There are somethings you cant with Timeslicing, due to the fact they block and you can not measure time slice. Which is why people want threading so bad.
Examples.
1. Networking, you really want to handle that as fast as possible not wait and poll.
2. Database work. Lets say you want to save player states for a MUD to a Database, you can wait for your interaction for the database to complete, as you might timeout network connections to the players.
3. You want to connect your game/app to a internet server but still be responding to user in realtime.
These are types of things that simple timeslicing cant resolve.
Now if your doing everything in your own code time-slicing can be done, but been there done that, its a pain in the rear, to code. Me I would prefer threads however Shared Process memory can help a feature limited BMAX.
Doug Stastny
Examples.
1. Networking, you really want to handle that as fast as possible not wait and poll.
2. Database work. Lets say you want to save player states for a MUD to a Database, you can wait for your interaction for the database to complete, as you might timeout network connections to the players.
3. You want to connect your game/app to a internet server but still be responding to user in realtime.
These are types of things that simple timeslicing cant resolve.
Now if your doing everything in your own code time-slicing can be done, but been there done that, its a pain in the rear, to code. Me I would prefer threads however Shared Process memory can help a feature limited BMAX.
Doug Stastny