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cloning headers vs. indirection/win32<BR>
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<BR>So..I've been a champion of pushing code into C to avoid cloning headers.<BR>
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<BR>I'm not sure the following statement is logical:<BR> It is easier to clone "windows.h" than "libc.h".<BR>
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<BR>The possible logic is that there is less variation.<BR>There is very little #ifdef in windows.h, whereas "libc.h" contains<BR>both #ifdefs and there are to some extent n different versions.<BR>
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<BR>Another possible explanation is that windows.h was cloned long ago<BR>not by me and "libc.h" I've had to deal with more, on "new" systems.<BR>
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<BR>It is an exaggeration to say OpenBSD/NetBSD/FreeBSD/Linux/Solaris/Darwin etc.<BR>are "completely" different independent rewrites but it is also an<BR>exaggeration to say they are "the same".<BR>It is tempting to say the stat struct is the only problem, but it isn't.<BR>
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If it IS logical, then some of this could/should be undone for Windows.<BR>In particular I'm pretty sympathetic to having the Modula-3 code<BR>use Initialize/Enter/LeaveCriticalSection directly.<BR>
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With the following caveats:<BR> - maybe it isn't logical<BR> - as things are currently, there is more opportunity to merge pthreads and Win32 implementation<BR>
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<BR>Going "back" to a somewhat more optimized Win32 implementation is a bit of a barrier<BR>to merging them.<BR>
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<BR>I'll probably things asis in this regard.<BR>
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<BR>You know..to be "consistent", I should go through ThreadWin32.m3's:<BR>
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<BR>FROM WinNT IMPORT LONG, HANDLE, DWORD, UINT32;<BR>FROM WinBase IMPORT WaitForSingleObject, INFINITE,<BR> CloseHandle, CreateThread, ResumeThread, Sleep,<BR> SuspendThread, GetThreadContext, SetLastError, GetLastError,<BR> CREATE_SUSPENDED, GetCurrentThreadId, InterlockedCompareExchange,<BR> InterlockedExchange, InterlockedIncrement, InterlockedDecrement,<BR> SetEvent, WAIT_OBJECT_0, CreateEvent, WaitForMultipleObjects;<BR>FROM ThreadContext IMPORT PCONTEXT;<BR>
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and reduce those and/or wrap them in C like is done for m3core/unix.<BR>
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<BR>Well, maybe. Constants are easy, plus statically link a la hand.obj/Uconstants.obj.<BR>Functions are easy.<BR>"base" types like LONG, HANDLE, DWORD, UINT32 we just go ahead and clone.<BR>
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<BR> - Jay<BR><BR> </body>
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