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Update multithreading.adoc

Fixed broken new lines.
mitm001 пре 9 година
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1 измењених фајлова са 4 додато и 2 уклоњено
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      src/docs/asciidoc/jme3/advanced/multithreading.adoc

+ 4 - 2
src/docs/asciidoc/jme3/advanced/multithreading.adoc

@@ -157,8 +157,10 @@ The task code in the Callable should be self-contained! It should not write or r
 
 In reality, you might need access to the game state. If you must read or write a current state from the scene graph, you must have a clone of the data in your thread. There are only two ways:
 
-*  Use the execution queue `application.enqueue()` to create a sub-thread that clones the info. Only disadvantage is, it may be slower. +The example below gets the `Vector3f location` from the scene object `mySpatial` using this way.
-*  Create a separate World class that allows safe access to its data via synchronized methods to access the scene graph. Alternatively it can also internally use `application.enqueue()`. +The following example gets the object `Data data = myWorld.getData();` using this way.
+*  Use the execution queue `application.enqueue()` to create a sub-thread that clones the info. Only disadvantage is, it may be slower. +
+The example below gets the `Vector3f location` from the scene object `mySpatial` using this way.
+*  Create a separate World class that allows safe access to its data via synchronized methods to access the scene graph. Alternatively it can also internally use `application.enqueue()`. +
+The following example gets the object `Data data = myWorld.getData();` using this way.
 
 These two ways are thread-safe, they don't mess up the game logic, and keep the Callable code readable.