Message-Id: <335E1793.7CB1@canvaslink.com> Date: Wed, 23 Apr 1997 10:07:15 -0400 From: Tom Grandgent Reply-To: tgrand AT canvaslink DOT com Organization: Canvas Link, Inc. Mime-Version: 1.0 To: kuku AT gilberto DOT physik DOT rwth-aachen DOT de Cc: djgpp AT delorie DOT com Subject: Re: timer interrupt - sample code anyone? Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Precedence: bulk > I need a (relatively fine grained) time base and I'm thinking of using > the system timer chip for this purpose. Never programmed that chip > before and never dealt with hardware interrupts under djgpp. > > Can anyone point me to some sample code? You should seek out the Allegro game programming library. It has a very nice system of timing functions that's easy to use, plus it includes the source if you want to see how it's done. I've been using its timing system for a game I'm writing and it's worked very well- I have 4 different timers all running at different speeds. Allegro actually dynamically reprograms the system timer chip or something.. > The timer should interrupt at a rate of 10 KHz and the interrupt > service routine is just supposed to increment a global 32 bit value. > > Hope, the 10KHz doesn't bring down the overall system performance. > > -- > Chris Christoph P. U. Kukulies kuku AT gil DOT physik DOT rwth-aachen DOT de Wow.. I was just experimenting with that last night. I needed to measure the number of milliseconds per frame of my game, so I made a 1KHz timer. It wasn't quite enough, so I tried making a 10KHz timer. (Both of these incremented a global 32 bit value.) The 1KHz timer had no apparent effect on the game, but the 10KHz timer knocked the framerate down from around 72Hz to about 68-69Hz. (This was under Win95 though...) Hope this helps, Tom Grandgent tgrand AT canvaslink DOT com Canvas Link, Inc.