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  • sbitmap sbitmap_queue sbq_wait - GitHub Pages
    A struct sbitmap_queue uses multiple wait queues and rolling wakeups to avoid contention on the wait queue spinlock This ensures that we don't hit a scalability wall when we run out of free bits and have to start putting tasks to sleep
  • sbitmap-sbitmap_queue-sbq_wait. html - GitHub
    Iterate over each set bit in a struct sbitmap @sb: Bitmap to iterate over @fn: Callback Should return true to continue or false to break early @data: Pointer to pass to callback * sets the corresponding bit in the ->cleared mask instead Paired with * will clear the previously freed entries in the corresponding ->word
  • Free file locked by new Bitmap (filePath) - Stack Overflow
    Here is my approach to opening an image without locking the file var bytes = File ReadAllBytes(path); var ms = new MemoryStream(bytes); var img = Image FromStream(ms); return img; UPDATE: I did some perf tests to see which method was the fastest
  • GitHub - wernsey bitmap: A C module for manipulating bitmap raster graphics
    Use bm_create() to create Bitmap objects and bm_free() to destroy them bm_bind() can be used to wrap a Bitmap object around an existing buffer of bytes, such as OpenGL textures and SDL surfaces
  • Using a Cached Bitmap to Improve Performance - Win32 apps
    Rendering an image stored in a CachedBitmap object is fast because no processing time is spent converting the image to the format required by the display device The following example creates a Bitmap object and a CachedBitmap object from the file Texture jpg The Bitmap and the CachedBitmap are each drawn 30,000 times
  • ShowBitmap () - caliper. com
    ShowBitmap () can be used to create slide shows The UserClick option defaults to "True" The Wait option defaults to "False" unless the UserClick option is "True" and no other options are specified The Wait option should not be specified with the StartupClose option
  • ctrx_sync_on_bitmap_change - Micro Focus
    ctrx_sync_on_bitmap_change captures a snapshot of an active bitmap when called and waits for that bitmap to change However, if the bitmap changed before the call, it captures the new bitmap after the expected change has already occurred, and synchronizes on this bitmap




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