi:mainloop() ``` Update: 1.6.0 ------------- Changed: steps and loops ```lua -- Was step:OnStep(function(pos,self) -- same goes for tsteps as well print(pos) end) multi:newLoop(function(dt,self) print(dt) end) -- Is now step:OnStep(function(self,pos) -- same goes for tsteps as well print(pos) end) multi:newLoop(function(self,dt) print(dt) end) ``` Reasoning I wanted to keep objects consistant, but a lot of my older libraries use the old way of doing things. Therefore I added a backwards module ```lua require("multi.all") require("multi.compat.backwards[1,5,0]") -- allows for the use of features that were scrapped/changed in 1.6.0+ ``` Update: 1.5.0 ------------- Added: - An easy way to manage timeouts - Small bug fixes Update: 1.4.1 - First Public release of the library ------------- **IMPORTANT:** Every update I make aims to make things simpler more efficent and just better, but a lot of old code, which can be really big, uses a lot of older features. I know the pain of having to rewrite everything. My promise to my library users is that I will always have backwards support for older features! New ways may exist that are quicker and eaiser, but the old features/methods will be supported.